cda41d73eb
Now much more possible for OXPs to add more comms messages. Priority system to allow occasional messages on particular topics without overwhelming the comms with constant updates. Also, fix my text editor using 2 tabs as the indent level for JS...
170 lines
4.8 KiB
JavaScript
170 lines
4.8 KiB
JavaScript
/*
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policeAI.js
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Priority-based AI for police
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Oolite
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Copyright © 2004-2013 Giles C Williams and contributors
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
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MA 02110-1301, USA.
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*/
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"use strict";
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this.name = "Oolite Police AI";
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this.version = "1.79";
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this.aiStarted = function() {
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var ai = new worldScripts["oolite-libPriorityAI"].AILib(this.ship);
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ai.setParameter("oolite_flag_listenForDistressCall",true);
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ai.setParameter("oolite_flag_markOffenders",true);
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if (this.ship.primaryRole == "police-station-patrol") // TODO: some way to determine whether this ship should launch as station patrol
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{
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ai.setParameter("oolite_leaderRole","police-station-patrol");
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ai.setWaypointGenerator(ai.waypointsStationPatrol);
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ai.setParameter("oolite_flag_patrolStation",true);
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}
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else
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{
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ai.setParameter("oolite_leaderRole","police");
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ai.setWaypointGenerator(ai.waypointsSpacelanePatrol);
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}
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ai.setParameter("oolite_escortRole","wingman");
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/* Needs to use existing entries in descriptions.plist */
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ai.setCommunicationsRole("police");
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// TODO: return to base after long patrols
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ai.setPriorities([
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/* Fight */
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{
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condition: ai.conditionLosingCombat,
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behaviour: ai.behaviourFleeCombat,
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reconsider: 5
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},
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{
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condition: ai.conditionInCombat,
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configuration: ai.configurationAcquireCombatTarget,
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behaviour: ai.behaviourDestroyCurrentTarget,
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reconsider: 5
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},
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/* Check for distress calls */
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{
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condition: ai.conditionHasReceivedDistressCall,
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behaviour: ai.behaviourRespondToDistressCall,
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reconsider: 20
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},
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/* Check for offenders */
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{
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preconfiguration: ai.configurationCheckScanner,
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condition: ai.conditionScannerContainsFugitive,
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configuration: ai.configurationAcquireScannedTarget,
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behaviour: ai.behaviourDestroyCurrentTarget,
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reconsider: 1
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},
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{
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condition: ai.conditionScannerContainsHuntableOffender,
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configuration: ai.configurationAcquireScannedTarget,
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behaviour: ai.behaviourDestroyCurrentTarget,
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reconsider: 1
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},
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{
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condition: ai.conditionScannerContainsFineableOffender,
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configuration: ai.configurationAcquireScannedTarget,
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behaviour: ai.behaviourFineCurrentTarget,
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reconsider: 10
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},
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/* What about escape pods? */
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{
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condition: ai.conditionScannerContainsEscapePods,
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configuration: ai.configurationAcquireScannedTarget,
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behaviour: ai.behaviourCollectSalvage,
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reconsider: 20
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},
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/* Regroup if necessary */
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{
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preconfiguration: ai.configurationAppointGroupLeader,
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condition: ai.conditionGroupIsSeparated,
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configuration: ai.configurationSetDestinationToGroupLeader,
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behaviour: ai.behaviourApproachDestination,
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reconsider: 15
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},
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{
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condition: ai.conditionGroupLeaderIsStation,
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/* Group leader is the station: a short-range patrol or
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* defense ship */
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truebranch: [
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{
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condition: ai.conditionHasWaypoint,
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configuration: ai.configurationSetDestinationToWaypoint,
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behaviour: ai.behaviourApproachDestination,
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reconsider: 30
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},
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/* No patrol route set up. Make one */
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{
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configuration: ai.configurationSetWaypoint,
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behaviour: ai.behaviourApproachDestination,
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reconsider: 30
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}
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],
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/* Group leader is not station: i.e. this is a long-range
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* patrol unit */
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falsebranch: [
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{
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/* The group leader leads the patrol */
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condition: ai.conditionIsGroupLeader,
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truebranch: [
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/* Nothing interesting here. Patrol for a bit */
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{
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condition: ai.conditionHasWaypoint,
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configuration: ai.configurationSetDestinationToWaypoint,
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behaviour: ai.behaviourApproachDestination,
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reconsider: 30
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},
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/* No patrol route set up. Make one */
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{
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configuration: ai.configurationSetWaypoint,
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behaviour: ai.behaviourApproachDestination,
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reconsider: 30
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}
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],
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/* Other ships in the group will set themselves up
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* as escorts if possible, or looser followers if
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* not */
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falsebranch: [
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{
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preconfiguration: ai.configurationEscortGroupLeader,
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condition: ai.conditionIsEscorting,
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behaviour: ai.behaviourEscortMothership,
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reconsider: 30
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},
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/* if we can't set up as an escort */
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{
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behaviour: ai.behaviourFollowGroupLeader,
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reconsider: 15
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}
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]
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}
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]
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}
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]);
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} |