123 lines
3.5 KiB
JavaScript
123 lines
3.5 KiB
JavaScript
/*
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bountyHunterAI.js
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Priority-based AI for bounty hunters
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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 is the AI version for a local patrol or an assistant
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this.name = "Oolite Bounty Hunter AI";
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this.aiStarted = function() {
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var ai = new worldScripts["oolite-libPriorityAI"].PriorityAIController(this.ship);
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ai.setParameter("oolite_flag_listenForDistressCall",true);
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ai.setWaypointGenerator(ai.waypointsSpacelanePatrol);
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ai.setParameter("oolite_personalityMatchesLeader",0.9);
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ai.setCommunicationsRole("hunter");
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ai.setParameter("oolite_friendlyRoles",["oolite-bounty-hunter"]);
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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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/* Follow leader to witchspace */
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{
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condition: ai.conditionWitchspaceEntryRequested,
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behaviour: ai.behaviourEnterWitchspace,
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reconsider: 15
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},
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{
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condition: ai.conditionInNovaSpace,
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truebranch: ai.templateWitchspaceJumpAnywhere()
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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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/* Regroup if necessary, but act relatively
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* independently. Bounty hunters are not like police
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* patrols. */
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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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/* Check for profitable targets */
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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.behaviourCommenceAttackOnCurrentTarget,
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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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truebranch: [
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/* if we require bounty hunters to have actual *good*
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* odds they'll never shoot anything */
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{
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notcondition: ai.conditionCombatOddsBad,
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behaviour: ai.behaviourCommenceAttackOnCurrentTarget,
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reconsider: 1
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}
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]
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},
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/* What about loot? */
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{
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condition: ai.conditionScannerContainsSalvageForMe,
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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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{
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condition: ai.conditionIsGroupLeader,
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truebranch: ai.templateLeadHuntingMission(),
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/* then follow the group leader */
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falsebranch: [
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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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].concat(ai.templateWitchspaceJumpAnywhere()));
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} |