f502f30e66
- changing orientation by JS script now correctly changes the rotation axis - relocated the "stationLaunchedShip" handler - escorts looking for a new master won't find masters that are busy targeting the escort. git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@2923 127b21dd-08f5-0310-b4b7-95ae10353056
65 lines
2.9 KiB
Plaintext
65 lines
2.9 KiB
Plaintext
{
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GLOBAL =
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{
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// always do a fightOrFleeHostiles before starting this AI-state
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FIGHTING = (setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP");
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FLEEING = (setTargetToPrimaryAggressor, "setStateTo: FLEE");
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DEPLOYING_ESCORTS = (setTargetToPrimaryAggressor, "setStateTo: FLEE_WITH_ESCORTS");
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"INCOMING_MISSILE" = ("setStateTo: INCOMING_MISSILE", "randomPauseAI: 0.25 0.75");
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"TARGET_DESTROYED" = (exitAI);
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"TARGET_LOST" = (exitAI);
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};
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"ATTACK_SHIP" =
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{
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ENTER = (deployEscorts, broadcastDistressMessage, performAttack);
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"ESCORT_ATTACKED" = (setTargetToPrimaryAggressor, groupAttackTarget);
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"ENERGY_LOW" = (setTargetToPrimaryAggressor, broadcastDistressMessage, deployEscorts, "setStateTo: FLEE");
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"INCOMING_MISSILE" = ("setStateTo: INCOMING_MISSILE", "randomPauseAI: 0.25 0.75");
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"TARGET_DESTROYED" = (exitAI);
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"TARGET_LOST" = (exitAI);
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};
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FLEE =
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{
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ENTER = ("setDesiredRangeTo: 25600", performFlee);
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ATTACKED = (fightOrFleeHostiles);
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FIGHTING = (setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP");
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FLEEING = (setTargetToPrimaryAggressor, "setStateTo: FLEE");
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DEPLOYING_ESCORTS = (setTargetToPrimaryAggressor, "setStateTo: FLEE_WITH_ESCORTS");
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"TARGET_LOST" = (performIdle, exitAI);
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"TARGET_DESTROYED" = (performIdle, exitAI);
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"INCOMING_MISSILE" = ("setStateTo: INCOMING_MISSILE", "randomPauseAI: 0.25 0.75");
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"REACHED_SAFETY" = (performIdle, exitAI);
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};
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"FLEE_WITH_ESCORTS" =
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{
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ENTER = ("setDesiredRangeTo: 25600", performFlee);
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ATTACKED = (scanForHostiles);
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"TARGET_FOUND" = (setTargetToPrimaryAggressor, deployEscorts, "rollD: 3");
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"ROLL_1" = ("setStateTo: ATTACK_SHIP");
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"ROLL_2" = ("setDesiredRangeTo: 25600", performFlee);
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"ROLL_3" = ("setDesiredRangeTo: 25600", performFlee);
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"ESCORT_ATTACKED" = (setTargetToPrimaryAggressor, groupAttackTarget); // only player attacks escorts
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"TARGET_LOST" = (performIdle, exitAI);
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"TARGET_DESTROYED" = (performIdle, exitAI);
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"ENERGY_LOW" = (setTargetToPrimaryAggressor, deployEscorts);
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"INCOMING_MISSILE" = ("setStateTo: INCOMING_MISSILE", "randomPauseAI: 0.25 0.75");
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"REACHED_SAFETY" = (performIdle, exitAI);
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};
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"FLEE_FOR_MISSILE" =
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{
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ENTER = ("setDesiredRangeTo: 25600", broadcastDistressMessage, performFlee, "pauseAI: 5");
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ATTACKED = ("setStateTo: GLOBAL", fightOrFleeHostiles);
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"TARGET_LOST" = (scanForHostiles);
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"TARGET_FOUND" = (setTargetToFoundTarget, "setStateTo: GLOBAL", fightOrFleeHostiles);
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"NOTHING_FOUND" = (exitAI);
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"TARGET_DESTROYED" = (performIdle, exitAI);
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"INCOMING_MISSILE" = ("setStateTo: INCOMING_MISSILE", "randomPauseAI: 0.25 0.75");
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"REACHED_SAFETY" = (performIdle, exitAI);
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"UPDATE" = (fightOrFleeMissile, "pauseAI: 10");
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};
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"INCOMING_MISSILE" =
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{
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ATTACKED = ("setStateTo: GLOBAL", fightOrFleeMissile, fightOrFleeHostiles);
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"UPDATE" = (setTargetToPrimaryAggressor, fightOrFleeMissile, "setStateTo: FLEE_FOR_MISSILE");
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};
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} |