/usr/share/oolite/AIs/oolite-bountyHunterLeaderAI.js is in oolite-data 1.82-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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bountyHunterLeaderAI.js
Priority-based AI for bounty hunter leaders
Oolite
Copyright © 2004-2013 Giles C Williams and contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
MA 02110-1301, USA.
*/
"use strict";
this.name = "Oolite Bounty Hunter Leader AI";
this.aiStarted = function() {
var ai = new worldScripts["oolite-libPriorityAI"].PriorityAIController(this.ship);
ai.setParameter("oolite_flag_listenForDistressCall",true);
ai.setWaypointGenerator(ai.waypointsSpacelanePatrol);
ai.setParameter("oolite_personalityMatchesLeader",0.9);
ai.setCommunicationsRole("hunter");
ai.setParameter("oolite_friendlyRoles",["oolite-bounty-hunter"]);
var common = [
/* Fight */
{
condition: ai.conditionLosingCombat,
behaviour: ai.behaviourFleeCombat,
reconsider: 5
},
{
condition: ai.conditionInCombat,
configuration: ai.configurationAcquireCombatTarget,
behaviour: ai.behaviourDestroyCurrentTarget,
reconsider: 5
},
{
condition: ai.conditionInNovaSpace,
truebranch: ai.templateWitchspaceJumpAnywhere()
},
/* Check for distress calls */
{
condition: ai.conditionHasReceivedDistressCall,
behaviour: ai.behaviourRespondToDistressCall,
reconsider: 20
},
/* Check for profitable targets */
{
preconfiguration: ai.configurationCheckScanner,
condition: ai.conditionScannerContainsFugitive,
configuration: ai.configurationAcquireScannedTarget,
behaviour: ai.behaviourCommenceAttackOnCurrentTarget,
reconsider: 1
},
{
condition: ai.conditionScannerContainsHuntableOffender,
configuration: ai.configurationAcquireScannedTarget,
truebranch: [
/* if we require bounty hunters to have actual *good*
* odds they'll never shoot anything */
{
notcondition: ai.conditionCombatOddsBad,
behaviour: ai.behaviourCommenceAttackOnCurrentTarget,
reconsider: 1
}
]
},
/* What about loot? */
{
condition: ai.conditionScannerContainsSalvageForMe,
configuration: ai.configurationAcquireScannedTarget,
behaviour: ai.behaviourCollectSalvage,
reconsider: 20
}
];
var specific;
if (this.ship.homeSystem == this.ship.destinationSystem)
{
// local patrol
specific = [
{
condition: ai.conditionGroupAttritionReached,
truebranch: ai.templateReturnToBase(),
falsebranch: ai.templateLeadHuntingMission()
}
];
}
else if (this.ship.homeSystem == system.ID && this.ship.fuel == 7)
{
// jump to destination system, taking group
specific = ai.templateWitchspaceJumpOutbound().concat(ai.templateReturnToBase());
}
else if (this.ship.homeSystem == system.ID)
{
// if not at full fuel, we're probably returning home. Or
// something went wrong when trying to enter witchspace that
// needed injectors to fix.
specific = ai.templateReturnToBase();
}
else
{
// patrol for a little bit, or until lose too many fighters,
// then jump home or return to base (unlike pirates, docking
// at local stations is okay if it's possible)
specific = [
{
condition: ai.conditionGroupAttritionReached,
truebranch: ai.templateWitchspaceJumpInbound()
},
{
condition: ai.conditionInInterstellarSpace,
truebranch: ai.templateWitchspaceJumpInbound(),
falsebranch: ai.templateLeadHuntingMission()
}
];
}
var fallback = ai.templateWitchspaceJumpAnywhere();
var priorities = common.concat(specific).concat(fallback);
ai.setPriorities(priorities);
}
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