/usr/share/oolite/AIs/oolite-defenseShipAI.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.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 | /*
defenseShipAI.js
Priority-based AI for defense ships
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 Defense Ship AI";
this.aiStarted = function() {
var ai = new worldScripts["oolite-libPriorityAI"].PriorityAIController(this.ship);
ai.setCommunicationsRole("defenseShip");
if (this.ship.scanClass == "CLASS_POLICE")
{
ai.setParameter("oolite_friendlyRoles",["oolite-trader","oolite-bounty-hunter","oolite-scavenger","oolite-shuttle"]);
ai.setParameter("oolite_flag_selfDestructAbandonedShip",true);
ai.setParameter("oolite_flag_markOffenders",true);
}
ai.setPriorities([
/* Fight */
{
condition: ai.conditionLosingCombat,
behaviour: ai.behaviourFleeCombat,
reconsider: 5
},
{
condition: ai.conditionInCombat,
configuration: ai.configurationAcquireCombatTarget,
behaviour: ai.behaviourRepelCurrentTarget,
reconsider: 5
},
{
condition: ai.conditionMothershipIsAttackingHostileTarget,
configuration: ai.configurationAcquireCombatTarget,
behaviour: ai.behaviourRepelCurrentTarget,
reconsider: 5
},
/* Battle is over; return to base */
{
condition: ai.conditionHomeStationNearby,
configuration: ai.configurationSetHomeStationForDocking,
behaviour: ai.behaviourDockWithStation,
reconsider: 30
},
{
condition: ai.conditionHomeStationExists,
configuration: ai.configurationSetDestinationToHomeStation,
behaviour: ai.behaviourApproachDestination,
reconsider: 30
},
/* Or at least return to somewhere */
{
condition: ai.conditionFriendlyStationNearby,
configuration: ai.configurationSetNearbyFriendlyStationForDocking,
behaviour: ai.behaviourDockWithStation,
reconsider: 30
},
{
condition: ai.conditionFriendlyStationExists,
configuration: ai.configurationSetDestinationToNearestFriendlyStation,
behaviour: ai.behaviourApproachDestination,
reconsider: 30
}
].concat(ai.templateWitchspaceJumpAnywhere()));
}
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