/usr/share/oolite/AIs/oolite-missileAI.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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missileAI.js
Priority-based AI for missiles
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 Missile AI";
this.aiStarted = function() {
var ai = new worldScripts["oolite-libPriorityAI"].PriorityAIController(this.ship);
/* This is probably too effective for standard missile AI, but
* might be worth setting separately on ships that use missile
* swarms as their main weapon. It makes the missiles avoid each
* other a bit, so that the detonation of the first missile won't
* destroy the remainder. */
// ai.setParameter("oolite_flag_autoSpreadMissiles",true);
/* Launch correction when fired at target in aft arc */
if (this.ship.target && this.ship.target.position.subtract(this.ship.position).direction().dot(this.ship.vectorForward) < -0.8)
{
this.oolite_priorityai.setParameter("oolite_flag_launchAdjustMissile",true);
}
ai.setPriorities([
{
condition: ai.conditionMissileOutOfFuel,
behaviour: ai.behaviourMissileSelfDestruct
},
{
preconfiguration: ai.configurationCheckScanner,
condition: ai.conditionScannerContainsUnspreadMissile,
configuration: ai.configurationMissileAdjustSpread,
behaviour: ai.behaviourApproachDestination,
reconsider: 2
},
{
condition: ai.conditionMissileNeedsLaunchEvasion,
configuration: ai.configurationMissileAdjustLaunch,
behaviour: ai.behaviourApproachDestination,
reconsider: 2
},
{
condition: ai.conditionHasTarget,
behaviour: ai.behaviourMissileInterceptTarget,
reconsider: 5
},
/* If target cloaks, go to last known location */
{
condition: ai.conditionHasInterceptCoordinates,
behaviour: ai.behaviourMissileInterceptCoordinates,
reconsider: 1
},
/* Target lost. Self-destruct */
{
behaviour: ai.behaviourMissileSelfDestruct
}
]);
}
/* ECM response function */
this._ecmProofMissileResponse = function()
{
if (Math.random() < 0.1) //10% chance per pulse
{
if (Math.random() < 0.5)
{
// 50% chance responds by detonation
this.ship.AIScript.shipAchievedDesiredRange();
return;
}
// otherwise explode as normal below
}
else // 90% chance unaffected
{
return;
}
this.ship.explode();
}
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