/usr/share/oolite/AIs/oolite-pirateFreighterAI.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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pirateFreighterAI.js
Priority-based AI for pirate freighters leading large pirate groups
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 Pirate Freighter AI";
this.aiStarted = function() {
var ai = new worldScripts["oolite-libPriorityAI"].PriorityAIController(this.ship);
ai.setParameter("oolite_flag_watchForCargo",true);
ai.setParameter("oolite_personalityMatchesLeader",0.95);
if (worldScripts["oolite-libPriorityAI"]._getCommunicationPersonalities("pirate-freighter").length > 0)
{
ai.setCommunicationsRole("pirate-freighter");
}
else
{
ai.setCommunicationsRole("pirate");
}
ai.setParameter("oolite_friendlyRoles",["oolite-pirate"]);
// combat and looting behaviour same at all stages
var common = [
/* Combat */
{
condition: ai.conditionLosingCombat,
behaviour: ai.behaviourFleeCombat,
reconsider: 5
},
{
label: "Cargo demands met?",
condition: ai.conditionCargoDemandsMet,
/* Let them go if they've dropped enough cargo and stop firing back */
truebranch: [
{
condition: ai.conditionInCombatWithHostiles,
configuration: ai.configurationAcquireHostileCombatTarget,
behaviour: ai.behaviourRepelCurrentTarget,
reconsider: 5
}
],
falsebranch: [
{
condition: ai.conditionInCombat,
configuration: ai.configurationAcquireCombatTarget,
behaviour: ai.behaviourDestroyCurrentTarget,
reconsider: 5
}
]
},
/* Collect loot. Don't worry too much about other group
* members. If they pick up stuff too that's good, but this is
* the ship with the hold... */
{
preconfiguration: ai.configurationCheckScanner,
condition: ai.conditionScannerContainsSalvageForMe,
configuration: ai.configurationAcquireScannedTarget,
behaviour: ai.behaviourCollectSalvage,
reconsider: 20
},
/* Stay away from dangerous stations */
{
condition: ai.conditionHostileStationNearby,
configuration: ai.configurationSetDestinationToNearestStation,
behaviour: ai.behaviourLeaveVicinityOfDestination,
reconsider: 20
},
/* Are there hunters about? Avoid, or destroy if safe to do so. */
{
condition: ai.conditionScannerContainsHunters,
configuration: ai.configurationAcquireScannedTarget,
truebranch: [
{
condition: ai.conditionCombatOddsExcellent,
behaviour: ai.behaviourDestroyCurrentTarget,
reconsider: 10
},
{
behaviour: ai.behaviourLeaveVicinityOfTarget,
reconsider: 20
}
]
}
];
var specific;
if (this.ship.homeSystem == this.ship.destinationSystem)
{
// local piracy
specific = [
{
label: "Enough loot?",
condition: ai.conditionGroupHasEnoughLoot,
truebranch: ai.templateReturnToBaseOrPlanet(),
falsebranch: ai.templateLeadPirateMission()
}
];
}
else if (this.ship.homeSystem == system.ID && this.ship.fuel == 7)
{
// jump to destination system, taking group
specific = ai.templateWitchspaceJumpOutbound().concat(ai.templateReturnToBaseOrPlanet());
}
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.templateReturnToBaseOrPlanet();
}
else
{
// pirate work, until enough cargo gathered or lose too many
// fighters, then jump home. if we're in witchspace, just jump
// home immediately!
specific = [
{
condition: ai.conditionGroupHasEnoughLoot,
truebranch: ai.templateWitchspaceJumpInbound()
},
{
condition: ai.conditionGroupAttritionReached,
truebranch: ai.templateWitchspaceJumpInbound()
},
{
condition: ai.conditionInInterstellarSpace,
truebranch: ai.templateWitchspaceJumpOutbound(),
falsebranch: ai.templateLeadPirateMission()
}
];
}
var fallback = ai.templateWitchspaceJumpAnywhere();
var priorities = common.concat(specific).concat(fallback);
ai.setPriorities(priorities);
}
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