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/*

traderAI.js

Priority-based AI for traders

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 Trader AI";

this.aiStarted = function() {
	var ai = new worldScripts["oolite-libPriorityAI"].PriorityAIController(this.ship);

	ai.setParameter("oolite_flag_sendsDistressCalls",true);
	ai.setParameter("oolite_flag_surrendersEarly",true);
	ai.setParameter("oolite_flag_escortsCoverRetreat",true);


	var commsrole = "trader";
	var cautionscan = ai.conditionScannerContainsTraderEnemy;
	// same AI works for freighters, couriers and smugglers with minimal
	// modification
	if (this.ship.primaryRole == "trader-smuggler")
	{
		if (worldScripts["oolite-libPriorityAI"]._getCommunicationPersonalities("trader-smuggler").length > 0)
		{
			commsrole = "trader-smuggler";
		}
		cautionscan = ai.conditionScannerContainsTraderSmugglerEnemy;
		ai.setParameter("oolite_flag_fleesPreemptively",true);
	}
	else if (this.ship.primaryRole == "trader-courier")
	{
		ai.setParameter("oolite_flag_noDockingUntilDestination",true);
		if (worldScripts["oolite-libPriorityAI"]._getCommunicationPersonalities("trader-courier").length > 0)
		{
			commsrole = "trader-courier";
		}
	}
	ai.setCommunicationsRole(commsrole);

	ai.setParameter("oolite_friendlyRoles",["oolite-trader"]);

	ai.setPriorities([
		{
			condition: ai.conditionLosingCombat,
			truebranch: [
				{
					condition: ai.conditionPiratesCanBePaidOff,
					behaviour: ai.behaviourPayOffPirates,
					reconsider: 5
				},
				{
					behaviour: ai.behaviourFleeCombat,
					reconsider: 5
				}
			]
		},
		{ 
			condition: ai.conditionInCombat,
			configuration: ai.configurationAcquireCombatTarget,
			// not required to destroy target, just to get it to leave
			behaviour: ai.behaviourRepelCurrentTarget,
			reconsider: 5
		},
		{
			condition: ai.conditionHostileStationNearby,
			configuration: ai.configurationSetDestinationToNearestStation,
			behaviour: ai.behaviourLeaveVicinityOfDestination,
			reconsider: 20
		},
		{
			// if not near a friendly station, move away from
			// potentially hostile ships
			condition: ai.conditionFriendlyStationNearby,
			falsebranch: [
				{
					preconfiguration: ai.configurationCheckScanner,
					condition: cautionscan,
					configuration: ai.configurationAcquireScannedTarget,
					behaviour: ai.behaviourLeaveVicinityOfTarget,
					reconsider: 20
				}
			]
		},
		{
			condition: ai.conditionCargoIsProfitableHere,
			// branch to head for station
			truebranch: ai.templateReturnToBase(),
			// jump to another system if possible, sunskim if not
			falsebranch: ai.templateWitchspaceJumpOutbound()
		}, // end of cargoprofitable true/false branches
		{
			// if we're here, the cargo isn't profitable, and we can't
			// witchspace out or sunskim
			condition: ai.conditionInInterstellarSpace,
			configuration: ai.configurationSetDestinationToWitchpoint,
			// TODO: behaviour search for wormholes
			behaviour: ai.behaviourApproachDestination
		},
		{
			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()));
}