/usr/share/oolite/Scripts/oolite-populator.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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oolite-populator.js
Built-in system populator settings
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.
*/
/*jslint white: true, undef: true, eqeqeq: true, bitwise: true, regexp: true, newcap: true, immed: true */
/*global missionVariables, player*/
"use strict";
this.name = "oolite-populator";
this.author = "cim";
this.copyright = "© 2008-2013 the Oolite team.";
this.startUp = function()
{
/* For translations: the Moray Medical Boat gets different cargo */
this.$medicalReg = new RegExp(expandDescription("[medical-word]"),"i");
/* The global level of bias in weapon selection. A few useful
* threshold values if modifying this:
*
* 0: default weapon selection
*
* 0.2: above this military lasers start being granted to rare ships
*
* 1.2: above this aft military lasers start appearing; forward
* military/aft beam is common
*
* -0.8: no ships have aft beam laser; forward beam is rare
*
* -1.8: no ships have beam lasers
*
* A few ships (e.g. police ships) do not have variable lasers and
* are not affected by this setting.
*/
this.$weaponLevelBias = 0;
/* The global level of bias in AI skill selection. Per-ship bias
* varies between +3 and -3. Ships with accuracy already >= 5 are
* not affected by this biasing.
*
* At -3, no ships will get an accuracy higher than the random
* -5..5 they spawned with; at +3 no ships will get an accuracy
* lower than that.
*
* Regardless of this parameter,
*/
this.$skillLevelBias = 0;
/* The maximum accuracy a ship can be granted by skill
* biasing. Values >10 can be set and will make it more likely
* that any ship with positive skill bias will get accuracy
* 10. Setting a negative value here will have odd results.
*/
this.$skillLevelMaximum = 4.99;
// internal variables; do not modify outside this script
this.$populatorRun = 0;
delete this.startUp;
}
/* This allows this.systemWillPopulate to be called by scripts running
* before it, so that its entries are in place before they try to
* modify them. Generally useful if you want to modify the basic
* system population. */
this.shipWillEnterWitchspace = function()
{
this.$populatorRun = 0; // reset variable after all population complete
}
/* Basic system population */
this.systemWillPopulate = function()
{
if (this.$populatorRun)
{
return;
}
/* Priority range 0-99 used by Oolite default populator */
// anything added here with priority > 20 will be cancelled by the
// nova mission populator if necessary
/* Add navigation buoys */
// for the compass to work properly, the buoys need to be added first,
// in this order.
system.setPopulator("oolite-nav-buoy",
{
priority: 5,
location: "COORDINATES",
coordinates: system.mainStation.position.add(system.mainStation.vectorForward.multiply(10E3)),
callback: function(pos) {
var nb = system.addShips("buoy",1,pos,0)[0];
nb.scanClass = "CLASS_BUOY";
nb.reactToAIMessage("START_TUMBLING");
nb.beaconLabel = "[oolite-beacon-label-station]";
},
deterministic: true
});
system.setPopulator("oolite-witch-buoy",
{
priority: 10,
location: "COORDINATES",
coordinates: [0,0,0],
callback: function(pos) {
var wb = system.addShips("buoy-witchpoint",1,pos,0)[0];
wb.scanClass = "CLASS_BUOY";
wb.reactToAIMessage("START_TUMBLING");
wb.beaconLabel = "[oolite-beacon-label-witchpoint]";
},
deterministic: true
});
/* Add asteroids */
var clusters = 2*(1+Math.floor(system.scrambledPseudoRandomNumber(51728)*4));
var psclusters = 1+(clusters/2);
clusters = clusters-psclusters;
var addRockCluster = function(pos)
{
var size = 1+Math.floor(system.scrambledPseudoRandomNumber(Math.floor(pos.x))*11);
var hermit = (system.scrambledPseudoRandomNumber(Math.floor(pos.y))*31) <= size;
var rocks = system.addShips("asteroid",size,pos,25E3);
// don't add rock hermits if the sun is about to explode
if (hermit && !system.sun.isGoingNova)
{
var allegiance = this._hermitAllegiance(pos,system.info.government);
var role = "rockhermit";
if (allegiance == "chaotic")
{
role = "rockhermit-chaotic";
}
else if (allegiance == "pirate")
{
role = "rockhermit-pirate";
}
var rh = system.addShips(role,1,pos,0)[0];
rh.scanClass = "CLASS_ROCK";
}
}.bind(this);
system.setPopulator("oolite-route1-asteroids",
{
priority: 20,
location: "LANE_WP",
locationSeed: 51728,
groupCount: clusters,
callback: addRockCluster,
deterministic: true
});
system.setPopulator("oolite-route2-asteroids",
{
priority: 20,
location: "LANE_PS",
locationSeed: 82715,
groupCount: psclusters,
callback: addRockCluster,
deterministic: true
});
/* To ensure there's at least one hermit, for smugglers to dock at */
system.setPopulator("oolite-offlane-hermit",
{
priority: 99, // make sure all other core population is done
location: "PLANET_ORBIT_HIGH",
locationSeed: 71258,
groupCount: 1,
callback: function(pos) {
if (system.countShipsWithPrimaryRole("rockhermit")+system.countShipsWithPrimaryRole("rockhermit-chaotic")+system.countShipsWithPrimaryRole("rockhermit-pirate")==0) {
var allegiance = this._hermitAllegiance(pos,system.info.government);
var role = "rockhermit";
if (allegiance == "chaotic")
{
role = "rockhermit-chaotic";
}
else if (allegiance == "pirate")
{
role = "rockhermit-pirate";
}
var rh = system.addShips(role,1,pos,0)[0];
// just the hermit, no other rocks
rh.scanClass = "CLASS_ROCK";
}
}.bind(this),
deterministic: true
});
/* Mainly for nova mission. If the nova script runs first, then
* this is set and we stop here. If this script runs first, the
* nova mission populator removes the entries this script adds. */
if (system.sun.isGoingNova)
{
return;
}
/* Calculate numbers of major groups */
var i; var j; var k; var local; var second;
/* Prepare repopulator information. The populator will calculate
* average hourly rates, and then populate the initial system
* based on those. The repopulator will add at those rates to try
* to maintain a steady state. */
this.$repopulatorFrequencyIncoming = {};
this.$repopulatorFrequencyOutgoing = {};
/* Many traffic densities depend on systems in range. Get once for
* use in the rest of the set up */
var locals = system.info.systemsInRange();
this.$populatorLocals = locals;
var seconds = [];
for (i = 0; i < locals.length ; i++)
{
seconds[i] = locals[i].systemsInRange();
}
var verylocals = system.info.systemsInRange(3.5);
this.$populatorVeryLocals = verylocals;
var veryseconds = [];
for (i = 0; i < verylocals.length ; i++)
{
veryseconds[i] = verylocals[i].systemsInRange(3.5);
}
this._debug("G"+(galaxyNumber+1)+": "+system.info.name);
this._debug("Hub count: "+locals.length+" ("+verylocals.length+")");
var bottleneck = this._systemIsBottleneck(locals,seconds);
/* Calculate trader hourly rates first, as most other rates depend
* on them */
var freighters = 0; // standard trade ships
var couriers = 0; // fast parcel couriers or big passenger liners
var smugglers = 0; // small fast illegal goods traders
/* // for now just generate sources and destinations dynamically
this.$repopulatorFrequencyIncoming.traderFreighters = {};
this.$repopulatorFrequencyIncoming.traderCouriers = {};
this.$repopulatorFrequencyIncoming.traderSmugglers = {};
this.$repopulatorFrequencyOutgoing.traderFreighters = {};
*/
this.$repopulatorFrequencyIncoming.traderFreighters = 0;
this.$repopulatorFrequencyIncoming.traderCouriers = 0;
this.$repopulatorFrequencyIncoming.traderSmugglers = 0;
this.$repopulatorFrequencyOutgoing.traderFreighters = 0;
for (i = 0; i < locals.length ; i++)
{
// standard freighter traffic is mirrored
local = locals[i];
// traffic is higher between systems on opposite side of economy
var ecomatch = -(system.info.economy-3.5)*(local.economy-3.5);
var trdanger = 0;
var rate = 0;
// if either local or remote end is more dangerous than
// Communist, reduce trader frequency
if (local.government < 4)
{
trdanger = (4-local.government)*2.5;
}
if (system.info.government < 4)
{
trdanger += (4-system.info.government)*2.5;
}
// good economic match: one every 30 minutes if safe
if (ecomatch > 0)
{
rate = 60/(30+trdanger);
}
// bad economic match: one every 2 hours if safe
else
{
rate = 60/(120+(trdanger*2));
}
this.$repopulatorFrequencyIncoming.traderFreighters += rate;
this.$repopulatorFrequencyOutgoing.traderFreighters += rate;
freighters += rate;
second = seconds[i];
// couriers are non-mirrored
rate = (20/(10+((14-local.techlevel)*5)))/second.length;
if (bottleneck)
{
couriers *= 1.5; // simulate long-range routes
}
this.$repopulatorFrequencyIncoming.traderCouriers += rate;
couriers += rate;
// smugglers are non-mirrored
rate = (20/(10+(local.techlevel*5)))/second.length;
this.$repopulatorFrequencyIncoming.traderSmugglers += rate;
smugglers += rate;
}
// and outgoing rates for smugglers/couriers. Don't need to
// specify destination since all rates are equal
rate = 20/(10+((14-system.info.techlevel)*5));
this.$repopulatorFrequencyOutgoing.traderCouriers = rate;
rate = (20/(10+(system.info.techlevel*5)))/locals.length;
this.$repopulatorFrequencyOutgoing.traderSmugglers = rate;
var traders = freighters+couriers+smugglers;
/* Pirate rates next, based partly on trader rates */
if (system.info.government == 0 && system.info.techlevel < 8)
{
this.$repopulatorFrequencyOutgoing.pirateAegisRaiders = 1/(8-system.info.techlevel);
}
else
{
this.$repopulatorFrequencyOutgoing.pirateAegisRaiders = 0;
}
// local independent pirate packs
var pindependents = (1-system.info.government/12)*traders;
// organised pirate packs led by increasingly bigger freighters
var lrate = 3/5; var mrate = 3/8; var hrate = 1/8;
var pflight = 0;
var pfmedium = 0;
var pfheavy = 0;
var pflightremote = 0;
var pfmediumremote = 0;
var pfheavyremote = 0;
// rates of organised packs go up as government reduces
if (system.info.government < 6)
{
pflight += lrate;
if (system.info.government < 4)
{
pflight += lrate;
pfmedium += mrate;
if (system.info.government < 2)
{
// additional boost for independent packs in Feudal
pindependents *= 1.2;
pflight += lrate*2;
pfmedium += mrate;
pfheavy += hrate;
if (system.info.government < 1)
{
pindependents *= 1.2;
pflight *= 1.5;
pfmedium *= 1.5;
pfheavy *= 2;
}
}
}
}
while (pindependents > 10)
{
pindependents *= 0.5;
}
this.$repopulatorFrequencyOutgoing.pirateIndependents = pindependents;
this.$repopulatorFrequencyOutgoing.pirateLightPacks = pflight;
this.$repopulatorFrequencyOutgoing.pirateMediumPacks = pfmedium;
this.$repopulatorFrequencyOutgoing.pirateHeavyPacks = pfheavy;
this.$repopulatorFrequencyIncoming.pirateLightPacks = 0;
this.$repopulatorFrequencyIncoming.pirateMediumPacks = 0;
this.$repopulatorFrequencyIncoming.pirateHeavyPacks = 0;
if (verylocals.length > 0)
{
var found = false;
// if there's at least one suitable system in range, half the
// packs will jump out and then come back later.
for (i = 0; i < verylocals.length ; i++)
{
local = verylocals[i];
if (local.government < system.info.government)
{
found = true;
break;
}
}
if (found)
{
this.$repopulatorFrequencyIncoming.pirateLightPacksReturn = pflight/6; // (light packs 1/3 chance of jumping out)
this.$repopulatorFrequencyIncoming.pirateMediumPacksReturn = pfmedium/2;
this.$repopulatorFrequencyIncoming.pirateHeavyPacksReturn = pfheavy/2;
}
// we might also get packs coming from other nearby systems
for (i = 0; i < verylocals.length ; i++)
{
local = verylocals[i];
second = veryseconds[i];
// pirate raids only against more ordered systems
if (local.government < system.info.government)
{
var factor = 0;
// split raids evenly between all systems in range of remote system
for (j=0;j<second.length;j++)
{
if (local.government < second[j].government)
{
factor++;
}
}
// only half generated there go out to raid
factor = 1/(factor*2);
var rlight = 0;
var rmedium = 0;
var rheavy = 0;
if (local.government < 6)
{
rlight += lrate*factor;
if (local.government < 4)
{
rlight += lrate*factor;
rmedium += mrate*factor;
if (local.government < 2)
{
rlight += lrate*factor;
rmedium += mrate*factor;
rheavy += hrate*factor;
if (local.government < 1)
{
rlight *= 1.5;
rmedium *= 1.5;
rheavy *= 2.0;
}
}
}
}
// light groups much less likely to jump systems
pflight += rlight/3; pflightremote += rlight/3;
pfmedium += rmedium; pfmediumremote += rmedium;
pfheavy += rheavy; pfheavyremote += rheavy;
this.$repopulatorFrequencyIncoming.pirateLightPacks += rlight/3;
this.$repopulatorFrequencyIncoming.pirateMediumPacks += rmedium;
this.$repopulatorFrequencyIncoming.pirateHeavyPacks += rheavy;
}
}
}
else
{
this.$repopulatorFrequencyIncoming.pirateLightPacksReturn = 0;
this.$repopulatorFrequencyIncoming.pirateMediumPacksReturn = 0;
this.$repopulatorFrequencyIncoming.pirateHeavyPacksReturn = 0;
}
var pirates = pindependents + pflight + pfmedium + pfheavy;
/* Now hunters. Total hunter rate dependent on pirate numbers */
// light fighters, mainly non-witchspace-capable
// most common in confed/communist systems.
var hlight = 60/(10+(5*(Math.abs(system.info.government-4.5)-0.5)));
var hmedium = 0;
var hheavy = 0;
if (hlight > pirates * 2)
{
hlight = pirates * 2;
}
hlight = hlight / 3;
this.$repopulatorFrequencyOutgoing.hunterLightPacks = hlight;
this.$repopulatorFrequencyOutgoing.hunterMediumPacks = 0;
this.$repopulatorFrequencyOutgoing.hunterHeavyPacks = 0;
this.$repopulatorFrequencyIncoming.hunterMediumPacksReturn = 0;
this.$repopulatorFrequencyIncoming.hunterHeavyPacksReturn = 0;
this.$repopulatorFrequencyIncoming.hunterMediumPacks = 0;
this.$repopulatorFrequencyIncoming.hunterHeavyPacks = 0;
if (verylocals.length > 0)
{
var hmediumremote = 0;
var hheavyremote = 0;
if (system.info.government > 5)
{
// medium launch from Corp+Demo to Conf-Anar
for (i=0;i<verylocals.length;i++)
{
local = verylocals[i];
if (local.government <= 5)
{
// launch every 30, 2/3 return
hmedium += 60/45;
this.$repopulatorFrequencyOutgoing.hunterMediumPacks += 60/30;
this.$repopulatorFrequencyIncoming.hunterMediumPacksReturn += 60/45;
}
}
}
else
{
// we're receiving them from nearby systems
for (i=0;i<verylocals.length;i++)
{
local = verylocals[i];
if (local.government > 5)
{
hmedium += 2;
this.$repopulatorFrequencyIncoming.hunterMediumPacks += 60/30;
}
}
}
if (system.info.government > 1)
{
// heavy launch from Corp-Mult to Feud+Anar
for (i=0;i<verylocals.length;i++)
{
local = verylocals[i];
if (local.government <= 1)
{
// launch every 60, 2/3 return
hheavy += 60/90;
this.$repopulatorFrequencyOutgoing.hunterHeavyPacks += 1;
this.$repopulatorFrequencyIncoming.hunterHeavyPacksReturn += 60/90;
}
}
}
else
{
// we're receiving them from nearby systems
for (i=0;i<verylocals.length;i++)
{
local = verylocals[i];
if (local.government > 1)
{
hheavy += 1;
this.$repopulatorFrequencyIncoming.hunterHeavyPacks += 1;
}
}
}
}
else
{
// no nearby systems. A very small number of medium and heavy
// packs on local patrol
hmedium = hlight / 3;
hheavy = hlight / 10;
this.$repopulatorFrequencyOutgoing.hunterMediumPacks = hmedium;
this.$repopulatorFrequencyOutgoing.hunterHeavyPacks = hheavy;
this.$repopulatorFrequencyIncoming.hunterMediumPacks = 0;
this.$repopulatorFrequencyIncoming.hunterHeavyPacks = 0;
}
var hunters = hlight+hmedium+hheavy;
/* Police patrols, also depend on trader+pirate numbers */
var police = 60/(5*(8-system.info.government));
if (police > traders + pirates)
{
police = traders + pirates;
}
police = police / 3;
if (system.info.government <= 1)
{
// no police patrols away from the station - add more bounty
// hunters instead
hlight += police;
hunters += police;
this.$repopulatorFrequencyOutgoing.hunterLightPacks = hlight;
police = 0;
}
/* high-tech systems will send interceptor wings out specifically
* to deal with incoming heavy pirate packs */
var interceptors = 0;
if (system.info.techlevel >= 9)
{
interceptors += pflightremote/2 + pfmediumremote + pfheavyremote*2;
}
this.$repopulatorFrequencyOutgoing.policePacks = police;
this.$repopulatorFrequencyOutgoing.policeInterceptors = interceptors;
/* Assassin numbers */
var assassins = couriers*(Math.random()+Math.random());
if (bottleneck)
{
assassins += couriers;
}
assassins = assassins * 2/(system.info.government+1);
this.$repopulatorFrequencyOutgoing.assassins = assassins;
/* Thargoid numbers */
// more common in isolated systems with low hubcount
var thargoids = this.$repopulatorFrequencyIncoming.thargoidScouts = 1/(locals.length+5);
// larger strike forces try to disrupt bottleneck systems
var thargoidstrike = this.$repopulatorFrequencyIncoming.thargoidStrikes = bottleneck ? 0.02 : 0;
/* Current repopulator frequencies are in groups/hour. Need to
* convert to groups/20 seconds */
k = Object.keys(this.$repopulatorFrequencyIncoming);
for (i = 0 ; i < k.length ; i++)
{
this.$repopulatorFrequencyIncoming[k[i]] = this.$repopulatorFrequencyIncoming[k[i]] / 180;
this._debugR("Incoming chance: "+k[i]+" = "+this.$repopulatorFrequencyIncoming[k[i]]);
}
k = Object.keys(this.$repopulatorFrequencyOutgoing);
for (i = 0 ; i < k.length ; i++)
{
this.$repopulatorFrequencyOutgoing[k[i]] = this.$repopulatorFrequencyOutgoing[k[i]] / 180;
this._debugR("Outgoing chance: "+k[i]+" = "+this.$repopulatorFrequencyOutgoing[k[i]]);
}
/* The repopulator frequencies are now set up */
// route 1: witchpoint-planet
var l1length = system.mainPlanet.position.magnitude();
// route 2: sun-planet
var l2length = system.mainPlanet.position.subtract(system.sun.position).magnitude();
// route 3: witchpoint-sun
var l3length = system.sun.position.magnitude();
// triangle: circular patrol between three main points. 1/6 of
// hunters, police go this way
var trilength = l1length+l2length+l3length;
this._debug("Routes: "+l1length+" , "+l2length+" , "+l3length);
/* Calculate initial populations based on approximate attrition
* rates and lane lengths */
function randomise(count)
{
count = count*(0.25+0.75*(Math.random()+Math.random()));
var r = Math.floor(count);
if (Math.random() < count-r)
{
r++;
}
return r;
}
// traders
var initial = freighters * (l1length/600000);
if (system.info.government < 4)
{
initial *= (1-0.15*(4-system.info.government));
}
system.setPopulator("oolite-freighters",
{
priority: 40,
location: "LANE_WP",
groupCount: randomise(initial),
callback: this._addFreighter.bind(this)
});
system.setPopulator("oolite-freighters-docking",
{
priority: 40,
location: "STATION_AEGIS",
groupCount: randomise(initial/10),
callback: this._addFreighter.bind(this)
});
initial = couriers/2 * (l1length/600000);
system.setPopulator("oolite-couriers-route1",
{
priority: 40,
location: "LANE_WP",
groupCount: randomise(initial),
callback: this._addCourierShort.bind(this)
});
initial = couriers/2 * (l3length/600000);
system.setPopulator("oolite-couriers-route3",
{
priority: 40,
location: "LANE_WS",
groupCount: randomise(initial),
callback: this._addCourierLong.bind(this)
});
initial = smugglers * (l1length/600000);
system.setPopulator("oolite-smugglers",
{
priority: 40,
location: "LANE_WP",
groupCount: randomise(initial),
callback: this._addSmuggler.bind(this)
});
// hunters
// 5/6 go route 1, and back. 50% faster ships than traders, on average
initial = hlight * 1/6 * (trilength / 900000) * (1.0-0.1*(7-system.info.government));
system.setPopulator("oolite-hunters-triangle",
{
priority: 40,
location: "LANE_WPS",
groupCount: randomise(initial),
callback: this._addLightHunter.bind(this)
});
initial = hlight * 5/6 * (l1length*2 / 900000) * (1.0-0.1*(7-system.info.government));
system.setPopulator("oolite-hunters-route1",
{
priority: 40,
location: "LANE_WP",
groupCount: randomise(initial),
callback: this._addLightHunter.bind(this)
});
initial = hmedium * l1length/900000 * (2/3) * 2/3;
system.setPopulator("oolite-hunters-medium-route1",
{
priority: 40,
location: "LANE_WP",
groupCount: randomise(initial),
callback: this._addMediumHunterRemote.bind(this)
});
initial = hmedium * l3length/900000 * (2/3) * 1/3;
system.setPopulator("oolite-hunters-medium-route3",
{
priority: 40,
location: "LANE_WS",
groupCount: randomise(initial),
callback: this._addMediumHunterRemote.bind(this)
});
initial = hheavy * l1length/900000 * (2/3) * 2/3;
system.setPopulator("oolite-hunters-heavy-route1",
{
priority: 40,
location: "LANE_WP",
groupCount: randomise(initial),
callback: this._addHeavyHunterRemote.bind(this)
});
initial = hheavy * l3length/900000 * (2/3) * 1/3;
system.setPopulator("oolite-hunters-heavy-route3",
{
priority: 40,
location: "LANE_WS",
groupCount: randomise(initial),
callback: this._addHeavyHunterRemote.bind(this)
});
// pirates
// 2/3 to lane 1 (with higher governmental attrition), 1/6 to each of other lanes
initial = pindependents * ((l1length*2/3)/600000) * (1.0-0.05*system.info.government) * 5/6;
system.setPopulator("oolite-pirate-independent-route1",
{
priority: 40,
location: "LANE_WP",
groupCount: randomise(initial),
callback: this._addIndependentPirate.bind(this)
});
initial = pindependents * ((l2length*2/3)/600000) * (1.0-0.05*system.info.government) / 12;
system.setPopulator("oolite-pirate-independent-route2",
{
priority: 40,
location: "LANE_PS",
groupCount: randomise(initial),
callback: this._addIndependentPirate.bind(this)
});
initial = pindependents * ((l3length*2/3)/600000) * (1.0-0.05*system.info.government) / 12;
system.setPopulator("oolite-pirate-independent-route3",
{
priority: 40,
location: "LANE_WS",
groupCount: randomise(initial),
callback: this._addIndependentPirate.bind(this)
});
// pirate packs
initial = pflight - pflightremote; // domestic source
system.setPopulator("oolite-pirate-light-route1",
{
priority: 40,
location: "LANE_WP",
groupCount: randomise(initial*3/4),
callback: this._addLightPirateLocal.bind(this)
});
system.setPopulator("oolite-pirate-light-triangle",
{
priority: 40,
location: "LANE_WPS",
groupCount: randomise(initial*1/4),
callback: this._addLightPirateLocal.bind(this)
});
initial = pflightremote; // other system
system.setPopulator("oolite-pirate-light-remote",
{
priority: 40,
location: "LANE_WP",
groupCount: randomise(initial),
callback: this._addLightPirateRemote.bind(this)
});
initial = pfmedium - pfmediumremote; // domestic source
system.setPopulator("oolite-pirate-medium-route1",
{
priority: 40,
location: "LANE_WP",
groupCount: randomise(initial*3/4),
callback: this._addMediumPirateLocal.bind(this)
});
system.setPopulator("oolite-pirate-medium-triangle",
{
priority: 40,
location: "LANE_WPS",
groupCount: randomise(initial*1/4),
callback: this._addMediumPirateLocal.bind(this)
});
initial = pfmediumremote; // other system
system.setPopulator("oolite-pirate-medium-remote",
{
priority: 40,
location: "LANE_WP",
groupCount: randomise(initial),
callback: this._addMediumPirateRemote.bind(this)
});
initial = pfheavy - pfheavyremote; // domestic source
system.setPopulator("oolite-pirate-heavy-route1",
{
priority: 40,
location: "LANE_WP",
groupCount: randomise(initial*3/4),
callback: this._addHeavyPirateLocal.bind(this)
});
system.setPopulator("oolite-pirate-heavy-triangle",
{
priority: 40,
location: "LANE_WPS",
groupCount: randomise(initial*1/4),
callback: this._addHeavyPirateLocal.bind(this)
});
initial = pfheavyremote; // other system
system.setPopulator("oolite-pirate-heavy-remote",
{
priority: 40,
location: "LANE_WP",
groupCount: randomise(initial),
callback: this._addHeavyPirateRemote.bind(this)
});
// assassins
initial = assassins;
var maxas = 2;
if (system.info.government < 3)
{
// if carrying high-risk contracts through dangerous systems,
// especially bottlenecks, add some more assassins
// specifically waiting for the player
var cs = player.ship.parcels;
for (var i = cs.length-1; i >= 0 ; i--)
{
if (bottleneck)
{
if (cs[i].risk == 1 && Math.random() < 0.1)
{
initial++;
}
if (cs[i].risk == 2 && Math.random() < 0.5)
{
maxas += 2;
initial++;
}
}
else if (cs[i].destination == system.ID)
{
// if you're going to intercept, waiting in the
// destination system for the package isn't a bad idea
initial += Math.random()*cs[i].risk;
}
}
cs = player.ship.passengers;
for (i = cs.length-1; i >= 0 ; i--)
{
if (bottleneck)
{
if (cs[i].risk == 1 && Math.random() < 0.1)
{
initial++;
}
if (cs[i].risk == 2 && Math.random() < 0.5)
{
maxas += 2;
initial++;
}
}
else if (cs[i].destination == system.ID)
{
initial += Math.random()*cs[i].risk;
}
}
}
var agc = randomise(initial);
/* Because the assassin groups all appear at the witchpoint it can
* end up ridiculously populated in certain systems. Cap the
* number of initial assassin groups at 2, unless the player is
* carrying high-risk items, in which case they deserve whatever
* shows up for jumping into an Anarchy bottleneck. */
if (agc > maxas)
{
agc = maxas;
}
system.setPopulator("oolite-assassins",
{
priority: 40,
location: "WITCHPOINT",
groupCount: agc,
callback: this._addAssassin.bind(this)
});
// police
// 5/6 go route 1, and back.
initial = police * 5/6 * (l1length*2 / 900000) * (1.0-0.1*(7-system.info.government));
system.setPopulator("oolite-police-route1",
{
priority: 40,
location: "LANE_WP",
groupCount: randomise(initial),
callback: this._addPolicePatrol.bind(this)
});
initial = police * 1/6 * (trilength / 900000) * (1.0-0.1*(7-system.info.government));
system.setPopulator("oolite-police-triangle",
{
priority: 40,
location: "LANE_WPS",
groupCount: randomise(initial),
callback: this._addPolicePatrol.bind(this)
});
system.setPopulator("oolite-police-stationpatrol",
{
priority: 40,
location: "STATION_AEGIS",
callback: this._addPoliceStationPatrol.bind(this)
});
// interceptors
initial = interceptors / 2;
// half on way or returning
system.setPopulator("oolite-interceptors-route1",
{
priority: 40,
location: "LANE_WP",
groupCount: randomise(initial),
callback: this._addInterceptors.bind(this)
});
// half on station
system.setPopulator("oolite-interceptors-witchpoint",
{
priority: 40,
location: "WITCHPOINT",
groupCount: randomise(initial),
callback: this._addInterceptors.bind(this)
});
// thargoids
system.setPopulator("oolite-thargoid-scouts",
{
priority: 40,
location: "LANE_WPS",
groupCount: randomise(thargoids),
callback: this._addThargoidScout.bind(this)
});
system.setPopulator("oolite-thargoid-strike",
{
priority: 40,
location: "LANE_WPS",
groupCount: randomise(thargoidstrike),
callback: this._addThargoidStrike.bind(this)
});
var pset = system.populatorSettings;
this._debugP("Freighters",pset["oolite-freighters"].groupCount);
this._debugP("Freighters (D)",pset["oolite-freighters-docking"].groupCount);
this._debugP("Couriers (1)",pset["oolite-couriers-route1"].groupCount);
this._debugP("Couriers (3)",pset["oolite-couriers-route3"].groupCount);
this._debugP("Smugglers",pset["oolite-smugglers"].groupCount);
this._debugP("Hunters (1)",pset["oolite-hunters-route1"].groupCount);
this._debugP("Hunters (T)",pset["oolite-hunters-triangle"].groupCount);
this._debugP("HuntersM (1)",pset["oolite-hunters-medium-route1"].groupCount);
this._debugP("HuntersM (3)",pset["oolite-hunters-medium-route3"].groupCount);
this._debugP("HuntersH (1)",pset["oolite-hunters-heavy-route1"].groupCount);
this._debugP("HuntersH (3)",pset["oolite-hunters-heavy-route3"].groupCount);
this._debugP("Pirates (1)",pset["oolite-pirate-independent-route1"].groupCount);
this._debugP("Pirates (2)",pset["oolite-pirate-independent-route2"].groupCount);
this._debugP("Pirates (3)",pset["oolite-pirate-independent-route3"].groupCount);
this._debugP("Pirates (L1)",pset["oolite-pirate-light-route1"].groupCount);
this._debugP("Pirates (LT)",pset["oolite-pirate-light-triangle"].groupCount);
this._debugP("Pirates (LR)",pset["oolite-pirate-light-remote"].groupCount);
this._debugP("Pirates (M1)",pset["oolite-pirate-medium-route1"].groupCount);
this._debugP("Pirates (MT)",pset["oolite-pirate-medium-triangle"].groupCount);
this._debugP("Pirates (MR)",pset["oolite-pirate-medium-remote"].groupCount);
this._debugP("Pirates (H1)",pset["oolite-pirate-heavy-route1"].groupCount);
this._debugP("Pirates (HT)",pset["oolite-pirate-heavy-triangle"].groupCount);
this._debugP("Pirates (HR)",pset["oolite-pirate-heavy-remote"].groupCount);
this._debugP("Assassins (WP)",pset["oolite-assassins"].groupCount);
this._debugP("Police (1)",pset["oolite-police-route1"].groupCount);
this._debugP("Police (T)",pset["oolite-police-triangle"].groupCount);
this._debugP("Police (I1)",pset["oolite-interceptors-route1"].groupCount);
this._debugP("Police (IW)",pset["oolite-interceptors-witchpoint"].groupCount);
this._debugP("Thargoid (SC)",pset["oolite-thargoid-scouts"].groupCount);
this._debugP("Thargoid (ST)",pset["oolite-thargoid-strike"].groupCount);
// and the initial ships are done...
this.$populatorRun = 1;
}
// function responsible for replenishing system contents
this.systemWillRepopulate = function()
{
// if main station or planet is missing, something odd has
// happened, so stop repopulation
if (system.sun.isGoingNova || !system.mainStation || !system.mainPlanet)
{
return;
}
/* repopulate incoming traffic */
// traders
if (Math.random() < this.$repopulatorFrequencyIncoming.traderFreighters)
{
this._debugR("Incoming freighter");
this._addFreighter(this._wormholePos());
}
if (Math.random() < this.$repopulatorFrequencyIncoming.traderCouriers)
{
this._debugR("Incoming courier");
if (Math.random() < 0.5)
{
this._addCourierShort(this._wormholePos());
}
else
{
this._addCourierLong(this._wormholePos());
}
}
if (Math.random() < this.$repopulatorFrequencyIncoming.traderSmugglers)
{
this._debugR("Incoming smuggler");
this._addSmuggler(this._wormholePos());
}
// pirates
if (Math.random() < this.$repopulatorFrequencyIncoming.pirateLightPacks)
{
if (system.countShipsWithPrimaryRole("pirate-light-freighter") < 6)
{
this._debugR("Incoming light pirate");
this._addLightPirateRemote(this._wormholePos());
}
}
if (Math.random() < this.$repopulatorFrequencyIncoming.pirateLightPacksReturn)
{
if (system.countShipsWithPrimaryRole("pirate-light-freighter") < 6)
{
this._debugR("Returning light pirate");
this._addLightPirateReturn(this._wormholePos());
}
}
if (Math.random() < this.$repopulatorFrequencyIncoming.pirateMediumPacks)
{
if (system.countShipsWithPrimaryRole("pirate-medium-freighter") < 4)
{
this._debugR("Incoming medium pirate");
this._addMediumPirateRemote(this._wormholePos());
}
}
if (Math.random() < this.$repopulatorFrequencyIncoming.pirateMediumPacksReturn)
{
if (system.countShipsWithPrimaryRole("pirate-medium-freighter") < 4)
{
this._debugR("Returning medium pirate");
this._addMediumPirateReturn(this._wormholePos());
}
}
if (Math.random() < this.$repopulatorFrequencyIncoming.pirateHeavyPacks)
{
if (system.countShipsWithPrimaryRole("pirate-heavy-freighter") < 2)
{
this._debugR("Incoming heavy pirate");
this._addHeavyPirateRemote(this._wormholePos());
}
}
if (Math.random() < this.$repopulatorFrequencyIncoming.pirateHeavyPacksReturn)
{
if (system.countShipsWithPrimaryRole("pirate-heavy-freighter") < 2)
{
this._debugR("Returning heavy pirate");
this._addHeavyPirateReturn(this._wormholePos());
}
}
// hunters
if (Math.random() < this.$repopulatorFrequencyIncoming.hunterMediumPacks)
{
if (system.countShipsWithPrimaryRole("hunter-medium") < 5)
{
this._debugR("Incoming medium hunter");
this._addMediumHunterRemote(this._wormholePos());
}
}
if (Math.random() < this.$repopulatorFrequencyIncoming.hunterMediumPacksReturn)
{
if (system.countShipsWithPrimaryRole("hunter-medium") < 5)
{
this._debugR("Returning medium hunter");
this._addMediumHunterReturn(this._wormholePos());
}
}
if (Math.random() < this.$repopulatorFrequencyIncoming.hunterHeavyPacks)
{
if (system.countShipsWithPrimaryRole("hunter-heavy") < 3)
{
this._debugR("Incoming heavy hunter");
this._addHeavyHunterRemote(this._wormholePos());
}
}
if (Math.random() < this.$repopulatorFrequencyIncoming.hunterHeavyPacksReturn)
{
if (system.countShipsWithPrimaryRole("hunter-heavy") < 3)
{
this._debugR("Returning heavy hunter");
this._addHeavyHunterReturn(this._wormholePos());
}
}
// thargoids (do not appear at normal witchpoint)
if (Math.random() < this.$repopulatorFrequencyIncoming.thargoidScouts)
{
this._debugR("Incoming thargoid scout");
this._addThargoidScout(system.locationFromCode("TRIANGLE"));
}
if (Math.random() < this.$repopulatorFrequencyIncoming.thargoidStrike)
{
this._debugR("Incoming thargoid strike force");
this._addThargoidStrike(system.locationFromCode("TRIANGLE"));
}
/* repopulate outgoing traffic */
// traders
if (Math.random() < this.$repopulatorFrequencyOutgoing.traderFreighters)
{
this._debugR("Launching freighter");
this._addFreighter(this._tradeStation(true));
}
if (Math.random() < this.$repopulatorFrequencyOutgoing.traderCouriers)
{
this._debugR("Launching courier");
if (Math.random() < 0.5)
{
this._addCourierShort(this._tradeStation(true));
}
else
{
this._addCourierLong(this._tradeStation(true));
}
}
if (Math.random() < this.$repopulatorFrequencyOutgoing.traderSmugglers)
{
this._debugR("Launching smuggler");
this._addSmuggler(this._tradeStation(false));
}
// pirates
if (Math.random() < this.$repopulatorFrequencyOutgoing.pirateIndependents)
{
if (system.countShipsWithPrimaryRole("pirate") < 40)
{
this._debugR("Launching pirates");
this._addIndependentPirate(this._pirateLaunch());
}
}
if (Math.random() < this.$repopulatorFrequencyOutgoing.pirateLightPacks)
{
if (system.countShipsWithPrimaryRole("pirate-light-freighter") < 6)
{
this._debugR("Launching light pirate");
if (Math.random() < 0.83) // light pirates rarely jump
{
this._addLightPirateLocal(this._pirateLaunch());
}
else
{
this._addLightPirateOutbound(this._pirateLaunch());
}
}
}
if (Math.random() < this.$repopulatorFrequencyOutgoing.pirateMediumPacks)
{
if (system.countShipsWithPrimaryRole("pirate-medium-freighter") < 4)
{
this._debugR("Launching medium pirate");
if (Math.random() < 0.5)
{
this._addMediumPirateLocal(this._pirateLaunch());
}
else
{
this._addMediumPirateOutbound(this._pirateLaunch());
}
}
}
if (Math.random() < this.$repopulatorFrequencyOutgoing.pirateHeavyPacks)
{
if (system.countShipsWithPrimaryRole("pirate-heavy-freighter") < 2)
{
this._debugR("Launching heavy pirate");
if (Math.random() < 0.5)
{
this._addHeavyPirateLocal(this._pirateLaunch());
}
else
{
this._addHeavyPirateOutbound(this._pirateLaunch());
}
}
}
if (Math.random() < this.$repopulatorFrequencyOutgoing.pirateAegisRaiders)
{
this._addAegisRaiders();
}
// hunters
if (Math.random() < this.$repopulatorFrequencyOutgoing.hunterLightPacks)
{
if (system.countShipsWithPrimaryRole("hunter") < 30)
{
this._debugR("Launching light hunter");
this._addLightHunter(this._hunterLaunch());
}
}
if (Math.random() < this.$repopulatorFrequencyOutgoing.hunterMediumPacks)
{
if (system.countShipsWithPrimaryRole("hunter-medium") < 6)
{
this._debugR("Launching medium hunter");
// outbound falls back to local if no systems in range
this._addMediumHunterOutbound(this._hunterLaunch());
}
}
if (Math.random() < this.$repopulatorFrequencyOutgoing.hunterHeavyPacks)
{
if (system.countShipsWithPrimaryRole("hunter-heavy") < 3)
{
this._debugR("Launching heavy hunter");
// outbound falls back to local if no systems in range
this._addHeavyHunterOutbound(this._hunterLaunch());
}
}
// assassins
if (Math.random() < this.$repopulatorFrequencyOutgoing.assassins)
{
if (system.countShipsWithPrimaryRole("assassin-medium")+system.countShipsWithPrimaryRole("assassin-heavy") < 30)
{
this._debugR("Launching assassin");
this._addAssassin(this._tradeStation(false));
}
}
// police
if (Math.random() < this.$repopulatorFrequencyOutgoing.policePacks)
{
if (system.countShipsWithPrimaryRole("police") < 30)
{
this._debugR("Launching police patrol");
this._addPolicePatrol(this._policeLaunch());
}
}
if (Math.random() < this.$repopulatorFrequencyOutgoing.policeInterceptors)
{
if (system.countShipsWithPrimaryRole("police-witchpoint-patrol") < 30)
{
this._debugR("Launching police interception patrol");
this._addInterceptors(this._policeLaunch());
}
}
/* Generic traffic */
if (Math.random() < 0.005 * system.info.techlevel)
{
// TODO: planet launches
this._debugR("Launching shuttle");
this._tradeStation(true).launchShuttle();
}
}
/* And the equivalent functions for interstellar space */
this.interstellarSpaceWillPopulate = function()
{
if (this.$populatorRun)
{
return;
}
system.setPopulator("oolite-interstellar-thargoids",
{
priority: 10,
location: "WITCHPOINT",
groupCount: 2+Math.floor(Math.random()*4),
callback: function(pos) {
system.addShips("thargoid",1,pos,0);
}
});
this.$populatorRun = 1;
}
this.interstellarSpaceWillRepopulate = function()
{
if (Math.random() < 0.25)
{
if (system.countShipsWithPrimaryRole("thargoid") < 3)
{
if (Math.random() > 0.05)
{
system.addShips("thargoid",1+Math.floor(Math.random()*3),[0,0,0],25600);
}
else
{
// everyone's getting ambushed today
system.addShips("trader",1,[0,0,0],6400);
}
}
}
}
/* And finally the default nova system populators */
this.novaSystemWillPopulate = function()
{
if (this.$populatorRun)
{
return;
}
// just burnt-out rubble
system.setPopulator("oolite-nova-cinders",
{
priority: 10,
location: "WITCHPOINT",
groupCount: 1,
callback: function(pos) {
system.addShips("cinder",10,pos,25600);
pos.z += 300000;
system.addShips("cinder",10,pos,25600);
}
});
this.$populatorRun = 1;
}
/* // no repopulation is needed, but other OXPs could use this function
this.novaSystemWillRepopulate = function()
{
}
*/
/* Ship addition functions */
/* These functions use this._addShips/_addGroup so "pos" can either be
* a coordinate or a station, to simplify ship addition */
this._addFreighter = function(pos)
{
var t = this._addShips("trader",1,pos,0);
if (t[0])
{
var goods;
if (pos.isStation)
{
t[0].homeSystem = system.ID;
t[0].destinationSystem = this._weightedNearbyTradeSystem();
goods = "PLENTIFUL_GOODS";
t[0].fuel = 7;
}
else
{
t[0].homeSystem = this._weightedNearbyTradeSystem();
this._setFuel(t[0]);
t[0].destinationSystem = system.ID;
goods = "SCARCE_GOODS";
if (Math.random()*8 > system.info.government)
{
// may have used some missiles already
this._setMissiles(t[0],-1);
}
}
// crude, but compatible with the approach in previous versions
// and now translatable
if (t[0].name.match(this.$medicalReg))
{
goods = "MEDICAL_GOODS";
t[0].bounty = 0;
}
else
{
// medical ships always clean
if (Math.random() < 0.05)
{
t[0].bounty = Math.ceil(Math.random()*20);
// half of the offender traders are a bit more sinister
// can only happen with ships which allow autoAI
if (Math.random() < 0.5 && t[0].autoAI)
{
t[0].switchAI("oolite-traderOpportunistAI.js");
if (t[0].autoWeapons)
{
this._setSkill(t[0],2); // need to be decent pilots to make this work
this._setWeapons(t[0],2.5); // boost weapons
}
goods = "PIRATE_GOODS";
}
var eg = t[0].escortGroup.ships;
for (var i = 0; i < eg.length; i++)
{
if (eg[i] != t[0])
{
// ensure offender escorts have a bounty
eg[i].bounty |= 3+Math.floor(Math.random()*12);
}
}
}
else
{
t[0].bounty = 0;
}
}
t[0].setCargoType(goods);
this._setEscortWeapons(t[0]);
}
}
this._addCourier = function(pos)
{
if (this._roleExists("trader-courier"))
{
var t = this._addShips("trader-courier",1,pos,0);
}
else
{
log(this.name,"Tried to add trader-courier but no ships of that role found - using default 'trader'");
var t = this._addShips("trader",1,pos,0);
}
t[0].bounty = 0;
t[0].heatInsulation = 6;
if (t.escortGroup)
{
var gs = t.escortGroup.ships;
for (var i=gs.length=1; i>=0; i++)
{
gs[i].heatInsulation = 6;
gs[i].bounty = 0;
}
}
this._setEscortWeapons(t[0]);
return t;
}
this._addCourierShort = function(pos)
{
var t = this._addCourier(pos);
if (t[0])
{
// don't need to worry at this stage where it came from before that
if (pos.isStation)
{
t[0].destinationSystem = this._nearbySystem(7);
t[0].homeSystem = system.ID;
t[0].setCargoType("PLENTIFUL_GOODS");
}
else
{
t[0].homeSystem = this._nearbySystem(7);
this._setFuel(t[0]);
t[0].destinationSystem = system.ID;
t[0].setCargoType("SCARCE_GOODS");
}
}
}
this._addCourierLong = function(pos)
{
var t = this._addCourier(pos);
if (t[0])
{
if (pos.isStation)
{
t[0].destinationSystem = this._nearbySystem(25);
t[0].homeSystem = system.ID;
t[0].setCargoType("PLENTIFUL_GOODS");
}
else
{
// don't need to worry at this stage where it came from before that
t[0].homeSystem = this._nearbySystem(7);
this._setFuel(t[0]);
t[0].destinationSystem = this._nearbySystem(25);
t[0].setCargoType("SCARCE_GOODS");
}
}
}
this._addSmuggler = function(pos)
{
if (this._roleExists("trader-smuggler"))
{
var t = this._addShips("trader-smuggler",1,pos,0);
}
else
{
log(this.name,"Tried to add trader-smuggler but no ships of that role found - using default 'trader'");
var t = this._addShips("trader",1,pos,0);
}
if (t[0])
{
t[0].bounty = Math.ceil(Math.random()*20);
if (t[0].bounty > t[0].cargoSpaceCapacity * 2)
{
t[0].bounty = t[0].cargoSpaceCapacity * 2;
}
if (pos.isStation)
{
t[0].destinationSystem = this._nearbySystem(7);
t[0].homeSystem = system.ID;
}
else
{
t[0].homeSystem = this._nearbySystem(7);
this._setFuel(t[0]);
t[0].destinationSystem = system.ID;
}
t[0].setCargoType("ILLEGAL_GOODS");
if (t[0].autoWeapons)
{
t[0].awardEquipment("EQ_FUEL_INJECTION"); // smugglers always have injectors
}
this._setWeapons(t[0],1.2); // rarely good weapons
this._setEscortWeapons(t[0]);
var eg = t[0].escortGroup.ships;
for (var i = 0; i < eg.length; i++)
{
if (eg[i] != t[0])
{
// ensure smuggler escorts have a bounty
eg[i].bounty |= 3+Math.floor(Math.random()*12);
}
}
}
}
this._addLightHunter = function(pos)
{
var h = this._addGroup("hunter",Math.floor(Math.random()*2)+Math.floor(Math.random()*2)+2,pos,2E3);
for (var i = 0 ; i < h.ships.length ; i++)
{
h.ships[i].bounty = 0;
h.ships[i].homeSystem = system.ID;
h.ships[i].destinationSystem = system.ID;
this._setWeapons(h.ships[i],1.5); // mixed weapons
this._setSkill(h.ships[i],-1); // if they were any good, they'd have signed on with a proper hunting pack
}
}
this._addMediumHunterRemote = function(pos)
{
this._addHunterPack(pos,this._nearbySafeSystem(2),system.ID,"hunter-medium",false);
}
this._addMediumHunterReturn = function(pos)
{
this._addHunterPack(pos,system.ID,this._nearbyDangerousSystem(4),"hunter-medium",true);
}
this._addMediumHunterOutbound = function(pos)
{
this._addHunterPack(pos,system.ID,this._nearbyDangerousSystem(4),"hunter-medium",false);
}
this._addHeavyHunterRemote = function(pos)
{
this._addHunterPack(pos,this._nearbySafeSystem(2),system.ID,"hunter-heavy",false);
}
this._addHeavyHunterReturn = function(pos)
{
this._addHunterPack(pos,system.ID,this._nearbyDangerousSystem(1),"hunter-heavy",true);
}
this._addHeavyHunterOutbound = function(pos)
{
this._addHunterPack(pos,system.ID,this._nearbyDangerousSystem(1),"hunter-heavy",false);
}
this._addHunterPack = function(pos,home,dest,role,returning)
{
if (this._roleExists(role))
{
var t = this._addShips(role,1,pos,0);
}
else
{
log(this.name,"Tried to add "+role+" but no ships of that role found - using default 'hunter'");
var t = this._addShips("hunter",1,pos,0);
}
if (t[0])
{
t[0].bounty = 0;
t[0].homeSystem = home;
t[0].destinationSystem = dest;
if (returning)
{
this._setMissiles(t[0],-1);
this._setReturnFuel(t[0]);
}
else
{
this._setFuel(t[0]);
}
var group = new ShipGroup("hunter group",t[0]);
t[0].group = group;
var hs = this._addShips("hunter",1+Math.floor(Math.random()*4)+Math.floor(Math.random()*4),pos,3E3);
for (var i = 0; i<hs.length; i++)
{
hs[i].group = group;
group.addShip(hs[i]);
hs[i].bounty = 0;
hs[i].fuel = 7;
hs[i].homeSystem = t[0].homeSystem;
hs[i].destinationSystem = t[0].destinationSystem;
this._setWeapons(hs[i],1.5); // mixed weapons
if (returning)
{
this._setMissiles(hs[i],-1);
}
}
if (role == "hunter-heavy")
{
// occasionally give heavy hunters aft lasers
this._setWeapons(t[0],2.2);
}
else
{
// usually ensure medium hunters have beam lasers
this._setWeapons(t[0],1.9);
}
this._setSkill(t[0],3); // likely to be good pilot
if (t[0].autoAI)
{
t[0].switchAI("oolite-bountyHunterLeaderAI.js");
// auto AI will normally get this already but not if the hunter
// addition used fallback roles
}
}
}
this._addIndependentPirate = function(pos)
{
// a group < 3 in size is probably too small to actually attack anyone
// mostly 2-6 groups
var size = Math.floor(Math.random()*3)+Math.floor(Math.random()*3)+2;
if (size > 8-system.info.government)
{
// in the safer systems may have lost some ships already, though
size = 1+Math.floor(Math.random()*size);
}
var pg = this._addGroup("pirate",size,pos,2.5E3);
for (var i=0;i<size;i++)
{
pg.ships[i].setBounty(20+system.info.government+size+Math.floor(Math.random()*8),"setup actions");
if (!pos.isStation && !pos.isPlanet)
{
pg.ships[i].setCargoType("PIRATE_GOODS");
if (pg.ships[i].hasHyperspaceMotor)
{
this._setWeapons(pg.ships[i],1.75); // bigger ones sometimes well-armed
}
else
{
this._setWeapons(pg.ships[i],1.3); // rarely well-armed
}
// in the safer systems, rarely highly skilled (the
// skilled ones go elsewhere)
this._setSkill(pg.ships[i],4-system.info.government);
if (pos.z) // not if freshly launching
{
if (Math.random()*16 < system.info.government)
{
this._setMissiles(pg.ships[i],-1);
}
}
}
}
}
this._addPirateAssistant = function(role,lead,pos)
{
if (this._roleExists(role))
{
var asst = this._addShips(role,1,pos,4E3);
}
else
{
log(this.name,"Tried to add "+role+" but no ships of that role found - using default 'pirate'");
var asst = this._addShips("pirate",1,pos,4E3);
}
asst[0].homeSystem = lead.homeSystem;
asst[0].destinationSystem = lead.destinationSystem;
if (role == "pirate-interceptor")
{
// autoAI gets this (except if we've fallen back to generic
// pirates) once OXPs have caught up and we can be confident
// that the new roles will be available, this can be
// simplified.
if (asst[0].autoAI)
{
asst[0].switchAI("oolite-pirateInterceptorAI.js");
}
asst[0].setBounty(50+system.government+Math.floor(Math.random()*36),"setup actions");
// interceptors not actually part of group: they just get the
// same destinations
this._setWeapons(asst[0],2.3); // heavily armed
if (asst[0].autoWeapons)
{
asst[0].awardEquipment("EQ_FUEL_INJECTION"); // interceptors always have injectors
}
}
else
{
asst[0].group = lead.group;
lead.group.addShip(asst[0]);
// autoAI gets this (except if we've fallen back to generic
// pirates - see above)
if (asst[0].autoAI)
{
asst[0].switchAI("oolite-pirateFighterAI.js");
}
asst[0].setBounty(20+system.government+Math.floor(Math.random()*12),"setup actions");
if (role == "pirate-light-fighter")
{
this._setWeapons(asst[0],1.2); // basic fighters
}
else if (role == "pirate-medium-fighter")
{
this._setWeapons(asst[0],1.8); // often beam weapons
}
else if (role == "pirate-heavy-fighter")
{
this._setWeapons(asst[0],2.05); // very rarely aft lasers
}
}
}
this._addPiratePack = function(pos,leader,lf,mf,hf,thug,home,destination,returning)
{
if (this._roleExists(leader))
{
var lead = this._addShips(leader,1,pos,0);
}
else
{
log(this.name,"Tried to add "+leader+" but no ships of that role found");
var lead = this._addShips("pirate",1,pos,0);
}
lead[0].setBounty(60+system.government+Math.floor(Math.random()*8),"setup actions");
lead[0].homeSystem = home;
lead[0].destinationSystem = destination;
var group = new ShipGroup("pirate pack",lead[0]);
lead[0].group = group;
for (var i = Math.floor(lf+(0.5+Math.random()-Math.random())); i > 0; i--)
{
this._addPirateAssistant("pirate-light-fighter",lead[0],pos);
}
for (var i = Math.floor(mf+(0.5+Math.random()-Math.random())); i > 0; i--)
{
this._addPirateAssistant("pirate-medium-fighter",lead[0],pos);
}
for (var i = Math.floor(hf+(0.5+Math.random()-Math.random())); i > 0; i--)
{
this._addPirateAssistant("pirate-heavy-fighter",lead[0],pos);
}
for (var i = Math.floor(thug+(0.5+Math.random()-Math.random())); i > 0; i--)
{
this._addPirateAssistant("pirate-interceptor",lead[0],pos);
}
if (lead[0].autoWeapons)
{
lead[0].awardEquipment("EQ_SHIELD_BOOSTER");
lead[0].awardEquipment("EQ_ECM");
}
this._setWeapons(lead[0],2.8); // usually give aft laser
this._setSkill(lead[0],3); // likely to be good pilot
if (returning)
{
this._setMissiles(lead[0],-1);
this._setReturnFuel(lead[0]);
}
else
{
if (thug > 0)
{
// medium and especially heavy may have better missiles
this._setMissiles(lead[0],thug-0.5);
}
this._setFuel(lead[0]);
}
if (lead[0].escortGroup)
{
var eg = lead[0].escortGroup.ships;
for (var i = 0; i < eg.length; i++)
{
if (eg[i] != lead[0])
{
// ensure freighter escorts have a bounty
eg[i].bounty |= 3+Math.floor(Math.random()*12);
}
}
}
if (!pos.isStation && !pos.isPlanet)
{
lead[0].setCargoType("PIRATE_GOODS");
}
this._setEscortWeapons(lead[0]);
if (lead[0].autoAI)
{
// may have fallen back to generic 'pirate' role, so make sure
lead[0].switchAI("oolite-pirateFreighterAI.js");
}
return lead[0];
}
this._addLightPirateLocal = function(pos)
{
return this._addPiratePack(pos,"pirate-light-freighter",2,1,-1,0,system.ID,system.ID,false);
}
this._addLightPirateRemote = function(pos)
{
pos.z = pos.z % 100000;
return this._addPiratePack(pos,"pirate-light-freighter",2,1,-1,0,this._nearbyDangerousSystem(system.info.government-1),system.ID,false);
}
this._addLightPirateOutbound = function(pos)
{
return this._addPiratePack(pos,"pirate-light-freighter",2,1,-1,0,system.ID,this._nearbySafeSystem(system.info.government+1),false);
}
this._addLightPirateReturn = function(pos)
{
return this._addPiratePack(pos,"pirate-light-freighter",2,1,-1,0,system.ID,this._nearbySafeSystem(system.info.government+1),true);
}
this._addMediumPirateLocal = function(pos)
{
return this._addPiratePack(pos,"pirate-medium-freighter",3,2,0,1,system.ID,system.ID,false);
}
this._addMediumPirateRemote = function(pos)
{
pos.z = pos.z % 100000;
return this._addPiratePack(pos,"pirate-medium-freighter",3,2,0,1,this._nearbyDangerousSystem(Math.min(system.info.government-1,3)),system.ID,false);
}
// tmp for testing (needs adjusting to simulate planetary launch *or*
// use a suitable friendly station)
this._addMediumPirateOutbound = function(pos)
{
return this._addPiratePack(pos,"pirate-medium-freighter",3,2,0,1,system.ID,this._nearbySafeSystem(system.info.government+1),false);
}
this._addMediumPirateReturn = function(pos)
{
return this._addPiratePack(pos,"pirate-medium-freighter",3,2,0,1,system.ID,this._nearbySafeSystem(system.info.government+1),true);
}
this._addHeavyPirateLocal = function(pos)
{
return this._addPiratePack(pos,"pirate-heavy-freighter",4,4,2,2,system.ID,system.ID,false);
}
this._addHeavyPirateRemote = function(pos)
{
pos.z = pos.z % 100000;
return this._addPiratePack(pos,"pirate-heavy-freighter",4,4,2,2,this._nearbyDangerousSystem(Math.min(system.info.government-1,1)),system.ID,false);
}
// tmp for testing (needs adjusting to simulate planetary launch *or*
// use a suitable friendly station)
this._addHeavyPirateOutbound = function(pos)
{
return this._addPiratePack(pos,"pirate-heavy-freighter",4,4,2,2,system.ID,this._nearbySafeSystem(system.info.government+1),false);
}
this._addHeavyPirateReturn = function(pos)
{
return this._addPiratePack(pos,"pirate-heavy-freighter",4,4,2,2,system.ID,this._nearbySafeSystem(system.info.government+1),true);
}
this._addAegisRaiders = function()
{
if (!this._roleExists("pirate-aegis-raider"))
{
log(this.name,"No ships with role pirate-aegis-raider defined - skipping addition");
return;
}
var g = this._addGroup("pirate-aegis-raider",3+Math.floor(Math.random()*5),system.mainPlanet,3E3);
var gs = g.ships;
for (var i=0; i < gs.length ; i++)
{
gs[i].setBounty(50+system.government+Math.floor(Math.random()*36),"setup actions")
this._setWeapons(gs[i],2.7); // very heavily armed
this._setSkill(gs[i],3); // boost combat skill
if (gs[i].autoWeapons)
{
// raiders need the best equipment
gs[i].awardEquipment("EQ_FUEL_INJECTION");
gs[i].awardEquipment("EQ_SHIELD_BOOSTER");
gs[i].awardEquipment("EQ_ECM");
gs[i].fuel = 7;
}
}
}
this._addAssassin = function(pos)
{
var role = "assassin-light";
var extra = 0;
var ws = 2;
var g = system.info.government+2;
if (Math.random() > g / 10)
{
role = "assassin-medium";
extra = 1;
ws = 2.5;
if (Math.random() > g / 5)
{
role = "assassin-heavy";
ws = 2.8;
}
}
if (!this._roleExists(role))
{
log(this.name,"No ships with role "+role+" defined - skipping addition");
return;
}
var main = this._addShips(role,1,pos,0)[0];
if (main.autoWeapons)
{
main.awardEquipment("EQ_FUEL_INJECTION");
main.awardEquipment("EQ_ECM");
if (2+Math.random() < ws)
{
main.awardEquipment("EQ_SHIELD_BOOSTER");
}
// assassins don't respect escape pods and won't expect anyone
// else to either.
main.removeEquipment("EQ_ESCAPE_POD");
main.fuel = 7;
this._setWeapons(main,ws);
this._setSkill(main,extra);
}
// main.bounty = 1+Math.floor(Math.random()*10);
// main.switchAI("oolite-assassinAI.js"); // autoAI can get this
if (extra > 0)
{
var g = new ShipGroup("assassin group",main);
main.group = g;
var numext = Math.floor(Math.random()*3)+1;
if (role == "assassin-heavy")
{
var extras = this._addShips("assassin-medium",numext,pos,3E3);
}
else
{
var extras = this._addShips("assassin-light",numext,pos,3E3);
}
for (var i=0;i<numext;i++)
{
extras[i].group = g;
g.addShip(extras[i]);
if (extras[i].autoWeapons)
{
extras[i].awardEquipment("EQ_FUEL_INJECTION");
extras[i].removeEquipment("EQ_ESCAPE_POD");
extras[i].fuel = 7;
this._setWeapons(extras[i],1.8);
}
// extras[i].bounty = 1+Math.floor(Math.random()*5);
// extras[i].switchAI("oolite-assassinAI.js");
}
}
}
this._addPolicePatrol = function(pos)
{
var role = "police";
if (9+Math.random()*6 < system.info.techlevel)
{
role = "interceptor";
}
var h = this._addGroup(role,Math.floor(Math.random()*2)+Math.floor(Math.random()*2)+2,pos,2E3);
for (var i = 0 ; i < h.ships.length ; i++)
{
h.ships[i].bounty = 0;
h.ships[i].homeSystem = system.ID;
h.ships[i].destinationSystem = system.ID;
if (h.ships[i].AIScript.oolite_intership)
{
h.ships[i].AIScript.oolite_intership.initial_group = h.ships.length;
}
if (system.info.techlevel >= 14)
{
this._setMissiles(h.ships[i],1);
}
}
}
this._addPoliceStationPatrol = function(pos)
{
var role = "police";
if (9+Math.random()*6 < system.info.techlevel)
{
role = "interceptor";
}
var p = system.addShips(role,1,pos,0)[0];
p.primaryRole = "police-station-patrol";
p.group = system.mainStation.group;
p.group.addShip(p);
// p.switchAI("oolite-policeAI.js");// autoAI gets this
p.bounty = 0;
p.maxEscorts = 16;
if (system.info.techlevel >= 14)
{
this._setMissiles(p,1);
}
}
this._addInterceptors = function(pos)
{
var h = this._addGroup("interceptor",Math.floor(Math.random()*2)+Math.floor(Math.random()*2)+1+Math.ceil(system.info.techlevel/6),pos,2E3);
for (var i = 0 ; i < h.ships.length ; i++)
{
h.ships[i].bounty = 0;
h.ships[i].primaryRole = "police-witchpoint-patrol";
h.ships[i].maxEscorts = 16;
h.ships[i].homeSystem = system.ID;
h.ships[i].destinationSystem = system.ID;
// h.ships[i].switchAI("oolite-policeAI.js"); // auto AI
// only +1 as core already gives police ships better AI
this._setSkill(h.ships[i],1);
if (system.info.techlevel >= 14)
{
this._setMissiles(h.ships[i],1);
}
}
}
this._addThargoidScout = function(pos)
{
this._addShips("thargoid",1,pos,0);
}
this._addThargoidStrike = function(pos)
{
var thargs = this._addShips("thargoid",Math.floor(5+Math.random()*4),pos,10E3);
for (var i = 0; i < thargs.length ; i++)
{
// raiding parties have better pilots
this._setSkill(thargs[i],1);
}
}
/* Utility functions */
this._debug = function(msg)
{
log("universe.populate.information",msg);
}
this._debugP = function(gtype,ct)
{
log("universe.populate.information",gtype+": "+ct);
}
this._debugR = function(msg)
{
log("universe.populate.repopulate",msg);
}
this._roleExists = function(role)
{
if (Ship.keysForRole(role) && Ship.keysForRole(role).length > 0)
{
return true;
}
return false;
}
/* Run _setWeapons on the escort group */
this._setEscortWeapons = function(mothership)
{
if (!mothership.escortGroup)
{
return;
}
var eg = mothership.escortGroup.ships;
for (var i = eg.length-1 ; i >= 0 ; i--)
{
var ship = eg[i];
if (ship == mothership)
{
continue;
}
if (!ship.autoWeapons)
{
continue;
}
var pr = ship.primaryRole;
if (pr == "escort" || pr == "pirate-light-fighter")
{
this._setWeapons(ship,1.3); // usually lightly armed as escorts
}
else if (pr == "escort-medium" || pr == "pirate-medium-fighter")
{
this._setWeapons(ship,1.8); // usually heavily armed as escorts
}
else if (pr == "escort-heavy" || pr == "pirate-heavy-fighter")
{
this._setWeapons(ship,2.05); // rarely have an aft laser
}
}
}
/* Levels:
* <= 1: FP
* 2: FB
* 3: FB, AB (rare in core)
* 4: FM, AB (not used in core)
* >= 5: FM, AM (not used in core)
* Fractional levels may be one or other (e.g. 2.2 = 80% 2, 20% 3)
* Side weapons unchanged
*/
this._setWeapons = function(ship,level)
{
level += this.$weaponLevelBias;
if (!ship.autoWeapons)
{
// default is not to change anything
return false;
}
var fwent = ship;
if (ship.forwardWeapon == null)
{
var se = ship.subEntities;
for (var i=0;i<se.length;i++)
{
if (se[i].forwardWeapon != null)
{
if (fwent != ship)
{
return false; // auto_weapons doesn't work on ships with MFLs
}
fwent = se[i];
}
}
}
var choice = Math.floor(level);
if (level-Math.floor(level) > Math.random())
{
choice++;
}
if (choice <= 1)
{
fwent.forwardWeapon = "EQ_WEAPON_PULSE_LASER";
ship.aftWeapon = null;
}
else if (choice == 2)
{
fwent.forwardWeapon = "EQ_WEAPON_BEAM_LASER";
ship.aftWeapon = null;
}
else if (choice == 3)
{
fwent.forwardWeapon = "EQ_WEAPON_BEAM_LASER";
ship.aftWeapon = "EQ_WEAPON_BEAM_LASER";
}
else if (choice == 4)
{
fwent.forwardWeapon = "EQ_WEAPON_MILITARY_LASER";
ship.aftWeapon = "EQ_WEAPON_BEAM_LASER";
}
else if (choice >= 5)
{
fwent.forwardWeapon = "EQ_WEAPON_MILITARY_LASER";
ship.aftWeapon = "EQ_WEAPON_MILITARY_LASER";
}
// log(this.name,"Set "+fwent.forwardWeapon+"/"+ship.aftWeapon+" for "+ship.name+" ("+ship.primaryRole+")");
return true;
}
this._setSkill = function(ship,bias)
{
bias += this.$skillLevelBias;
if (ship.autoWeapons && ship.accuracy < 5 && bias != 0)
{
// shift skill towards end of accuracy range
var target = this.$skillLevelMaximum;
if (bias < 0)
{
target = -5;
}
var acc = ship.accuracy;
for (var i=Math.abs(bias) ; i > 0 ; i--)
{
acc += (target-acc)*Math.random();
}
ship.accuracy = acc;
}
}
/* Bias:
* +N = N 50% chances that each normal missile converted to hardened
* -N = N 50% chances that each normal missile removed
*/
this._setMissiles = function(ship,bias)
{
if (ship.autoWeapons)
{
var chance = Math.pow(0.5,Math.abs(bias));
for (var i = ship.missiles.length -1 ; i >= 0 ; i--)
{
if (ship.missiles[i].primaryRole == "EQ_MISSILE" && chance < Math.random())
{
ship.removeEquipment("EQ_MISSILE");
if (bias > 0)
{
ship.awardEquipment("EQ_HARDENED_MISSILE");
}
}
}
}
}
this._setFuel = function(ship)
{
if (ship.homeSystem != system.ID)
{
ship.fuel = 7-system.info.distanceToSystem(System.infoForSystem(galaxyNumber,ship.homeSystem));
}
else
{
ship.fuel = 7;
}
}
this._setReturnFuel = function(ship)
{
if (ship.destinationSystem != system.ID)
{
ship.fuel = 7-system.info.distanceToSystem(System.infoForSystem(galaxyNumber,ship.destinationSystem));
}
else
{
ship.fuel = 7;
}
}
this._wormholePos = function()
{
var v = Vector3D.randomDirection().multiply(2000+Math.random()*3000);
if (v.z < 0 && Math.abs(v.x)+Math.abs(v.y) < 1000)
{
v.z = -v.z; // avoid collision risk with witchbuoy
}
return v;
}
this._addShips = function(role,num,pos,spread)
{
if (pos.isStation)
{
var result = [];
for (var i = 0 ; i < num ; i++)
{
result.push(pos.launchShipWithRole(role));
}
return result;
}
else if (pos.isPlanet)
{
var result = system.addShips(role,num,pos,spread);
this._repositionForLaunch(pos,result);
return result;
}
else
{
if (pos.z === undefined)
{
log(this.name,"Unexpected populator position "+pos+" for "+role+". Please report this error.");
}
return system.addShips(role,num,pos,spread);
}
}
this._addGroup = function(role,num,pos,spread)
{
if (pos.isStation)
{
var group = new ShipGroup;
for (var i = 0 ; i < num ; i++)
{
var ship = pos.launchShipWithRole(role);
ship.group = group;
group.addShip(ship);
}
return group;
}
else if (pos.isPlanet)
{
var result = system.addGroup(role,num,pos,spread);
this._repositionForLaunch(pos,result.ships);
return result;
}
else
{
return system.addGroup(role,num,pos,spread);
}
}
this._repositionForLaunch = function(planet,ships)
{
var launchvector;
var launchpos;
if (planet != system.mainPlanet)
{
launchvector = Vector3D.randomDirection();
}
else
{
if (system.sun.position.subtract(planet.position).dot(system.mainStation.position.subtract(planet.position)) < 0)
{
// sun and station on opposite sides of planet; best sneak
// vector probably the cross product
launchvector = system.sun.position.subtract(planet.position).cross(system.mainStation.position.subtract(planet.position)).direction();
}
else
{
// sun and station on same side of planet; best sneak
// vector probably the negative normalisation of the
// average
launchvector = system.sun.position.subtract(planet.position).direction().add(system.mainStation.position.subtract(planet.position).direction()).direction().multiply(-1);
}
}
launchpos = planet.position.add(launchvector.multiply(planet.radius+125));
for (var i=ships.length -1 ; i >= 0 ; i--)
{
var cross = launchvector.cross(Vector3D.randomDirection()).multiply(15000); // perpendicular to surface
launchvector = launchpos.add(cross).direction();
launchpos = planet.position.add(launchvector.multiply(planet.radius+250));
ships[i].position = launchpos;
ships[i].orientation = launchvector.rotationTo([0, 0, 1]);
ships[i].velocity = ships[i].vectorForward.multiply(ships[i].maxSpeed);
}
}
this._hermitAllegiance = function(position,government)
{
// default hermit status, allows all dockings but pirates will tend to
// go elsewhere. We set this in shipdata but a shipset might not
var allegiance = "neutral";
if ((Math.floor(Math.abs(position.z)) % 4) * (Math.floor(Math.abs(position.y)) % 4) > government)
{
// pirates will use this hermit for docking and launching, but
// other ships might too
allegiance = "chaotic";
if (Math.abs(Math.floor(position.x) % 4) > government+1)
{
// in Feudal or Anarchy systems, some of the hermits are
// so pirate-friendly that legitimate traffic avoids them
allegiance = "pirate";
}
}
return allegiance;
}
/* System selectors */
this._nearbySystem = function(range)
{
var poss;
if (!range)
{
poss = this.$populatorLocals;
}
else
{
poss = system.info.systemsInRange(range);
}
if (poss.length == 0)
{
return system.ID;
}
return poss[Math.floor(Math.random()*poss.length)].systemID;
}
this._nearbyDangerousSystem = function(gov)
{
var poss = this.$populatorVeryLocals;
var id = system.ID;
if (poss.length > 0)
{
var found = 0;
for (var i = 0 ; i < poss.length ; i++)
{
if (poss[i].government <= gov)
{
found++;
if (Math.random() < 1/found)
{
id = poss[i].systemID;
}
}
}
}
return id;
}
this._nearbySafeSystem = function(gov)
{
var poss = this.$populatorVeryLocals;
var id = system.ID;
if (poss.length > 0)
{
var found = 0;
for (var i = 0 ; i < poss.length ; i++)
{
if (poss[i].government >= gov)
{
found++;
if (Math.random() < 1/found)
{
id = poss[i].systemID;
}
}
}
}
return id;
}
this._systemIsBottleneck = function(locals,seconds)
{
if (locals.length > 0)
{
// Oresrati's bottleneck status is undefined. The Thargoids
// don't bother striking at it routinely.
var connectionset = [locals[0].systemID];
var sofar = 0;
do
{
sofar = connectionset.length;
for (var j = 0; j < seconds.length ; j++)
{
// if the connected set doesn't already contain this system
if (connectionset.indexOf(locals[j].systemID) == -1)
{
var second = seconds[j];
for (var k = 0; k < second.length ; k++)
{
// if the connected set contains a system
// connected to the system being tested
if (connectionset.indexOf(second[k].systemID) > -1)
{
// add this system to the connection set
connectionset.push(locals[j].systemID);
break;
}
}
}
}
}
while (connectionset.length > sofar);
// if we didn't add any more, we've connected all we can.
if (connectionset.length < locals.length)
{
// there are still some disconnected, so this is a
// bottleneck system
return true;
}
}
return false;
}
this._weightedNearbyTradeSystem = function()
{
var locals = this.$populatorLocals;
var weights = [];
var total = 0;
for (var i = 0; i < locals.length ; i++)
{
var local = locals[i];
var ecomatch = -(system.info.economy-3.5)*(local.economy-3.5);
var trdanger = 0;
var rate = 0;
// if either local or remote end is more dangerous than
// Communist, reduce trader frequency
if (local.government < 4)
{
trdanger = (4-local.government)*2.5;
}
if (system.info.government < 4)
{
trdanger += (4-system.info.government)*2.5;
}
if (ecomatch > 0)
{
rate = 60/(30+trdanger);
}
// bad economic match: one every 2 hours if safe
else
{
rate = 60/(120+(trdanger*2));
}
total += rate;
weights[i] = rate;
}
var pick = 0;
total *= Math.random();
for (i = 0; i < locals.length ; i++)
{
pick += weights[i];
if (pick >= total)
{
return locals[i].systemID;
}
}
// fallback
if (locals.length > 0)
{
return locals[0].systemID;
}
return system.ID;
}
/* Station selectors */
this._launchReady = function(station)
{
var docks = station.subEntities;
var space = 0;
for (var i=0; i<docks.length;i++)
{
if (docks[i].isDock)
{
space += 16 - docks[i].launchingQueueLength;
}
}
// log("station.debug",station.displayName+" has "+space +" in docking queue");
return (space >= 8);
}
// station for launching traders
this._tradeStation = function(usemain)
{
// usemain biases, but does not guarantee or forbid
if (usemain && Math.random() < 0.67 && this._launchReady(system.mainStation))
{
return system.mainStation;
}
var stats = system.stations;
var tries = 0;
do
{
var stat = system.stations[Math.floor(Math.random()*stats.length)];
if (stat.hasNPCTraffic)
{
if (stat.allegiance == "neutral" || stat.allegiance == "galcop" || stat.allegiance == "chaotic")
{
if (this._launchReady(stat))
{
return stat;
}
}
}
} while (++tries < 5 && tries < stats.length);
return system.mainStation;
}
// station for launching pirates (or planet)
this._pirateLaunch = function()
{
var stats = system.stations;
var stat = system.stations[Math.floor(Math.random()*stats.length)];
if (stat.hasNPCTraffic)
{
if (stat.allegiance == "pirate" || stat.allegiance == "chaotic")
{
if (this._launchReady(stat))
{
return stat;
}
}
}
return system.mainPlanet;
}
// station for launching hunters
this._hunterLaunch = function()
{
var stats = system.stations;
var stat = system.stations[Math.floor(Math.random()*stats.length)];
if (stat.hasNPCTraffic)
{
if (stat.allegiance == "hunter" || stat.allegiance == "galcop")
{
if (this._launchReady(stat))
{
return stat;
}
}
}
return system.mainStation;
}
// station for launching police
this._policeLaunch = function()
{
var stats = system.stations;
var stat = system.stations[Math.floor(Math.random()*stats.length)];
if (stat.hasNPCTraffic)
{
if (stat.allegiance == "galcop")
{
if (this._launchReady(stat))
{
return stat;
}
}
}
return system.mainStation;
}
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