PirateCoves AI

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Turns hermits into bloodsuckers!


Defined states:

  • ATTACK: →IDLE
  • GLOBAL: →SCANPREY
  • IDLE: →ATTACK, →SCAN_DEBRIS
  • SALVAGE: →ATTACK, →SCAN_PREY
  • SCAN_DEBRIS: →ATTACK, →SCAN_DEBRIS, →SALVAGE
  • SCAN_PREY: →ATTACK, →SCAN_DEBRIS



{
 "ATTACK" = {
  "ATTACKED" = (setTargetToPrimaryAggressor, increaseAlertLevel, groupAttackTarget, launchPirateShip, "pauseAI: 10.0");
  "ENTER" = (increaseAlertLevel);
  "EXIT" =();
  "INCOMING_MISSILE" = (fireECM, increaseAlertLevel);
  "NO_TARGET" = ("setStateTo: IDLE");
  "RED_ALERT" = (launchPirateShip, "pauseAI: 10.0");
  "TARGET_DESTROYED" = ("setStateTo: IDLE");
  "TARGET_LOST" = ("setStateTo: IDLE");
  "UPDATE" = (launchPirateShip, groupAttackTarget, "pauseAI: 10.0");    };
“GLOBAL” = {
 “ENTER” = (“setStateTo: SCAN_PREY”);  };
“IDLE” = {
 “ATTACKED” = (setTargetToPrimaryAggressor, “setStateTo: ATTACK”);
 “CONDITION_GREEN” = (“setStateTo: SCAN_DEBRIS”);
 “ENTER” = ();
 “EXIT” = ();
 “INCOMING_MISSILE” = (fireECM, setTargetToPrimaryAggressor, “setStateTo: ATTACK”);
 “UPDATE” = (“pauseAI: 20.0”, decreaseAlertLevel);  };
“SALVAGE” = {
 “ATTACKED” = (setTargetToPrimaryAggressor, “setStateTo: ATTACK”);
 “ENTER” = (launchScavenger, “pauseAI: 20.0”);
 “INCOMING_MISSILE” = (fireECM, setTargetToPrimaryAggressor, “setStateTo: ATTACK”);
 “NOT_FOUND” = (“setStateTo: SCAN_PREY”);
 “TARGET_FOUND” = (launchScavenger, “pauseAI: 20.0”);
 “UPDATE” = (scanForLoot, “pauseAI: 20.0”);  };
“SCAN_DEBRIS” = {
 “ATTACKED” = (setTargetToPrimaryAggressor, “setStateTo: ATTACK”);
 “ENTER” = (scanForLoot, “pauseAI: 5.0”);
 “INCOMING_MISSILE” = (fireECM, setTargetToPrimaryAggressor, “setStateTo: ATTACK”);
 “NOTHING_FOUND” = (“setStateTo: SCAN_PREY”);
 “TARGET_FOUND” = (setTargetToFoundTarget, “setStateTo: SALVAGE”);
 “UPDATE” = (scanForLoot, “pauseAI: 5.0”);  };
“SCAN_PREY” = {
 “ATTACKED” = (setTargetToPrimaryAggressor, “setStateTo: ATTACK”);
 “ENTER” = (scanForRandomMerchantmen, “pauseAI: 5.0”);
 “EXIT” = ();
 “INCOMING_MISSILE” = (fireECM, setTargetToPrimaryAggressor, “setStateTo: ATTACK”);
 “NOTHING_FOUND” = (“setStateTo: SCAN_DEBRIS”);
 “TARGET_FOUND” = (setTargetToFoundTarget, “setStateTo: ATTACK”);
 “UPDATE” = (scanForRandomMerchantmen, “pauseAI: 5.0”);  };

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