#this file ( and all files in this folder ) is reloadable with console command "reload behavior"
#filewatcher is enabled for all files in this folder


ship_behavior = {
	name = "fighters_behavior"
	preferred_attack_range = 30.0
	formation_distance = 200
	return_to_formation_distance = 220

	attack_move_pattern = charge
	passive_move_pattern = orbit
		
	targeting = {
		keep_previous_target_bonus		= 100		#flat bonus for keeping previous target
		damage_value					= 5			#score += estimated damage dealt ( including damage to shields ) * <damage_value>
		low_health_bonus				= 5000		#flat bonus if estimated damage will kill the target in a few shots
		shield_focus_value				= 5			#score += estimated shield damage dealt * shield damage bonus * <shield_focus_value>
		armor_focus_value				= 5			#score += enemy armor * shield penetration value * <armor_focus_value>
		already_incoming_damage_penalty = 200		#score -= ( fleet total estimated damage to enemy / enemy max HP ) * <already_incoming_damage_penalty>.
		distance_to_fleet_penalty		= 0		#score -= distance between enemy and fleet * <distance_to_fleet_penalty>
		size_difference_penalty			= 0			#score -= Abs( ship size - enemy ship size ) * <size_difference_penalty>. "Pick a fight with someone your own size!"
		civilian_target_penalty			= 100000	#if( target is civilian ) score -= <civilian_target_penalty>
	}
}

ship_behavior = {
	name = "bombers_behavior"
	preferred_attack_range = 30.0
	formation_distance = 200
	return_to_formation_distance = 220
	
	attack_move_pattern = charge
	passive_move_pattern = orbit
		
	targeting = {
		keep_previous_target_bonus		= 100		#flat bonus for keeping previous target
		damage_value					= 5			#score += estimated damage dealt ( including damage to shields ) * <damage_value>
		low_health_bonus				= 5000		#flat bonus if estimated damage will kill the target in a few shots
		shield_focus_value				= 5			#score += estimated shield damage dealt * shield damage bonus * <shield_focus_value>
		armor_focus_value				= 5			#score += enemy armor * shield penetration value * <armor_focus_value>
		already_incoming_damage_penalty = 200		#score -= ( fleet total estimated damage to enemy / enemy max HP ) * <already_incoming_damage_penalty>.
		distance_to_fleet_penalty		= 0		#score -= distance between enemy and fleet * <distance_to_fleet_penalty>
		size_difference_penalty			= 0			#score -= Abs( ship size - enemy ship size ) * <size_difference_penalty>. "Pick a fight with someone your own size!"
		civilian_target_penalty			= 100000	#if( target is civilian ) score -= <civilian_target_penalty>
	}
}