#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 = "default"
	preferred_attack_range = median#max/min/median/12/412..	#this is the distance to target the ship wants to keep when attacking
	formation_distance = 20				#when orbing/following ship will try to keep this distance to assigned position	
	return_to_formation_distance = 30	#when attacking the ship will switch to passive mode if distance to assigned position is greater that this
	
	collision_awareness = 0.5			#how much we try to avoid other ships
	attack_move_pattern = orbit#/charge/follow/stationary/none
	passive_move_pattern = orbit
	
	desc = "DEFAULT_BEHAVIOR_DESC"
	
	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				= 500		#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		= 20		#score -= distance between enemy and fleet * <distance_to_fleet_penalty>
		size_difference_penalty			= 1000		#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 = "aggressive"
	preferred_attack_range = max
	formation_distance = 40
	return_to_formation_distance = 45
	
	collision_awareness = 0.5
	attack_move_pattern = orbit
	passive_move_pattern = charge
	
	desc = "AGGRESSIVE_BEHAVIOR_DESC"
	
	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		= 20		#score -= distance between enemy and fleet * <distance_to_fleet_penalty>
		size_difference_penalty			= 1000		#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 = "invasive"
	preferred_attack_range = min
	formation_distance = 15
	return_to_formation_distance = 20
	collision_awareness = 0.25
	attack_move_pattern = charge
	passive_move_pattern = orbit
	
	desc = "INVASIVE_BEHAVIOR_DESC"
	
	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		= 20		#score -= distance between enemy and fleet * <distance_to_fleet_penalty>
		size_difference_penalty			= 1000		#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 = "defensive"
	preferred_attack_range = max
	formation_distance = 55
	return_to_formation_distance = 70
	collision_awareness = 0.5
	attack_move_pattern = orbit
	passive_move_pattern = orbit
	
	desc = "DEFENSIVE_BEHAVIOR_DESC"
	
	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				= 50		#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		= 20		#score -= distance between enemy and fleet * <distance_to_fleet_penalty>
		size_difference_penalty			= 1000		#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 = "stationary"
	preferred_attack_range = max
	formation_distance = 50
	return_to_formation_distance = 58
	collision_awareness = 0.25
	attack_move_pattern = stationary
	passive_move_pattern = follow
	
	desc = "STATIONARY_BEHAVIOR_DESC"
	
	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				= 50		#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		= 20		#score -= distance between enemy and fleet * <distance_to_fleet_penalty>
		size_difference_penalty			= 1000		#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>
	}
}