#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 = "avatar"
	preferred_attack_range = 80
	formation_distance = 80
	return_to_formation_distance = 70
	collision_awareness = 0.5
	attack_move_pattern = orbit
	passive_move_pattern = orbit

	desc = "DEFENSIVE_BEHAVIOR_DESC"

	targeting = {
		component_target_weight_mult	= 1.0		#score += <weights based on target ship size from components> * <component_target_weight_mult>
		keep_previous_target_bonus		= 1000		#flat bonus for keeping previous target
		damage_value					= 5			#score += estimated damage dealt ( including damage to shields ) * <damage_value>
		low_health_bonus				= 0		#flat bonus if estimated damage will kill the target in a few shots
		shield_focus_value				= 1.0			#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			= 10000		#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>
		angle_to_target_penalty			= 10000		#score -= <angle_to_target_penalty> * ( angle to target / 180 )
	}
}

ship_behavior = {
	name = "erebus_drone"
	preferred_attack_range = min
	formation_distance = 20
	return_to_formation_distance = 40

	collision_awareness = 0.5
	attack_move_pattern = charge
	passive_move_pattern = orbit

	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				= 1.5			#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		= 50		#score -= distance between enemy and fleet * <distance_to_fleet_penalty>
		size_difference_penalty			= 20		#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 = "ragnarok"
	preferred_attack_range = 70
	formation_distance = 45
	return_to_formation_distance = 40
	collision_awareness = 0.5
	attack_move_pattern = stay_at_range
	passive_move_pattern = charge

	desc = "DEFENSIVE_BEHAVIOR_DESC"

	targeting = {
		component_target_weight_mult	= 1.0		#score += <weights based on target ship size from components> * <component_target_weight_mult>
		keep_previous_target_bonus		= 1000		#flat bonus for keeping previous target
		damage_value					= 5			#score += estimated damage dealt ( including damage to shields ) * <damage_value>
		low_health_bonus				= 0		#flat bonus if estimated damage will kill the target in a few shots
		shield_focus_value				= 1.0			#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			= 10000		#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>
		angle_to_target_penalty			= 10000		#score -= <angle_to_target_penalty> * ( angle to target / 180 )
	}
}

ship_behavior = {
	name = "isb_aggressive"
	
	preferred_attack_range = min
	formation_distance = 20
	return_to_formation_distance = 40

	collision_awareness = 0.25
	collision_strafe = 0.5							#collision_strafe allows the ship to move in any direction while colliding with another
	collision_radius = 1.0
	
	attack_move_pattern = stay_at_range
	passive_move_pattern = charge

	desc = "AGGRESSIVE_BEHAVIOR_DESC"

	targeting = {
		component_target_weight_mult	= 1.0		#score += <weights based on target ship size from components> * <component_target_weight_mult>
		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				= 1			#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 -= manhattan-distance between enemy and fleet * <distance_to_fleet_penalty>
		size_difference_penalty			= -10000		#score -= Abs( ship size - enemy ship size ) * <size_difference_penalty>. "Pick a fight with someone your own size!"
		transport_target_penalty		= 50000		#if( target is transport ) score -= <transport_target_penalty>
		civilian_target_penalty			= 100000	#if( target is civilian ) score -= <civilian_target_penalty>
		angle_to_target_penalty			= 10000		#score -= <angle_to_target_penalty> * ( angle to target / 180 )
	}
}

ship_behavior = {
	name = "isb_defensive"

	preferred_attack_range = 75
	formation_distance = 70
	return_to_formation_distance = 60
	
	collision_awareness = 0.25
	collision_strafe = 5.0							#collision_strafe allows the ship to move in any direction while colliding with another
	collision_radius = 1.0
	
	
	attack_move_pattern = stay_at_range
	passive_move_pattern = charge

	desc = "DEFENSIVE_BEHAVIOR_DESC"

	targeting = {
		component_target_weight_mult	= 1.0		#score += <weights based on target ship size from components> * <component_target_weight_mult>
		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				= 1			#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 -= manhattan-distance between enemy and fleet * <distance_to_fleet_penalty>
		size_difference_penalty			= 100		#score -= Abs( ship size - enemy ship size ) * <size_difference_penalty>. "Pick a fight with someone your own size!"
		transport_target_penalty		= 50000		#if( target is transport ) score -= <transport_target_penalty>
		civilian_target_penalty			= 100000	#if( target is civilian ) score -= <civilian_target_penalty>
		angle_to_target_penalty			= 10000		#score -= <angle_to_target_penalty> * ( angle to target / 180 )
	}
}