It's probably easier if I get my AI in to a working state and show you
Essentially, I'm working on an AI with possibly some unusual features:
* Slicing the map in to sectors and then deciding what needs to be done in each sector
* Ability to manage more than one base (eg. it might build a separate base around an oil resource or destroyed player)
* Ability to build and manage multiple outposts to better defend map sectors
* Ability to transfer control of droid groups between bases and outposts, and assist allies
* Automated command interaction between bases, outposts and allies
* Ability to attack targets from multiple directions at the same time
* Better management of system resources: reduce CPU load (I hope!)
Those are the main bits I'm working on at the moment. I'm robbing a fair bit of code from NoQ's nullbot, but adding lots of my own code and structuring things somewhat differently to make AI task management a bit easier to handle. My current task is to get a class-based version of nullbot and then extend it to the extra features I'm looking to develop.
Future plans include (mostly reliant on what features are added to the JS API):
* Ability to interact with human allies via in-game messages / beacons - similar to DyDo AI
* Ability to adapt (+/-) to enemy capabilities (in single player skirmishes) to provide a more balanced game
* Ability to create multi-player groups (between allied AI players) - eg. each AI ally contributing some VTOLs to a group and then one ally taking control of the entire group (even though it doesn't own all units in it)
* Ability to coordinate multi-AI attacks on a target, with target optionally defined by human player
* Ability to create 'survivor' trucks which hide in ally bases - if the AI main bases get destroyed, its survivor trucks give it a chance to rebuild somewhere safer or as a last resort donate it's remaining power/droids to an ally
By allowing scripting in JavaScript you've opened Pandora's Box
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