##########################
### AI SHIP BEHAVIOURS ###
##########################

### FOLLOW ###
ship_behavior = {
	name = "ai_behaviour_follow"
	desc = "ai_behaviour_follow_DESC"
	
	preferred_attack_range = max
	formation_distance = 10
	return_to_formation_distance = 10
	collision_awareness = 0.75
	collision_radius = 0.5
	collision_strafe = 1.0
	source_target_anchor_factor = 1.0
	combat_source_anchor = parent
	combat_target_anchor = parent
	attack_move_pattern = none
	passive_move_pattern = follow
}

### CHARGE ###
ship_behavior = {
	name = "ai_behaviour_charge"
	desc = "ai_behaviour_charge_DESC"
	
	preferred_attack_range = 10
	formation_distance = 20
	return_to_formation_distance = 60
	collision_awareness = 0.5
	source_target_anchor_factor = 1.0
	combat_source_anchor = parent
	combat_target_anchor = parent

	attack_move_pattern = charge
	passive_move_pattern = charge
}

### STATIONARY ###
ship_behavior = {
	name = "ai_behaviour_stationary_30"
	desc = "ai_behaviour_stationary_30_DESC"
	
	preferred_attack_range = 30
	formation_distance = 35
	return_to_formation_distance = 60
	collision_awareness = 0.35
	source_target_anchor_factor = 1.0
	combat_source_anchor = parent
	combat_target_anchor = parent

	attack_move_pattern = maintain_distance
	passive_move_pattern = charge
}

ship_behavior = {
	name = "ai_behaviour_stationary_50"
	desc = "ai_behaviour_stationary_50_DESC"
	
	preferred_attack_range = 50
	formation_distance = 55
	return_to_formation_distance = 70
	collision_awareness = 0.35
	source_target_anchor_factor = 1.0
	combat_source_anchor = parent
	combat_target_anchor = parent

	attack_move_pattern = maintain_distance
	passive_move_pattern = charge
}

ship_behavior = {
	name = "ai_behaviour_stationary_60"
	desc = "ai_behaviour_stationary_60_DESC"
	
	preferred_attack_range = 60
	formation_distance = 65
	return_to_formation_distance = 80
	collision_awareness = 0.35
	source_target_anchor_factor = 1.0
	combat_source_anchor = parent
	combat_target_anchor = parent

	attack_move_pattern = maintain_distance
	passive_move_pattern = charge
}

ship_behavior = {
	name = "ai_behaviour_stationary_70"
	desc = "ai_behaviour_stationary_70_DESC"
	
	preferred_attack_range = 70
	formation_distance = 75
	return_to_formation_distance = 95
	collision_awareness = 0.35
	source_target_anchor_factor = 1.0
	combat_source_anchor = parent
	combat_target_anchor = parent

	attack_move_pattern = maintain_distance
	passive_move_pattern = charge
}

ship_behavior = {
	name = "ai_behaviour_stationary_80"
	desc = "ai_behaviour_stationary_80_DESC"
	
	preferred_attack_range = 80
	formation_distance = 85
	return_to_formation_distance = 100
	collision_awareness = 0.35
	source_target_anchor_factor = 1.0
	combat_source_anchor = parent
	combat_target_anchor = parent

	attack_move_pattern = maintain_distance
	passive_move_pattern = charge
}

ship_behavior = {
	name = "ai_behaviour_stationary_90"
	desc = "ai_behaviour_stationary_90_DESC"
	
	preferred_attack_range = 90
	formation_distance = 100  
	return_to_formation_distance = 110
	collision_awareness = 0.35
	source_target_anchor_factor = 1.0
	combat_source_anchor = parent
	combat_target_anchor = parent

	attack_move_pattern = maintain_distance
	passive_move_pattern = charge
}

ship_behavior = {
	name = "ai_behaviour_stationary_100"
	desc = "ai_behaviour_stationary_100_DESC"
	
	preferred_attack_range = 100
	formation_distance = 110  
	return_to_formation_distance = 120
	collision_awareness = 0.35
	source_target_anchor_factor = 1.0
	combat_source_anchor = parent
	combat_target_anchor = parent

	attack_move_pattern = maintain_distance
	passive_move_pattern = charge
}

ship_behavior = {
	name = "ai_behaviour_stationary_110"
	desc = "ai_behaviour_stationary_110_DESC"
	
	preferred_attack_range = 110
	formation_distance = 120  
	return_to_formation_distance = 130
	collision_awareness = 0.35
	source_target_anchor_factor = 1.0
	combat_source_anchor = parent
	combat_target_anchor = parent

	attack_move_pattern = maintain_distance
	passive_move_pattern = charge
}

ship_behavior = {
	name = "ai_behaviour_stationary_120"
	desc = "ai_behaviour_stationary_120_DESC"
	
	preferred_attack_range = 120
	formation_distance = 125
	return_to_formation_distance = 150
	collision_awareness = 0.35
	source_target_anchor_factor = 1.0
	combat_source_anchor = parent
	combat_target_anchor = parent

	attack_move_pattern = maintain_distance
	passive_move_pattern = charge
}

ship_behavior = {
	name = "ai_behaviour_stationary_200"
	desc = "ai_behaviour_stationary_200_DESC"
	
	preferred_attack_range = 200
	formation_distance = 205
	return_to_formation_distance = 240
	collision_awareness = 0.35
	source_target_anchor_factor = 1.0
	combat_source_anchor = parent
	combat_target_anchor = parent

	attack_move_pattern = maintain_distance
	passive_move_pattern = charge
}

### FLANK ###
ship_behavior = {
	name = "ai_behaviour_flank_30"
	desc = "ai_behaviour_flank_30_DESC"
	
	preferred_attack_range = 30
	formation_distance = 30
	return_to_formation_distance = 10
	collision_awareness = 0.75
	source_target_anchor_factor = 1.0
	combat_source_anchor = parent
	combat_target_anchor = parent

	attack_move_pattern = orbit
	passive_move_pattern = orbit
}

ship_behavior = {
	name = "ai_behaviour_flank_60"
	desc = "ai_behaviour_flank_60_DESC"
	
	preferred_attack_range = 60
	formation_distance = 60
	return_to_formation_distance = 10
	collision_awareness = 0.75
	source_target_anchor_factor = 1.0
	combat_source_anchor = parent
	combat_target_anchor = parent

	attack_move_pattern = orbit
	passive_move_pattern = orbit
}

ship_behavior = {
	name = "ai_behaviour_flank_80"
	desc = "ai_behaviour_flank_80_DESC"
	
	preferred_attack_range = 80
	formation_distance = 80
	return_to_formation_distance = 10
	collision_awareness = 0.75
	source_target_anchor_factor = 1.0
	combat_source_anchor = parent
	combat_target_anchor = parent

	attack_move_pattern = orbit
	passive_move_pattern = orbit
}

ship_behavior = {
	name = "ai_behaviour_flank_100"
	desc = "ai_behaviour_flank_100_DESC"
	
	preferred_attack_range = 100
	formation_distance = 100
	return_to_formation_distance = 10
	collision_awareness = 0.75
	source_target_anchor_factor = 1.0
	combat_source_anchor = parent
	combat_target_anchor = parent

	attack_move_pattern = orbit
	passive_move_pattern = orbit
}

### HIT AND RUN ###
ship_behavior = {
	name = "ai_behaviour_hitnrun_30"
	desc = "ai_behaviour_hitnrun_30_DESC"
	
	preferred_attack_range = 30
	formation_distance = 20
	return_to_formation_distance = 50
	collision_awareness = 0.5
	source_target_anchor_factor = 1.0
	combat_source_anchor = parent
	combat_target_anchor = parent

	attack_move_pattern = flee
	passive_move_pattern = charge
}

ship_behavior = {
	name = "ai_behaviour_hitnrun_60"
	desc = "ai_behaviour_hitnrun_60_DESC"
	
	preferred_attack_range = 60
	formation_distance = 50
	return_to_formation_distance = 70
	collision_awareness = 0.5
	source_target_anchor_factor = 1.0
	combat_source_anchor = parent
	combat_target_anchor = parent

	attack_move_pattern = flee
	passive_move_pattern = charge
}

ship_behavior = {
	name = "ai_behaviour_hitnrun_80"
	desc = "ai_behaviour_hitnrun_80_DESC"
	
	preferred_attack_range = 80
	formation_distance = 70
	return_to_formation_distance = 80
	collision_awareness = 0.5
	source_target_anchor_factor = 1.0
	combat_source_anchor = parent
	combat_target_anchor = parent

	attack_move_pattern = flee
	passive_move_pattern = charge
}

ship_behavior = {
	name = "ai_behaviour_hitnrun_100"
	desc = "ai_behaviour_hitnrun_100_DESC"
	
	preferred_attack_range = 100
	formation_distance = 95
	return_to_formation_distance = 110
	collision_awareness = 0.5
	source_target_anchor_factor = 1.0
	combat_source_anchor = parent
	combat_target_anchor = parent

	attack_move_pattern = flee
	passive_move_pattern = charge
}
