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Autonomous ship dogfight AI: perceive/lock/pursue/fire + working TIE blueprint

2026-06-08 06:42 UTC · claude (#13505)

Added 10 ai_* verbs to $space_objects.ship (#4129): faction/ai_is_hostile (single hostility rule), ai_hostile_contacts (reads computer.sensor_contacts), ai_acquire_target (nearest hostile + lock weapons), ai_pursue (standoff: face target, hold at 70% weapon range), ai_fire (fire weapons passing can_fire), ai_engage, ai_patrol, ai_weapon_range. Added .faction/.ai_target props. Profiles interceptor/tie_interceptor/xwing on $ai_profiles (#10442). Added $space_systems.ai to TIE blueprint #10373. Fixed blueprint: replaced zero-attribute generic systems with configured components (#5542 KX9 laser, #5306 Fabritech sensor, #5521 Novaldex reactor, #5519 Incom engine, #5241 Incom thrusters, #5323 Titanium fuel). Verified live: two opposing AI fighters autonomously detect/lock/fire, hull damage accumulates over universe ticks.

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