also see: https://ministry.kronosaur.com/record.hexm?id=59759
new styles:
standOffAdvanced - ship should not over-prioritize running away from something faster than it, should try to make use of drifting to keep less damaged segments facing the enemy if its able to still shoot back, should not only turn right
broadside - ship prioritizes using areas with most turret coverage
new controls:
ignoreDamagedPrimaryWeapon - a ship will keep shooting with a damaged or disrupted primary weapon, rather than drifting passively
new behaviors:
if a ship has a damaged primary weapon, it will switch to a fallback style that enables it to use its turrets instead.
Relevant to broadside? https://ministry.kronosaur.com/record.hexm?id=90325
I think I'm at least partly responsible for the drifting behavior of AI ships with broken main guns. It was a side effect of making them actually aim most of the time while they're in range, instead of deciding which way to face based on maneuvering code and missing most of their shots. I wasn't sure if there was a sensible behavior in this situation, so I never got around to fixing it. (I think they still stop drifting and chase their target if they drift out of range - but that range might be calculated based on the broken primary.)