[Fix] Fleet balancing, minor ai fix and removed obsolete ai.

This commit is contained in:
Allanis 2013-03-14 21:49:44 +00:00
parent 309ac8a648
commit 63f814c695
3 changed files with 9 additions and 92 deletions

View File

@ -93,8 +93,13 @@
<planets> <planets>
</planets> </planets>
<fleets> <fleets>
<fleet chance="80">Merchant Ship</fleet> <fleet chance="60">Empire Lancer</fleet>
<fleet chance="60">Merchant Mule</fleet> <fleet chance="40">Empire Lancer</fleet>
<fleet chance="80">Collective Drone</fleet>
<fleet chance="80">Collective Drone</fleet>
<fleet chance="60">Collective Drone</fleet>
<fleet chance="60">Collective Sml Swarm</fleet>
</fleets> </fleets>
<jumps> <jumps>
<jump>NCG-7291</jump> <jump>NCG-7291</jump>

View File

@ -6,6 +6,8 @@ function control()
enemy = ai.getenemy() enemy = ai.getenemy()
if enemey ~= 0 then if enemey ~= 0 then
-- Make hostile to enemy (mainly player).
ai.hostile(enemy)
ai.pushtask(0, "attack", enemy) ai.pushtask(0, "attack", enemy)
end end
end end

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@ -1,90 +0,0 @@
-- Required control rate.
control_rate = 2
-- Required "control" function.
function control()
if ai.taskname() == "none" then
ai.pushtask(0, "fly")
end
end
-- Required "attacked" function.
function attacked(attacker)
task = ai.taskname()
if task ~= "attack" and task ~= "runaway" then
-- Let's have some taunts.
taunt(attacker)
-- Now pilot fights back.
ai.pushtask(0, "attack", attacker)
elseif task == "attack" then
if ai.targetid() ~= attacker then
ai.pushtask(0, "attack", attacker)
end
end
end
-- Taunts.
function taunt(target)
num = ai.rnd(0,4)
if num == 0 then msg = "You will never kill me!"
elseif num == 1 then msg = "DIE!"
elseif num == 2 then msg = "You won't survive!"
elseif num == 3 then msg = "I hate you!"
end
if msg then ai.comm(attacker, msg) end
end
-- Runs away.
function runaway()
target = ai.targetid()
-- Make sure pilot exists.
if not ai.exists(target) then
ai.poptask()
return
end
dir = ai.face(target, 1)
ai.accel()
end
-- Attack
function attack()
target = ai.targetid()
-- Make sure target exists.
if not ai.exists(target) then
ai.poptask()
return
end
dir = ai.face(target)
dist = ai.dist(ai.pos(target))
second = ai.secondary()
if ai.secondary() == "Launcher" then
ai.settarget(target)
ai.shoot(2)
end
if ai.parmour() < 70 then
ai.poptask()
ai.pushtask(0, "runaway", target)
elseif dir < 10 and dist > 300 then
ai.accel()
elseif dir < 10 and dist < 300 then
ai.shoot()
end
end
-- Fly to the player.
function fly()
target = player
dir = ai.face(target)
dist = ai.dist(ai.pos(target))
if dir < 10 and dist > 300 then
ai.accel()
end
end