Lephisto/scripts/ai/include/attack_generic.lua
2014-01-24 21:57:01 +00:00

127 lines
2.5 KiB
Lua

--[[
-- Generic attack functions.
--]]
atk_changetarget = 1.8
atk_approach = 1.4
atk_aim = 1.0
--[[
-- Mainly manages targetting nearest enemy.
--]]
function atk_g_think()
enemy = ai.getenemy()
target = ai.target()
-- Get new target if it's closer.
if enemy ~= target then
dist = ai.dist(ai.pos(target))
range = ai.getweaprange()
-- Shouldn't switch targets if close.
if dist > 400 and dist > range * atk_changetarget then
ai.poptask()
ai.pushtask(0, "attack", enemy)
end
end
end
--[[
-- Generic "brute force" attack. Doesn't really do anything interesting.
--]]
function atk_g()
target = ai.target()
-- Check if is bribed by target.
if ai.isbribed(target) then
ai.poptask()
return
end
ai.hostile(target) -- Mark as hostile.
-- Make sure pilot exists.
if not ai.exists(target) then
ai.poptask()
return
end
ai.settarget(target)
-- Get stats about enemy.
dist = ai.dist(ai.pos(target)) -- Get distance.
range = ai.getweaprange()
-- We first bias towards range.
if dist > range * atk_approach then
atk_g_ranged(target, dist)
elseif dist > range * atk_aim then
if ai.relvel(target) < 0 then
atk_g_ranged(target, dist)
else
atk_g_aim(target, dist)
end
-- Close enough to melee.
else
atk_g_melee(target, dist)
end
end
-- ]]
-- Enter ranged combat with the target.
-- ]]
function atk_g_ranged(target, dist)
dir = ai.face(target) -- Normal face the target.
secondary, special, ammo = ai.secondary("ranged")
-- Always use figher bay.
if secondary == "" then
-- Shoot missiles if in range.
elseif secondary == "Launcher" and
dist < ai.getweaprange(1) then
-- More lenient with aiming.
if special == "Smart" and dir < 30 then
ai.shoot(2)
-- Non-smart miss more.
elseif dir < 10 then
ai.shoot(2)
end
end
-- Approach for melee.
if dir < 10 then
ai.accel()
end
end
--[[
-- Aim at the target.
--]]
function atk_g_aim(target, dist)
dir = ai.aim(target)
end
--[[
-- Melee the target.
--]]
function atk_g_melee(target, dist)
secondary, special = ai.secondary("melee")
dir = ai.aim(target) -- We aim instead of face.
-- Fire non-smart secondary weapons.
if(secondary == "Launcher" and special ~= "Smart") or
secondary == "Beam Weapon" then
if dir < 10 or special == "Turret" then -- Need good acuracy.
ai.shoot(2)
end
end
if(dir < 10 and dist < range) or ai.hasturrets() then
ai.shoot()
end
end