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