123 lines
2.9 KiB
Lua
123 lines
2.9 KiB
Lua
--Required control rate.
|
|
control_rate = 2
|
|
|
|
-- Required "control" function.
|
|
function control()
|
|
task = ai.taskname()
|
|
|
|
-- Running pilot has healed up some.
|
|
if task == "runaway" then
|
|
if ai.parmour() == 100 then
|
|
-- "attack" should be called after "runaway".
|
|
ai.poptask()
|
|
elseif ai.dist(ai.pos(ai.targetid())) > 300 then
|
|
ai.hyperspace()
|
|
end
|
|
|
|
-- Nothing to do.
|
|
elseif task ~= "attack" and task ~= "runaway" then
|
|
-- If getenemy() is 0, there is no enemy around.
|
|
enemy = ai.getenemy()
|
|
if ai.parmour() == 100 and enemy ~= 0 then
|
|
-- Taunts.
|
|
num = rnd.int(0,4)
|
|
if num == 0 then msg = "Prepare to be boarded!"
|
|
elseif num == 1 then msg = "Whoa! Lookie what we found here!"
|
|
elseif num == 2 then msg = "What's a ship like you doing in a place like this?"
|
|
end
|
|
ai.comm(enemy,msg)
|
|
|
|
-- Make hostile to the enemy (mainly, player! YOU!).
|
|
ai.hostile(enemy)
|
|
|
|
-- Go ahead and attack.
|
|
ai.combat() -- Set to be in combat.
|
|
ai.pushtask(0, "attack", enemy) -- Begin the attack.
|
|
-- Nothing to attack.
|
|
else
|
|
ai.pushtask(0, "fly")
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Required "attacked" function
|
|
function attacked(attacker)
|
|
task = ai.taskname()
|
|
|
|
-- Pirate isn't fighting or fleeing already.
|
|
if task ~= "attack" and task ~= "runaway" then
|
|
taunt(attacker)
|
|
ai.pushtask(0, "attack", attacker)
|
|
-- Pirate is fighting bit switches to new target (doesn't forget the old on though).
|
|
elseif task == "attack" then
|
|
if ai.targetid() ~= attacker then
|
|
ai.pushtask(0, "attack", attacker)
|
|
end
|
|
end
|
|
end
|
|
|
|
function create()
|
|
if rnd.int(0,5) ~= 0 then
|
|
ai.setcredits(0, ai.shipprice()/300)
|
|
end
|
|
end
|
|
|
|
function taunt(target)
|
|
num = rnd.int(0,4)
|
|
if num == 0 then msg = "How dare you attack me?!"
|
|
elseif num == 1 then msg = "Aha! You think you can best ME?!"
|
|
elseif num == 2 then msg = "JUST! DIE!"
|
|
elseif num == 3 then msg = "Ohh, You're not going to enjoy this!"
|
|
end
|
|
if msg then ai.comm(target, msg) end
|
|
end
|
|
|
|
-- Run away from the target.
|
|
function runaway()
|
|
target = ai.targetid()
|
|
|
|
-- Ensure target exists.
|
|
if not ai.exists(target) then
|
|
ai.poptask()
|
|
return
|
|
end
|
|
|
|
dir = ai.face(target, 1)
|
|
ai.accel()
|
|
end
|
|
|
|
-- Attack the target.
|
|
function attack()
|
|
target = ai.targetid()
|
|
|
|
-- Ensure target exists.
|
|
if not ai.exists(target) then
|
|
ai.poptask()
|
|
return
|
|
end
|
|
|
|
dir = ai.face(target)
|
|
dist = ai.dist(ai.pos(target))
|
|
|
|
-- We need to know when to run away.
|
|
if ai.parmour() < 70 then
|
|
ai.pushtask(0, "runaway", target)
|
|
-- Try to obliterate the 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. Pointless until hyperspace is implemented.
|
|
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
|
|
|