Lephisto/scripts/ai/pirate.lua
2013-02-23 17:53:31 +00:00

115 lines
2.7 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()
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 = ai.rnd(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 taunt(target)
num = ai.rnd(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.targerid()
-- 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