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-- ____ _ __
-- / __ )____ _____ | | / /___ ___________
-- / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
-- / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
-- /_____/\____/____/ |__/|__/\__,_/_/ /____/
--
-- A futuristic real-time strategy game.
-- This file is part of Bos Wars.
--
-- naval.lua - Define a AI that defends itself, and
-- attacks over sea.
--
-- (c) Copyright 2010 by Michiel van der Wulp
--
-- This program is free software; you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation; either version 2 of the License, or
-- (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program; if not, write to the Free Software
-- Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
--
-- $Id: naval.lua $
--
-- What we registered in AiTypes.
local this_ai_type
-- Same as AiState[AiPlayer()]. Valid only during AiLoop.
local state
local function AiLoop(funcs)
state = AiState[AiPlayer()]
while (true) do
local ret = funcs[state.loop_pos]()
if (ret) then
break
end
state.loop_pos = state.loop_pos + 1
end
return true
end
local function LocalDebugPrint(text)
-- DebugPrint(this_ai_type.Ident .. " player " .. AiPlayer() .. " " .. text)
end
local function InitAiScripts_naval()
AiState[AiPlayer()] = {
loop_pos = 1,
loop_start = nil,
}
end
local ai_funcs = {
-- Use all 4 engineers to help building a magnapump:
function() return AiNeed("unit-magmapump") end,
function() return AiNeed("unit-magmapump") end,
function() return AiNeed("unit-magmapump") end,
function() return AiNeed("unit-magmapump") end,
-- The above statement is repeated 4 times:
-- Here the engineers cooperate on building one magmapump.
-- Using this technique in other cases fails, since
-- sometimes the engineers build more than one unit!
-- This also does not work with the AiSet() function.
function() return AiWait("unit-magmapump") end,
function() -- debug only
LocalDebugPrint("Magnapump finished.");
return false
end,
function() return AiNeed("unit-nukepowerplant") end,
-- Do not start building anything else until we have the energy:
function() return AiWait("unit-nukepowerplant") end,
function() -- debug only
LocalDebugPrint("NukePowerplant finished.");
return false
end,
-- there is not enough real estate for a vault
-- function() return AiNeed("unit-vault") end,
-- function() return AiWait("unit-vault") end,
-- function() -- debug only
-- LocalDebugPrint("Vault finished.");
-- return false
-- end,
function() return AiNeed("unit-shipyard") end,
function() return AiNeed("unit-shipyard") end,
function() return AiNeed("unit-gturret") end,
function() return AiWait("unit-shipyard") end,
function() -- debug only
LocalDebugPrint("Shipyard finished.");
return false
end,
function() return AiForce(0, {"unit-destroyer", 2}) end,
function() return AiWaitForce(0) end,
function() return AiAttackWithForce(0) end,
function() -- debug only
LocalDebugPrint("Attack force of 2 destroyers is ready - attacking.");
return false
end,
function() return AiSet("unit-magmapump",2) end,
function() return AiSet("unit-nukepowerplant", 1) end,
function() return AiSet("unit-engineer", 4) end,
function() return AiSet("unit-gturret", 4) end,
-- ============================================================
function()
LocalDebugPrint("is starting loop.");
state.loop_start = state.loop_pos;
return false
end,
function() return AiForce(0, {"unit-destroyer", 3}) end,
function() return AiWaitForce(0) end,
function() return AiAttackWithForce(0) end,
-- Always attack as soon as the 3 destroyers are finished:
--function()
-- if (AiCheckForce(0)) then
-- AiWaitForce(0);
-- return AiAttackWithForce(0)
-- end
-- return true
--end,
function()
LocalDebugPrint("Reached the end of AI script and will loop");
state.loop_pos = state.loop_start - 1; -- AiLoop will immediately increment it.
return false
end,
}
local function AiNaval()
LocalDebugPrint("Script position " .. AiState[AiPlayer()].loop_pos);
return AiLoop(ai_funcs)
end
this_ai_type = {
Ident = "ai-naval",
Name = _("Naval"),
Init = InitAiScripts_naval,
EachSecond = AiNaval,
}
DefineAiType(this_ai_type)
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