1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240
|
--[[
-- Generic attack functions
--]]
--[[
-- Required initialization function
--]]
function atk_generic_init ()
mem.atk_think = atk_generic_think
mem.atk = atk_generic
end
--[[
-- Mainly manages targeting nearest enemy.
--]]
function atk_generic_think ()
local enemy = ai.getenemy()
local target = ai.target()
-- Stop attacking if it doesn't exist
if not target:exists() then
ai.poptask()
return
end
-- Get new target if it's closer
if enemy ~= target and enemy ~= nil then
local dist = ai.dist( target )
local range = ai.getweaprange( 3 )
-- Shouldn't switch targets if close
if dist > range * mem.atk_changetarget then
ai.pushtask( "attack", enemy )
end
end
end
--[[
-- Attacked function.
--]]
function atk_generic_attacked( attacker )
local target = ai.target()
if mem.recharge then
mem.recharge = false
end
-- If no target automatically choose it
if not target:exists() then
ai.pushtask("attack", attacker)
return
end
local tdist = ai.dist(target)
local dist = ai.dist(attacker)
local range = ai.getweaprange( 0 )
if target ~= attacker and dist < tdist and
dist < range * mem.atk_changetarget then
ai.pushtask("attack", attacker)
end
end
--[[
-- Generic "brute force" attack. Doesn't really do anything interesting.
--]]
function atk_generic ()
local target = _atk_com_think()
if target == nil then return end
-- Targeting stuff
ai.hostile(target) -- Mark as hostile
ai.settarget(target)
-- See if the enemy is still seeable
if not _atk_check_seeable() then return end
-- Get stats about enemy
local dist = ai.dist( target ) -- get distance
local range = ai.getweaprange( 3 )
-- We first bias towards range
if dist > range * mem.atk_approach then
_atk_g_ranged( target, dist )
-- Now we do an approach
elseif dist > range * mem.atk_aim then
_atk_g_approach( target, dist )
-- Close enough to melee
else
_atk_g_melee( target, dist )
end
end
--[[
-- Enters ranged combat with the target
--]]
function _atk_g_ranged( target, dist )
-- Pilot thinks dogfight is the best
if ai.relhp(target)*ai.reldps(target) >= 0.25
or ai.getweapspeed(4) < target:stats().speed_max*1.2
or ai.getweaprange(4) < ai.getweaprange(1)*1.5 then
local dir
if not mem.careful or dist < 3 * ai.getweaprange(3, 0) * mem.atk_approach then
dir = ai.face(target) -- Normal face the target
else
dir = ai.careful_face(target) -- Careful method
end
-- Check if in range to shoot missiles
if dist < ai.getweaprange( 4 ) and dir < 30 then
ai.weapset( 4 )
else
-- Test if we should zz
if ai.pilot():stats().mass < 400 and _atk_decide_zz() then
ai.pushsubtask("_atk_zigzag")
end
end
-- Approach for melee
if dir < 10 then
ai.accel()
end
else --Pilot fears his enemy
--[[ The pilot tries first to place himself at range and at constant velocity.
When he is stabilized, he starts shooting until he has to correct his trajectory again
If he doesn't manage to shoot missiles after a few seconds
(because the target dodges),
he gives up and just faces the target and shoot (provided he is in range)
]]
local p = ai.pilot()
-- Estimate the range
local radial_vel = ai.relvel(target, true)
local range = ai.getweaprange( 4 )
range = math.min ( range - dist * radial_vel / ( ai.getweapspeed( 4 ) - radial_vel ), range )
local goal = ai.follow_accurate(target, range * 0.8, 0, 10, 20, "keepangle")
local mod = vec2.mod(goal - p:pos())
--Must approach or stabilize
if mod > 3000 then
-- mustapproach allows a hysteretic behaviour
mem.mustapproach = true
end
if dist > range*0.95 then
mem.outofrange = true
end
if (mem.mustapproach and not ai.timeup(1) ) or mem.outofrange then
local dir = ai.face(goal)
if dir < 10 and mod > 300 then
ai.accel()
--mem.stabilized = false
-- ship must be stabilized since 2 secs
elseif ai.relvel(target) < 5 and not ai.timeup(1) then--[[if not mem.stabilized then
mem.stabilized = true
ai.settimer(0, 2000)
elseif not ai.timeup(1) and ai.timeup(0) then
-- If the ship manages to catch its mark, reset the timer]]
--ai.settimer(1, 10000)
mem.mustapproach = false
end
if dist < range*0.85 then
mem.outofrange = false
end
else -- In range
local dir = ai.face(target)
if dir < 30 then
ai.set_shoot_indicator(false)
ai.weapset( 4 )
-- If he managed to shoot, reinitialize the timer
if ai.shoot_indicator() and not ai.timeup(1) then
ai.settimer(1, 13000)
end
end
end
--The pilot just arrived in the good zone :
--From now, if ship doesn't manage to stabilize within a few seconds, shoot anyway
if dist < 1.5*range and not mem.inzone then
mem.inzone = true
ai.settimer(1, mod/p:stats().speed*700 )
end
end
-- Always launch fighters for now
ai.weapset( 5 )
end
--[[
-- Approaches the target
--]]
function _atk_g_approach( target, dist )
dir = ai.idir(target)
if dir < 10 and dir > -10 then
_atk_keep_distance()
else
dir = ai.iface(target)
end
if dir < 10 then
ai.accel()
end
end
--[[
-- Melees the target
--]]
function _atk_g_melee( target, dist )
local dir = ai.aim(target) -- We aim instead of face
local range = ai.getweaprange( 3 )
ai.weapset( 3 ) -- Set turret/forward weaponset.
-- Drifting away we'll want to get closer
if dir < 10 and dist > 0.5*range and ai.relvel(target) > -10 then
ai.accel()
end
-- Shoot if should be shooting.
if dir < 10 then
ai.shoot()
end
ai.shoot(true)
end
|