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--[[
-- Generic attack functions
--]]
--[[
-- Mainly manages targeting nearest enemy.
--]]
function atk_g_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( 0 )
-- Shouldn't switch targets if close
if dist > range * mem.atk_changetarget then
ai.pushtask( "attack", enemy )
end
end
end
--[[
-- Attacked function.
--]]
function atk_g_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_g ()
local target = ai.target()
-- make sure pilot exists
if not target:exists() then
ai.poptask()
return
end
-- Check if is bribed by target
if ai.isbribed(target) then
ai.poptask()
return
end
-- Check if we want to board
if mem.atk_board and ai.canboard(target) then
ai.pushtask( "board", target );
return
end
-- Check to see if target is disabled
if not mem.atk_kill and target:flags().disabled then
ai.poptask()
return
end
-- Targeting stuff
ai.hostile(target) -- Mark as hostile
ai.settarget(target)
-- Get stats about enemy
local dist = ai.dist( target ) -- get distance
local range = ai.getweaprange( 0 )
-- 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 )
local dir = ai.face(target) -- Normal face the target
-- Check if in range
if dist < ai.getweaprange( 4 ) and dir < 30 then
ai.weapset( 4 )
end
-- Always launch fighters
ai.weapset( 5 )
-- Approach for melee
if dir < 10 then
ai.accel()
end
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 )
-- Set weapon set
ai.weapset( 3 )
-- 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
local range = ai.getweaprange( 3, 0 )
if dist < range then
ai.shoot()
end
end
if ai.hasturrets() then
local range = ai.getweaprange( 3, 1 )
if dist < range then
ai.shoot(true)
end
end
end
--[[
-- Approaches the target evasively, never heading in a straight line
-- This will tend to approach a target along a loose spiral, good for evading capship guns
--]]
function atk_spiral_approach( target, dist )
local dir = ai.idir(target)
local adir = math.abs(dir)
--these two detect in-cone approach vectors
if adir > 10 and adir < 30 then
ai.accel()
end
--facing away from the target, turn to face
if adir > 30 then
ai.iface(target)
end
--aiming right at the target; turn away
if dir > 0 and dir < 10 then
ai.turn(1)
elseif dir < 0 and dir > -10 then
ai.turn(-1)
end
end -- end spiral approach
--[[
--Attempts to maintain a constant distance from nearby things
--This modulates the distance between the current pilot and its nearest neighbor
--]]
function keep_distance()
--anticipate this will be added to eliminate potentially silly behavior if it becomes a problem
--local flight_offset = ai.drift_facing()
--find nearest thing
local neighbor = ai.nearestpilot()
if not neighbor or not neighbor:exists() then
return
end
--find the distance based on the direction I'm travelling
local perp_distance = ai.flyby_dist(neighbor)
-- adjust my direction of flight to account for this
-- if pilot is too close, turn away
if perp_distance < 0 and perp_distance > -50 then
ai.turn(1)
elseif perp_distance > 0 and perp_distance < 50 then
ai.turn(-1)
end
end -- end keep distance
--[[
-- Mainly targets small fighters.
--]]
function atk_fighter_think ()
local enemy = ai.getenemy_size(0, 200)
local nearest_enemy = ai.getenemy()
local dist = 0
local sizedist = 0
if enemy ~= nil then
sizedist = ai.dist(enemy)
end
if nearest_enemy ~= nil then
dist = ai.dist(nearest_enemy)
end
local target = ai.target()
-- Stop attacking if it doesn't exist
if not target:exists() then
ai.poptask()
return
end
local range = ai.getweaprange(3, 0)
-- Get new target if it's closer
--prioritize targets within the size limit
if enemy ~= target and enemy ~= nil then
-- Shouldn't switch targets if close
if sizedist > range * mem.atk_changetarget then
ai.pushtask("attack", enemy )
end
elseif nearest_enemy ~= target and nearest_enemy ~= nil then
-- Shouldn't switch targets if close
if dist > range * mem.atk_changetarget then
ai.pushtask("attack", nearest_enemy )
end
end
end
--[[
-- Mainly targets in biggest-to-smallest priority.
--]]
function atk_topdown_think ()
local enemy_cat1 = ai.getenemy_size(2500, 10000)
local enemy_cat2 = ai.getenemy_size(1000, 2500)
local enemy_cat3 = ai.getenemy_size(600, 1000)
local enemy_cat4 = ai.getenemy_size(250, 600)
local nearest_enemy = ai.getenemy()
local dist = 0
local cat1dist = 0
local cat2dist = 0
local cat3dist = 0
local cat4dist = 0
if enemy_cat1 ~= nil then
cat1dist = ai.dist(enemy_cat1)
end
if enemy_cat2 ~= nil then
cat2dist = ai.dist(enemy_cat2)
end
if enemy_cat3 ~= nil then
cat3dist = ai.dist(enemy_cat3)
end
if enemy_cat4 ~= nil then
cat4dist = ai.dist(enemy_cat4)
end
if nearest_enemy ~= nil then
dist = ai.dist(nearest_enemy)
end
local target = ai.target()
-- Stop attacking if it doesn't exist
if not target:exists() then
ai.poptask()
return
end
local range = ai.getweaprange(3, 1)
local range2 = ai.getweaprange(3, 0)
if range2 > range then
range = range2
end
-- Get new target if it's closer
if enemy_cat1 ~= target and enemy_cat1 ~= nil then
-- Shouldn't switch targets if close
if cat1dist > range * mem.atk_changetarget then
ai.pushtask("attack", enemy_cat1 )
end
elseif enemy_cat2 ~= target and enemy_cat2 ~= nil then
-- Shouldn't switch targets if close
if cat2dist > range * mem.atk_changetarget then
ai.pushtask("attack", enemy_cat2 )
end
elseif enemy_cat3 ~= target and enemy_cat3 ~= nil then
-- Shouldn't switch targets if close
if cat3dist > range * mem.atk_changetarget then
ai.pushtask("attack", enemy_cat3 )
end
elseif enemy_cat4 ~= target and enemy_cat4 ~= nil then
-- Shouldn't switch targets if close
if cat4dist > range * mem.atk_changetarget then
ai.pushtask("attack", enemy_cat4 )
end
elseif nearest_enemy ~= target and nearest_enemy ~= nil then
-- Shouldn't switch targets if close
if dist > range * mem.atk_changetarget then
ai.pushtask("attack", nearest_enemy )
end
end
end
--[[
-- Main control function for fighter behavior.
--]]
function atk_fighter ()
local target = ai.target()
-- make sure pilot exists
if not target:exists() then
ai.poptask()
return
end
-- Check if is bribed by target
if ai.isbribed(target) then
ai.poptask()
return
end
-- Check if we want to board
if mem.atk_board and ai.canboard(target) then
ai.pushtask("board", target );
return
end
-- Check to see if target is disabled
if not mem.atk_kill and target:flags().disabled then
ai.poptask()
return
end
-- Targeting stuff
ai.hostile(target) -- Mark as hostile
ai.settarget(target)
-- Get stats about enemy
local dist = ai.dist( target ) -- get distance
local range = ai.getweaprange(3, 0)
-- We first bias towards range
if dist > range * mem.atk_approach then
atk_g_ranged( target, dist )
-- engage melee
else
if target:stats().mass < 200 then
atk_g_space_sup(target, dist)
else
atk_g_flyby_aggressive( target, dist )
end
end
end
--[[
-- Main control function for corvette behavior.
--]]
function atk_corvette ()
local target = ai.target()
-- make sure pilot exists
if not target:exists() then
ai.poptask()
return
end
-- Check if is bribed by target
if ai.isbribed(target) then
ai.poptask()
return
end
-- Check if we want to board
if mem.atk_board and ai.canboard(target) then
ai.pushtask("board", target );
return
end
-- Check to see if target is disabled
if not mem.atk_kill and target:flags().disabled then
ai.poptask()
return
end
-- Targeting stuff
ai.hostile(target) -- Mark as hostile
ai.settarget(target)
-- Get stats about enemy
local dist = ai.dist( target ) -- get distance
local range = ai.getweaprange(3, 0)
local range2 = ai.getweaprange(3, 1)
if range2 > range then
range = range2
end
-- We first bias towards range
if dist > range * mem.atk_approach then
atk_g_ranged( target, dist )
-- Close enough to melee
else
if target:stats().mass < 500 then
atk_g_space_sup(target, dist)
else
atk_g_flyby_aggressive( target, dist )
end
end
end
--[[
-- Main control function for capital ship behavior.
--]]
function atk_capital ()
local target = ai.target()
-- make sure pilot exists
if not target:exists() then
ai.poptask()
return
end
-- Check if is bribed by target
if ai.isbribed(target) then
ai.poptask()
return
end
-- Check if we want to board
if mem.atk_board and ai.canboard(target) then
ai.pushtask("board", target );
return
end
-- Check to see if target is disabled
if not mem.atk_kill and target:flags().disabled then
ai.poptask()
return
end
-- Targeting stuff
ai.hostile(target) -- Mark as hostile
ai.settarget(target)
-- Get stats about enemy
local dist = ai.dist( target ) -- get distance
local range = ai.getweaprange(3, 1)
-- We first bias towards range
if dist > range * mem.atk_approach then
atk_g_ranged( target, dist )
-- Now we do an approach
--elseif dist > 10 * range * mem.atk_aim then
-- atk_spiral_approach( target, dist )
-- Close enough to melee
else
atk_g_capital(target, dist)
end
end --end capship attack
--[[ Detail melee attack profiles follow here
--These profiles are intended for use by specific ship classes
--]]
--[[
-- Execute a sequence of close-in flyby attacks
-- Uses a combination of facing and distance to determine what action to take
--This version is slightly more aggressive and follows the target
--]]
function atk_g_flyby_aggressive( target, dist )
--ai.pilot():comm(1, "flyby attack!")
local range = ai.getweaprange(3)
-- Set weapon set
ai.weapset( 3 )
local dir = 0
--if we're far away from the target, then turn and approach
if dist > (3 * range) then
dir = ai.idir(target)
if dir < 10 and dir > -10 then
keep_distance()
else
dir = ai.iface(target)
end
if dir < 10 and dir > -10 then
ai.accel()
end
elseif dist > (0.75 * range) then
dir = ai.idir(target)
--test if we're facing the target. If we are, keep approaching
if(dir < 30 and dir > -30) then
ai.iface(target)
if dir < 10 and dir > -10 then
ai.accel()
end
elseif dir >= 30 and dir <= 180 then
ai.turn(1)
ai.accel()
else
ai.turn(-1)
ai.accel()
end
else
--otherwise we're close to the target and should attack until we start to zip away
dir = ai.aim(target)
ai.accel()
-- Shoot if should be shooting.
if dir < 10 then
range = ai.getweaprange( 3, 0 )
if dist < range then
ai.shoot()
end
end
if ai.hasturrets() then
range = ai.getweaprange( 3, 1 )
if dist < range then
ai.shoot(true)
end
end
--end main if decision
end
--end flyby attack
end
--[[
-- Execute a sequence of close-in flyby attacks
-- Uses a combination of facing and distance to determine what action to take
--This version is slightly less aggressive and cruises by the target
--]]
function atk_g_flyby( target, dist )
--ai.pilot():comm(1, "flyby attack")
local range = ai.getweaprange(3)
local dir = 0
ai.weapset( 3 )
--if we're far away from the target, then turn and approach
if dist > (3 * range) then
dir = ai.idir(target)
if dir < 10 and dir > -10 then
keep_distance()
else
dir = ai.iface(target)
end
if dir < 10 and dir > -10 then
ai.accel()
end
elseif dist > (0.75 * range) then
dir = ai.idir(target)
--test if we're facing the target. If we are, keep approaching
if(dir <= 30 and dir > -30) then
ai.iface(target)
if dir < 10 and dir > -10 then
ai.accel()
end
elseif dir > 30 and dir < 180 then
ai.turn(1)
ai.accel()
else
ai.turn(-1)
ai.accel()
end
else
--otherwise we're close to the target and should attack until we start to zip away
dir = ai.aim(target)
--not accelerating here is the only difference between the aggression levels. This can probably be an aggression AI parameter
--ai.accel()
-- Shoot if should be shooting.
if dir < 10 then
range = ai.getweaprange( 3, 0 )
if dist < range then
ai.shoot()
end
end
if ai.hasturrets() then
range = ai.getweaprange( 3, 1 )
if dist < range then
ai.shoot(true)
end
end
--end main if decision
end
--end flyby attack
end
--[[
-- Simplest of all attacks: maintain an intercept course to the target, and shoot when within range
--
--This is designed for capital ships with turrets and guided munitions
--As there is no aiming involved this is a turret/capital ship only attack method
--]]
function atk_g_capital( target, dist )
local range = ai.getweaprange(3)
local dir = 0
--ai.pilot():comm(1, "capship attack")
ai.weapset( 3 )
--if we're far from the target, then turn and approach
if dist > (range) then
dir = ai.idir(target)
if dir < 10 and dir > -10 then
keep_distance()
if dir < 10 and dir > -10 then
ai.accel()
end
else
dir = ai.iface(target)
if dir < 10 and dir > -10 then
ai.accel()
end
end
--at moderate range from the target, prepare to intercept and engage with turrets
elseif dist > 0.6* range then
--drifting away from target, so emphasize intercept
--course facing and accelerate to close
dir = ai.iface(target)
if dir < 10 and dir > -10 and ai.relvel(target) > -10 then
ai.accel()
end
if ai.hasturrets() then
ai.shoot(true)
end
elseif dist > 0.3*range then
--capital ship turning is slow
--emphasize facing for being able to close quickly
dir = ai.iface(target)
-- Shoot if should be shooting.
if ai.hasturrets() then
range = ai.getweaprange( 3, 1 )
if dist < range then
ai.shoot(true)
end
end
else
--within close range; aim and blast away with everything
dir = ai.aim(target)
-- Shoot if should be shooting.
if dir < 10 then
range = ai.getweaprange( 3, 0 )
if dist < range then
ai.shoot()
end
end
if ai.hasturrets() then
range = ai.getweaprange( 3, 1 )
if dist < range then
ai.shoot(true)
end
end
--end main decision if
end
--end capital ship attack
end
--[[
-- Attack Profile for a maneuverable ship engaging a maneuverable target
--
--This is designed for fighters engaging other fighters
--
--]]
function atk_g_space_sup( target, dist )
-- ai.pilot():comm(1, "space superiority")
local range = ai.getweaprange(3)
local dir = 0
ai.weapset( 3 )
--if we're far away from the target, then turn and approach
if dist > (range) then
dir = ai.idir(target)
if dir < 10 and dir > -10 then
keep_distance()
if dir < 10 and dir > -10 then
ai.accel()
end
else
dir = ai.iface(target)
if dir < 10 and dir > -10 then
ai.accel()
end
end
elseif dist > 0.8* range then
--drifting away from target, so emphasize intercept
--course facing and accelerate to close
dir = ai.iface(target)
if dir < 10 and dir > -10 and ai.relvel(target) > -10 then
ai.accel()
end
if ai.hasturrets() then
ai.shoot(false, 1)
end
elseif dist > 0.4*range then
--within close range; aim and blast away with everything
dir = ai.aim(target)
local dir2 = ai.idir(target)
--accelerate and try to close
--but only accel if it will be productive
if dir2 < 15 and dir2 > -15 and ai.relvel(target) > -10 then
ai.accel()
end
-- Shoot if should be shooting.
if dir < 10 then
range = ai.getweaprange( 3, 0 )
if dist < range then
ai.shoot()
end
end
if ai.hasturrets() then
range = ai.getweaprange( 3, 1 )
if dist < range then
ai.shoot(true)
end
end
else
--within close range; aim and blast away with everything
dir = ai.aim(target)
-- Shoot if should be shooting.
if dir < 10 then
range = ai.getweaprange( 3, 0 )
if dist < range then
ai.shoot()
end
end
if ai.hasturrets() then
range = ai.getweaprange( 3, 1 )
if dist < range then
ai.shoot(true)
end
end
--end main decision if
end
--end space superiority ship attack
end
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