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--[[
-- Basic tasks for a pilot, no need to reinvent the wheel with these.
--
-- Idea is to have it all here and only really work on the "control"
-- functions and such for each AI.
--]]
--[[
-- Faces the target.
--]]
function __face ()
local target = ai.target()
ai.face( target )
end
function __face_towards ()
local target = ai.target()
local off = ai.face( target )
if math.abs(off) < 5 then
ai.poptask()
end
end
--[[
-- Brakes the ship
--]]
function brake ()
ai.brake()
if ai.isstopped() then
ai.stop()
ai.poptask()
return
end
end
--[[
-- Brakes the ship
--]]
function __subbrake ()
ai.brake()
if ai.isstopped() then
ai.stop()
ai.popsubtask()
return
end
end
--[[
-- Move in zigzag around a direction
--]]
function __zigzag ( dir, angle )
if mem.pm == nil then
mem.pm = 1
end
if (mem.pm*dir < angle-20) or (mem.pm*dir > angle+25) then
-- Orientation is totally wrong: reset timer
ai.settimer(0, 2000)
end
if (mem.pm*dir < angle) then
ai.turn(-mem.pm)
else
ai.turn(mem.pm)
if (mem.pm*dir < angle+5) then -- Right orientation, wait for max vel
--if ai.ismaxvel() then -- TODO : doesn't work well
if ai.timeup(0) then
mem.pm = -mem.pm
end
end
end
ai.accel()
end
--[[
-- Goes to a target position without braking
--]]
function __goto_nobrake ()
local target = ai.target()
local dir = ai.face( target, nil, true )
__goto_generic( target, dir, false )
end
--[[
-- Goes to a target position without braking
--]]
function __goto_nobrake_raw ()
local target = ai.target()
local dir = ai.face( target )
__goto_generic( target, dir, false )
end
--[[
-- Goes to a precise position.
--]]
function __goto_precise ()
local target = ai.target()
local dir = ai.face( target, nil, true )
local dist = ai.dist( target )
-- Handle finished
if ai.isstopped() and dist < 10 then
ai.poptask() -- Finished
return
end
local bdist = ai.minbrakedist()
-- Need to get closer
if dir < 10 and dist > bdist then
ai.accel()
-- Need to start braking
elseif dist < bdist then
ai.pushsubtask("__subbrake")
end
end
--[[
-- Goes to a target position roughly
--]]
function goto ()
local target = ai.target()
local dir = ai.face( target, nil, true )
__goto_generic( target, dir, true )
end
--[[
-- Goto without velocity compensation.
--]]
function goto_raw ()
local target = ai.target()
local dir = ai.face( target )
__goto_generic( target, dir, true )
end
--[[
-- Generic GOTO function.
--]]
function __goto_generic( target, dir, brake, subtask )
local dist = ai.dist( target )
local bdist
if brake then
bdist = ai.minbrakedist()
else
bdist = 50
end
-- Need to get closer
if dir < 10 and dist > bdist then
ai.accel()
-- Need to start braking
elseif dist < bdist then
ai.poptask()
if brake then
ai.pushtask("brake")
end
return
end
end
--[[
-- Follows it's target.
--]]
function follow ()
local target = ai.target()
-- Will just float without a target to escort.
if not target:exists() then
ai.poptask()
return
end
local dir = ai.face(target)
local dist = ai.dist(target)
-- Must approach
if dir < 10 and dist > 300 then
ai.accel()
end
end
function follow_accurate ()
local target = ai.target()
local p = ai.pilot()
-- Will just float without a target to escort.
if not target:exists() then
ai.poptask()
return
end
local goal = ai.follow_accurate(target, mem.radius,
mem.angle, mem.Kp, mem.Kd)
local mod = vec2.mod(goal - p:pos())
-- Always face the goal
local dir = ai.face(goal)
if dir < 10 and mod > 300 then
ai.accel()
end
end
-- Default action for non-leader pilot in fleet
function follow_fleet ()
local leader = ai.pilot():leader()
if leader == nil or not leader:exists() then
ai.poptask()
return
end
if mem.app == nil then
mem.app = true
end
local goal = leader
if mem.form_pos ~= nil then
local angle, radius, method = unpack(mem.form_pos)
goal = ai.follow_accurate(leader, radius, angle, mem.Kp, mem.Kd, method)
end
local dir = ai.face(goal)
local dist = ai.dist(goal)
if mem.app == true then
if dist > 10 then
if dir < 10 then -- Must approach
ai.accel()
end
else -- No need to approach anymore
mem.app = false
end
else
if dist > 300 then -- Must approach
mem.app = true
else -- Face forward
goal = ai.pilot():pos() + leader:vel()
ai.face(goal)
end
end
end
--[[
-- Tries to runaway and jump asap.
--]]
function __runaway ()
runaway()
end
--[[
-- Runaway without jumping
--]]
function __runaway_nojump ()
runaway_nojump()
end
--[[
-- Tries to hyperspace asap.
--]]
function __hyperspace ()
hyperspace()
end
function __hyperspace_shoot ()
local target = ai.target()
if target == nil then
target = ai.rndhyptarget()
if target == nil then
return
end
end
local pos = ai.sethyptarget(target)
ai.pushsubtask( "__hyp_approach_shoot", pos )
end
function __hyp_approach_shoot ()
-- Shoot and approach
__move_shoot()
__hyp_approach()
end
function __land ()
land()
end
function __land_shoot ()
__choose_land_target ()
ai.pushsubtask( "__landgo_shoot" )
end
function __landgo_shoot ()
__move_shoot()
__landgo()
end
function __move_shoot ()
-- Shoot while going somewhere
-- The difference with run_turret is that we pick a new enemy in this one
if ai.hasturrets() then
enemy = ai.getenemy()
if enemy ~= nil then
ai.weapset( 3 )
ai.settarget( enemy )
ai.shoot( true )
end
end
end
--[[
-- Attempts to land on a planet.
--]]
function __choose_land_target ()
-- Only want to land once, prevents guys from never leaving.
if mem.landed then
ai.poptask()
return
end
-- Set target if necessary
local target = ai.target()
if target ~= nil then
mem.land = target
end
-- Make sure mem.land is valid target
if mem.land == nil then
local landplanet = ai.landplanet()
if landplanet ~= nil then
mem.land = landplanet
-- Bail out if no valid planet could be found.
else
warn(string.format(_("Pilot '%s' tried to land with no landable assets!"),
ai.pilot():name()))
ai.poptask()
return
end
end
end
function land ()
__choose_land_target ()
ai.pushsubtask( "__landgo" )
end
function __landgo ()
local target = mem.land
local dist = ai.dist( target )
local bdist = ai.minbrakedist()
-- 2 methods depending on mem.careful
local dir
if not mem.careful or dist < 3*bdist then
dir = ai.face( target )
else
dir = ai.careful_face( target )
end
-- Need to get closer
if dir < 10 and dist > bdist then
ai.accel()
-- Need to start braking
elseif dist < bdist then
ai.pushsubtask( "__landstop" )
end
end
function __landstop ()
ai.brake()
if ai.isstopped() then
ai.stop() -- Will stop the pilot if below err vel
if not ai.land() then
ai.popsubtask()
else
ai.pilot():msg(ai.pilot():followers(), "land")
ai.poptask() -- Done, pop task
end
end
end
--[[
-- Attempts to run away from the target.
--]]
function runaway ()
-- Target must exist
local target = ai.target()
if not target:exists() then
ai.poptask()
return
end
-- See if there's a target to use when running
local t = ai.nearhyptarget()
local p = ai.nearestplanet()
if p == nil and t == nil then
ai.pushsubtask( "__run_target" )
elseif p == nil then
local pos = ai.sethyptarget(t)
ai.pushsubtask( "__run_hyp", pos )
elseif t == nil then
mem.land = p:pos()
ai.pushsubtask( "__landgo" )
else
-- find which one is the closest
local pilpos = ai.pilot():pos()
local modt = vec2.mod(t:pos()-pilpos)
local modp = vec2.mod(p:pos()-pilpos)
if modt < modp then
local pos = ai.sethyptarget(t)
ai.pushsubtask( "__run_hyp", pos )
else
mem.land = p:pos()
ai.pushsubtask( "__run_landgo" )
end
end
end
function runaway_nojump ()
if __run_target() then return end
__run_turret()
end
function __run_target ()
local target = ai.target()
local pilot = ai.pilot()
-- Target must exist
if not target:exists() then
ai.poptask()
return true
end
-- Good to set the target for distress calls
ai.settarget( target )
-- See whether we have a chance to outrun the attacker
local relspe = pilot:stats().speed_max/target:stats().speed_max
if pilot:stats().mass <= 400 and relspe <= 1.01 and ai.hasprojectile() and (not ai.hasafterburner()) then
-- Pilot is agile, but too slow to outrun the enemy: dodge
local dir = ai.dir(target) + 180 -- Reverse (run away)
if dir > 180 then dir = dir - 360 end -- Because of periodicity
__zigzag(dir, 70)
else
ai.face(target, true)
ai.accel()
end
-- Afterburner handling.
if ai.hasafterburner() and pilot:energy() > 10 then
ai.weapset( 8, true )
end
return false
end
function __run_turret ()
-- Shoot the target
local target = ai.target()
if target:exists() then
ai.hostile(target)
ai.settarget( target )
local dist = ai.dist(target)
-- See if we have some turret to use
if ai.hasturrets() then
if dist < ai.getweaprange(true) then
ai.weapset( 3 )
ai.shoot( true )
end
end
end
end
function __run_hyp ()
-- Shoot the target
__run_turret()
-- Go towards jump
local jump = ai.subtarget()
local jdir
local bdist = ai.minbrakedist()
local jdist = ai.dist(jump)
local pilot = ai.pilot()
if jdist > bdist then
local dozigzag = false
if ai.target():exists() then
local relspe = pilot:stats().speed_max/ai.target():stats().speed_max
if pilot:stats().mass <= 400 and relspe <= 1.01 and ai.hasprojectile() and
(not ai.hasafterburner()) and jdist > 3*bdist then
dozigzag = true
end
end
if dozigzag then
-- Pilot is agile, but too slow to outrun the enemy: dodge
local dir = ai.dir(jump)
__zigzag(dir, 70)
else
if jdist > 3*bdist and pilot:stats().mass < 600 then
jdir = ai.careful_face(jump)
else --Heavy ships should rush to jump point
jdir = ai.face(jump)
end
if jdir < 10 then
ai.accel()
end
end
else
ai.pushsubtask( "__run_hypbrake" )
end
--Afterburner: activate while far away from jump
if ai.hasafterburner() and pilot:energy() > 10 then
if jdist > 3 * bdist then
ai.weapset( 8, true )
else
ai.weapset( 8, false )
end
end
end
function __run_hypbrake ()
-- The braking
ai.brake()
if ai.isstopped() then
ai.stop()
ai.popsubtask()
ai.pushsubtask( "__hyp_jump" )
end
end
function __run_landgo ()
-- Shoot the target
__run_turret()
local target = mem.land
local dist = ai.dist( target )
local bdist = ai.minbrakedist()
local pilot = ai.pilot()
if dist < bdist then -- Need to start braking
ai.pushsubtask( "__landstop" )
else
local dozigzag = false
if ai.target():exists() then
local relspe = pilot:stats().speed_max/ai.target():stats().speed_max
if pilot:stats().mass <= 400 and relspe <= 1.01 and ai.hasprojectile() and
(not ai.hasafterburner()) and dist > 3*bdist then
dozigzag = true
end
end
if dozigzag then
-- Pilot is agile, but too slow to outrun the enemy: dodge
local dir = ai.dir(target)
__zigzag(dir, 70)
else
-- 2 methods depending on mem.careful
local dir
if not mem.careful or dist < 3*bdist then
dir = ai.face( target )
else
dir = ai.careful_face( target )
end
if dir < 10 then
ai.accel()
end
end
end
--Afterburner
if ai.hasafterburner() and pilot:energy() > 10 then
if dist > 3 * bdist then
ai.weapset( 8, true )
else
ai.weapset( 8, false )
end
end
end
--[[
-- Starts heading away to try to hyperspace.
--]]
function hyperspace ()
local target = ai.target()
if target == nil then
target = ai.rndhyptarget()
if target == nil then
return
end
end
local pos = ai.sethyptarget(target)
ai.pushsubtask( "__hyp_approach", pos )
end
function __hyp_approach ()
local target = ai.subtarget()
local dir
local dist = ai.dist( target )
local bdist = ai.minbrakedist()
-- 2 methods for dir
if not mem.careful or dist < 3*bdist then
dir = ai.face( target )
else
dir = ai.careful_face( target )
end
-- Need to get closer
if dir < 10 and dist > bdist then
ai.accel()
-- Need to start braking
elseif dist < bdist then
ai.pushsubtask("__hyp_brake")
end
end
function __hyp_brake ()
ai.brake()
if ai.isstopped() then
ai.stop()
ai.popsubtask()
ai.pushsubtask("__hyp_jump")
end
end
function __hyp_jump ()
if ai.hyperspace() == nil then
ai.pilot():msg(ai.pilot():followers(), "hyperspace", ai.nearhyptarget())
ai.poptask()
else
ai.popsubtask()
end
end
--[[
-- Boards the target
--]]
function board ()
local target = ai.target()
-- Make sure pilot exists
if not target:exists() then
ai.poptask()
return
end
-- Must be able to board
if not ai.canboard(target) then
ai.poptask()
return
end
-- Get ready to board
ai.settarget(target)
local dir = ai.face(target)
local dist = ai.dist(target)
local bdist = ai.minbrakedist(target)
-- See if must brake or approach
if dist < bdist then
ai.pushsubtask( "__boardstop", target )
elseif dir < 10 then
ai.accel()
end
end
--[[
-- Attempts to brake on the target.
--]]
function __boardstop ()
target = ai.target()
-- make sure pilot exists
if not target:exists() then
ai.poptask()
return
end
-- Make sure can board
if not ai.canboard(target) then
ai.poptask()
return
end
-- Set target
ai.settarget(target)
local vel = ai.relvel(target)
if vel < 10 then
-- Try to board
if ai.board(target) then
ai.poptask()
return
end
end
-- Just brake
ai.brake()
-- If stopped try again
if ai.isstopped() then
ai.popsubtask()
end
end
--[[
-- Boards the target
--]]
function refuel ()
-- Get the target
local target = ai.target()
-- make sure pilot exists
if not target:exists() then
ai.poptask()
return
end
-- See if finished refueling
if not ai.pilot():flags().refueling then
ai.poptask()
return
end
-- Get ready to board
ai.settarget(target)
local dir = ai.face(target)
local dist = ai.dist(target)
local bdist = ai.minbrakedist(target)
-- See if must brake or approach
if dist < bdist then
ai.pushsubtask( "__refuelstop", target )
elseif dir < 10 then
ai.accel()
end
end
--[[
-- Attempts to brake on the target.
--]]
function __refuelstop ()
local target = ai.target()
-- make sure pilot exists
if not target:exists() then
ai.poptask()
return
end
-- Set the target
ai.settarget(target)
-- See if finished refueling
if not ai.pilot():flags().refueling then
ai.pilot():comm(target, _("Finished fuel transfer."))
ai.poptask()
-- Untarget
ai.settarget( ai.pilot() )
return
end
-- Try to board
if ai.refuel(target) then
return
end
-- Just brake
ai.brake()
-- If stopped try again
if ai.isstopped() then
ai.popsubtask()
end
end
--[[
-- Mines an asteroid
--]]
function mine ()
ai.weapset( 1 )
local fieldNast = ai.target()
local field = fieldNast[1]
local ast = fieldNast[2]
local p = ai.pilot()
local wrange = ai.getweaprange()
local erange = 100
local trange = math.min( math.max( erange, wrange * 3 / 4 ), wrange )
local mbd = ai.minbrakedist()
-- See if there's a gatherable; if so, pop this task and gather instead
local gat = ai.getgatherable( wrange )
if gat ~= nil and ai.gatherablepos( gat ) ~= nil then
ai.poptask()
ai.pushtask("gather")
return
end
ai.setasterotarget( field, ast )
local target, vel = system.asteroidPos( field, ast )
local dist, angle = vec2.polar( p:pos() - target )
-- First task : place the ship close to the asteroid
local goal = ai.face_accurate( target, vel, trange, angle, mem.Kp, mem.Kd )
local dir = ai.face(goal)
local mod = ai.dist(goal)
if dir < 10 and mod > mbd then
ai.accel()
end
local relpos = vec2.add( p:pos(), vec2.mul(target,-1) ):mod()
local relvel = vec2.add( p:vel(), vec2.mul(vel,-1) ):mod()
if relpos < wrange and relvel < 10 then
ai.pushsubtask("__killasteroid")
end
end
function __killasteroid ()
local fieldNast = ai.target()
local field = fieldNast[1]
local ast = fieldNast[2]
local wrange = ai.getweaprange()
local target = system.asteroidPos( field, ast )
local dir = ai.face(target)
-- See if there's a gatherable; if so, pop this task and gather instead
local gat = ai.getgatherable( wrange )
if gat ~= nil and ai.gatherablepos( gat ) ~= nil then
ai.poptask()
ai.pushtask("gather")
return
end
-- Have to start over if we're out of range for some reason
if ai.dist(target) > wrange then
ai.poptask()
return
end
-- Second task : destroy it
if dir < 8 then
ai.weapset( 1 )
ai.shoot()
ai.shoot(true)
end
if system.asteroidDestroyed( field, ast ) then
ai.poptask()
-- Last task : gather
ai.pushtask("gather")
end
end
--[[
-- Attempts to seek and gather gatherables
--]]
function gather ()
if ai.pilot():cargoFree() == 0 then --No more cargo
ai.poptask()
return
end
local gat = ai.getgatherable( ai.getweaprange() )
if gat == nil then -- Nothing to gather
ai.poptask()
return
end
local target, vel = ai.gatherablepos( gat )
if target == nil then -- gatherable disappeared
ai.poptask()
return
end
local goal = ai.face_accurate( target, vel, 0, 0, mem.Kp, mem.Kd )
local dir = ai.face(goal)
local mod = ai.dist(goal)
if dir < 10 and mod > 100 then
ai.accel()
end
end
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