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require "preload/api"
shard_include("behaviourfactory")
shard_include("unit")
shard_include("module")
shard_include("modules")
AI = class(AIBase)
function AI:Init()
game:SendToConsole("Shard by AF - playing:"..game:GameName().." on:"..game.map:MapName())
self.modules = {}
if next(modules) ~= nil then
for i,m in ipairs(modules) do
newmodule = m()
game:SendToConsole("adding "..newmodule:Name().." module")
local internalname = newmodule:internalName()
self[internalname] = newmodule
table.insert(self.modules,newmodule)
newmodule:Init()
end
end
end
function AI:Update()
if self.gameend == true then
return
end
for i,m in ipairs(self.modules) do
if m == nil then
game:SendToConsole("nil module!")
else
m:Update()
end
end
end
function AI:GameMessage(text)
if self.gameend == true then
return
end
for i,m in ipairs(self.modules) do
if m == nil then
game:SendToConsole("nil module!")
else
m:GameMessage(text)
end
end
end
function AI:UnitCreated(engineunit)
if self.gameend == true then
return
end
if engineunit == nil then
game:SendToConsole("shard found nil engineunit")
return
end
for i,m in ipairs(self.modules) do
m:UnitCreated(engineunit)
end
end
function AI:UnitBuilt(engineunit)
if self.gameend == true then
return
end
if engineunit == nil then
game:SendToConsole("shard-warning: unitbuilt engineunit nil ")
return
end
for i,m in ipairs(self.modules) do
m:UnitBuilt(engineunit)
end
end
function AI:UnitDead(engineunit)
if self.gameend == true then
return
end
if engineunit == nil then
return
end
for i,m in ipairs(self.modules) do
m:UnitDead(engineunit)
end
end
function AI:UnitIdle(engineunit)
if self.gameend == true then
return
end
if engineunit == nil then
game:SendToConsole("shard-warning: idle engineunit nil")
return
end
for i,m in ipairs(self.modules) do
m:UnitIdle(engineunit)
end
end
function AI:UnitDamaged(engineunit,engineattacker,enginedamage)
if self.gameend == true then
return
end
if engineunit == nil then
return
end
game:SendToConsole("UnitDamage for " .. enginedamage:Damage())
for i,m in ipairs(self.modules) do
m:UnitDamaged(engineunit,engineattacker,enginedamage)
end
end
function AI:UnitMoveFailed(engineunit)
if self.gameend == true then
return
end
if engineunit == nil then
return
end
for i,m in ipairs(self.modules) do
m:UnitMoveFailed(engineunit)
end
end
function AI:GameEnd()
self.gameend = true
for i,m in ipairs(self.modules) do
m:GameEnd()
end
end
function AI:AddModule( newmodule )
local internalname = newmodule:internalName()
self[internalname] = newmodule
table.insert(self.modules,newmodule)
newmodule:Init()
end
-- create and use an AI
ai = AI()
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