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
|
--[[
AI Entry point.
--]]
function think()
local alien = ai.see("all", "alien")[1]
local civ = ai.see("all", "civilian")[1]
local phalanx = ai.see("all", "phalanx")[1]
if alien then
local alienDist = ai.distance(alien)
-- check danger close
if alienDist < 128 then
if phalanx then
local phalanxDist = ai.distance(phalanx)
-- check alien closer than phalanx
if alienDist < phalanxDist then
engage( alien[1] )
else
if ai.isinjured() then
hide(alien:team())
else
herd(phalanx)
end
end
else
engage( alien[1] )
end
else
if phalanx then
local phalanxDist = ai.distance(phalanx)
-- check alien closer than phalanx
if alienDist < phalanxDist then
hide(alien:team())
else
if civ then
local civDist = ai.distance(civ)
-- check phalanx closer than civilian
if phalanxDist < civDist then
herd(phalanx)
else
herd(civ)
end
else
herd(phalanx)
end
end
else
if civ then
local civDist = ai.distance(civ)
-- check alien closer than civilian
if alienDist < civDist then
engage( alien[1] )
else
herd(civ)
end
else
hide(alien:team())
end
end
end
else
if civ then
herd(civ)
else
if phalanx then
herd(phalanx)
else
engage( alien[1] )
end
end
end
end
--[[
Tries to move to herd position
--]]
function herd(target)
local pos = ai.positionherd(target)
if pos then
pos:goto()
end
end
--[[
Tries to move to hide position
--]]
function hide(team)
local pos = ai.positionhide(team)
if pos then
pos:goto()
end
ai.crouch(false)
end
|