123 lines
3.8 KiB
Plaintext
123 lines
3.8 KiB
Plaintext
function c_doenemyai(target) {
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switch target.data.aitype {
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case AI.AFK:
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var dude = c_findnearestunit(target.pos.x,target.pos.y,ARMY.US);
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var dist = c_tiledist(target.pos.x, target.pos.y, dude.pos.x, dude.pos.y);
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if dist.x+dist.y <= target.data.rng.val {
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log("started combat")
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c_generatecombatstack([target, dude]);
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break;
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}
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c_loadmarkings();
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target.waiting = true;
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break;
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case AI.KILLER:
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var dude = c_findnearestunit(target.pos.x,target.pos.y,ARMY.US);
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repeat(target.data.mov.val) {
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var guy = c_gettile(target.pos.x, target.pos.y);
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if target.pos.x < dude.pos.x {
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var guy = c_gettile(target.pos.x+1, target.pos.y);
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} else if target.pos.x > dude.pos.x {
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var guy = c_gettile(target.pos.x-1, target.pos.y);
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}
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if target.pos.y < dude.pos.y {
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var guy = c_gettile(target.pos.x, target.pos.y+1);
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} else if target.pos.y > dude.pos.y {
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var guy = c_gettile(target.pos.x, target.pos.y-1);
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}
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if guy != noone {
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if guy.passable && !c_containsunit(guy.x, guy.y) {
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c_moveunit(target, guy);
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}
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}
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var dist = c_tiledist(target.pos.x, target.pos.y, dude.pos.x, dude.pos.y);
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if dist.x+dist.y <= target.data.rng.val {
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log("started combat")
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c_generatecombatstack([target, dude]);
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break;
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}
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c_loadmarkings();
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}
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target.waiting = true;
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break;
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case AI.WAITER:
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var dude = c_findnearestunit(target.pos.x,target.pos.y,ARMY.US);
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var dist = c_tiledist(target.pos.x, target.pos.y, dude.pos.x, dude.pos.y);
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if dist.x+dist.y > target.data.mov.val + target.data.rng.val {
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target.waiting = true;
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break;
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}
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repeat(target.data.mov.val) {
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var guy = c_gettile(target.pos.x, target.pos.y);
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if target.pos.x < dude.pos.x {
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var guy = c_gettile(target.pos.x+1, target.pos.y);
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} else if target.pos.x > dude.pos.x {
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var guy = c_gettile(target.pos.x-1, target.pos.y);
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}
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if target.pos.y < dude.pos.y {
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var guy = c_gettile(target.pos.x, target.pos.y+1);
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} else if target.pos.y > dude.pos.y {
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var guy = c_gettile(target.pos.x, target.pos.y-1);
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}
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if guy != noone {
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if guy.passable && !c_containsunit(guy.x, guy.y) {
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c_moveunit(target, guy);
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}
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}
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var dist = c_tiledist(target.pos.x, target.pos.y, dude.pos.x, dude.pos.y);
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if dist.x+dist.y <= target.data.rng.val {
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log("started combat")
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c_generatecombatstack([target, dude]);
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break;
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}
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c_loadmarkings();
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}
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target.waiting = true;
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break;
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case AI.ESCAPER:
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var dude = c_gettile(0, 9);
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repeat(target.data.mov.val) {
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var guy = c_gettile(target.pos.x, target.pos.y);
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if target.pos.x < dude.x {
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var guy = c_gettile(target.pos.x+1, target.pos.y);
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} else if target.pos.x > dude.x {
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var guy = c_gettile(target.pos.x-1, target.pos.y);
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}
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if target.pos.y < dude.y {
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var guy = c_gettile(target.pos.x, target.pos.y+1);
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} else if target.pos.y > dude.y && target.pos.x < 4 {
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var guy = c_gettile(target.pos.x, target.pos.y-1);
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}
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if guy != noone {
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if guy.passable {
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c_moveunit(target, guy);
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}
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}
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var dist = c_tiledist(target.pos.x, target.pos.y, dude.x, dude.y);
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log(dist);
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if dist.x+dist.y <= 0 {
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log("IM LEAVING");
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//c_deleteunit(target.pos.x, target.pos.y, target);
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break;
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}
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c_loadmarkings();
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}
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target.waiting = true;
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break;
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}
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c_loadmarkings();
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waiting = 70;
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}
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function c_findnearestunit(x, y, alignment) {
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var lowest = new vec2(99, 99);
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var lowestunit = noone;
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for (i=0; i<array_length(global.units[alignment]); i++) {
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var guy = c_tiledist(x, y, global.units[alignment][i].pos.x, global.units[alignment][i].pos.y);
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if (lowest.x + lowest.y > guy.x + guy.y) {
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lowest = guy;
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lowestunit = global.units[alignment][i];
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}
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}
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return lowestunit;
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} |