commit
3dd3fe66c6
|
@ -1,3 +1,13 @@
|
|||
*IN-DEVELOPEMENT*
|
||||
----------------
|
||||
Make licence explicit: it is GPLv3 as per the conditions of the source
|
||||
code dump from Epsitec.
|
||||
Fix URL of colobot repository.
|
||||
Render README for Markdown.
|
||||
Ease git-based releasing.
|
||||
Handle levels iternationalisation with po4a.
|
||||
Drop translations as they are built from colobot itself.
|
||||
|
||||
----------------
|
||||
2012-10-05
|
||||
|
||||
|
|
|
@ -0,0 +1,21 @@
|
|||
cmake_minimum_required(VERSION 2.8)
|
||||
|
||||
if(NOT DEFINED COLOBOT_INSTALL_DATA_DIR)
|
||||
if(${CMAKE_SYSTEM_NAME} MATCHES "Windows")
|
||||
set(COLOBOT_INSTALL_DATA_DIR ${CMAKE_INSTALL_PREFIX}/data CACHE PATH "Colobot shared data directory")
|
||||
else()
|
||||
set(COLOBOT_INSTALL_DATA_DIR ${CMAKE_INSTALL_PREFIX}/share/games/colobot CACHE PATH "Colobot shared data directory")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
install(DIRECTORY ai DESTINATION ${COLOBOT_INSTALL_DATA_DIR})
|
||||
install(DIRECTORY fonts DESTINATION ${COLOBOT_INSTALL_DATA_DIR})
|
||||
install(DIRECTORY help DESTINATION ${COLOBOT_INSTALL_DATA_DIR})
|
||||
install(DIRECTORY icons DESTINATION ${COLOBOT_INSTALL_DATA_DIR})
|
||||
install(DIRECTORY models DESTINATION ${COLOBOT_INSTALL_DATA_DIR})
|
||||
#install(DIRECTORY models-new DESTINATION ${COLOBOT_INSTALL_DATA_DIR})
|
||||
install(DIRECTORY music DESTINATION ${COLOBOT_INSTALL_DATA_DIR})
|
||||
install(DIRECTORY sounds DESTINATION ${COLOBOT_INSTALL_DATA_DIR})
|
||||
install(DIRECTORY textures DESTINATION ${COLOBOT_INSTALL_DATA_DIR})
|
||||
|
||||
add_subdirectory(levels)
|
|
@ -0,0 +1,674 @@
|
|||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<http://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<http://www.gnu.org/philosophy/why-not-lgpl.html>.
|
|
@ -0,0 +1,24 @@
|
|||
# Colobot Data Files
|
||||
|
||||
## *IN-DEVELOPEMENT* Release
|
||||
|
||||
This package contains the data files for the Colobot project (https://github.com/colobot/colobot).
|
||||
It includes (or will include):
|
||||
* textures, background images, etc.
|
||||
* model files,
|
||||
* sounds and music
|
||||
* some documents describing the formats
|
||||
* conversion scripts and tools for packaging
|
||||
|
||||
This is a development release that will be modified and updated as necessary.
|
||||
File paths, names, formats are subject to change, so don't take them for granted.
|
||||
All packages released will be labeled with date of release in format RRRR-MM-DD and released as often as
|
||||
changes are made in the files.
|
||||
|
||||
# License
|
||||
|
||||
The source code contained here was released by Epsitec -- the original
|
||||
creator of the game -- on open source (GPLv3) license. The code was
|
||||
given and the rights granted specifically to PPC community in
|
||||
March 2012. Since then, we have been modifying the code and working on
|
||||
our goals, which are briefly summed up below.
|
16
README.txt
16
README.txt
|
@ -1,16 +0,0 @@
|
|||
Colobot Data Files
|
||||
|
||||
Development Release 2012-10-05
|
||||
|
||||
This package contains the data files for the Colobot project (https://github.com/colobot/colobot).
|
||||
It includes (or will include):
|
||||
- textures, background images, etc.
|
||||
- model files,
|
||||
- sounds and music
|
||||
- some documents describing the formats
|
||||
- conversion scripts and tools for packaging
|
||||
|
||||
This is a development release that will be modified and updated as necessary.
|
||||
File paths, names, formats are subject to change, so don't take them for granted.
|
||||
All packages released will be labeled with date of release in format RRRR-MM-DD and released as often as
|
||||
changes are made in the files.
|
106
ai/ant01.txt
106
ai/ant01.txt
|
@ -1,53 +1,53 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
object p;
|
||||
float dist, prox;
|
||||
point nav1, nav2, dest;
|
||||
boolean advance = true;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
while ( true )
|
||||
{
|
||||
p = radar(WingedShooter, 0, 360, 0, 50);
|
||||
if ( p == null )
|
||||
{
|
||||
nav1.x = position.x-5;
|
||||
nav1.y = position.y;
|
||||
nav2.x = position.x+5;
|
||||
nav2.y = position.y;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
goto(nav1);
|
||||
p = radar(WingedShooter, 0, 360, 0, 50);
|
||||
if ( p != null ) break;
|
||||
|
||||
goto(nav2);
|
||||
p = radar(WingedShooter, 0, 360, 0, 50);
|
||||
if ( p != null ) break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
dist = distance(p.position, position);
|
||||
if ( dist <= 40 && !advance )
|
||||
{
|
||||
fire(p.position);
|
||||
advance = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
prox = dist-5;
|
||||
if ( prox > 40 ) prox = 40;
|
||||
if ( prox < 5 ) prox = 5;
|
||||
dest.x = (position.x-p.position.x)*prox/dist + p.position.x;
|
||||
dest.y = (position.y-p.position.y)*prox/dist + p.position.y;
|
||||
dest.z = (position.z-p.position.z)*prox/dist + p.position.z;
|
||||
goto(dest);
|
||||
advance = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
extern void object::Attack( )
|
||||
{
|
||||
object p;
|
||||
float dist, prox;
|
||||
point nav1, nav2, dest;
|
||||
boolean advance = true;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
while ( true )
|
||||
{
|
||||
p = radar(WingedShooter, 0, 360, 0, 50);
|
||||
if ( p == null )
|
||||
{
|
||||
nav1.x = position.x-5;
|
||||
nav1.y = position.y;
|
||||
nav2.x = position.x+5;
|
||||
nav2.y = position.y;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
goto(nav1);
|
||||
p = radar(WingedShooter, 0, 360, 0, 50);
|
||||
if ( p != null ) break;
|
||||
|
||||
goto(nav2);
|
||||
p = radar(WingedShooter, 0, 360, 0, 50);
|
||||
if ( p != null ) break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
dist = distance(p.position, position);
|
||||
if ( dist <= 40 && !advance )
|
||||
{
|
||||
fire(p.position);
|
||||
advance = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
prox = dist-5;
|
||||
if ( prox > 40 ) prox = 40;
|
||||
if ( prox < 5 ) prox = 5;
|
||||
dest.x = (position.x-p.position.x)*prox/dist + p.position.x;
|
||||
dest.y = (position.y-p.position.y)*prox/dist + p.position.y;
|
||||
dest.z = (position.z-p.position.z)*prox/dist + p.position.z;
|
||||
goto(dest);
|
||||
advance = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
190
ai/ant02.txt
190
ai/ant02.txt
|
@ -1,95 +1,95 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
int list[];
|
||||
int i;
|
||||
object p;
|
||||
float dist, prox;
|
||||
point dest;
|
||||
boolean advance = true;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
list[i++] = Derrick;
|
||||
list[i++] = BotFactory;
|
||||
list[i++] = PowerStation;
|
||||
list[i++] = Converter;
|
||||
list[i++] = RepairCenter;
|
||||
list[i++] = DefenseTower;
|
||||
list[i++] = ResearchCenter;
|
||||
list[i++] = RadarStation;
|
||||
list[i++] = ExchangePost;
|
||||
list[i++] = PowerPlant;
|
||||
list[i++] = AutoLab;
|
||||
list[i++] = NuclearPlant;
|
||||
|
||||
wait(cmdline(0));
|
||||
|
||||
while ( true )
|
||||
{
|
||||
p = radar(list, 0, 360, 0, 1000);
|
||||
if ( p == null )
|
||||
{
|
||||
wait(2);
|
||||
}
|
||||
else
|
||||
{
|
||||
dist = distance(p.position, position);
|
||||
if ( dist <= 40 && !advance )
|
||||
{
|
||||
fire(p.position);
|
||||
advance = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
//? if ( RetBaseDistance() > 20 )
|
||||
{
|
||||
prox = dist-(5+rand()*5);
|
||||
if ( prox < 5 ) prox = 5;
|
||||
dest.x = (position.x-p.position.x)*prox/dist + p.position.x;
|
||||
dest.y = (position.y-p.position.y)*prox/dist + p.position.y;
|
||||
dest.z = (position.z-p.position.z)*prox/dist + p.position.z;
|
||||
goto(dest);
|
||||
advance = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Calcule la distance jusqu'à la base.
|
||||
|
||||
float object::RetBaseDistance()
|
||||
{
|
||||
object p;
|
||||
float dist;
|
||||
|
||||
p = radar(SpaceShip, 0, 360, 0, 1000);
|
||||
if ( p == null ) return 1000;
|
||||
dist = distance(p.position, position);
|
||||
return dist;
|
||||
}
|
||||
|
||||
extern void object::Attack( )
|
||||
{
|
||||
int list[];
|
||||
int i;
|
||||
object p;
|
||||
float dist, prox;
|
||||
point dest;
|
||||
boolean advance = true;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
list[i++] = Derrick;
|
||||
list[i++] = BotFactory;
|
||||
list[i++] = PowerStation;
|
||||
list[i++] = Converter;
|
||||
list[i++] = RepairCenter;
|
||||
list[i++] = DefenseTower;
|
||||
list[i++] = ResearchCenter;
|
||||
list[i++] = RadarStation;
|
||||
list[i++] = ExchangePost;
|
||||
list[i++] = PowerPlant;
|
||||
list[i++] = AutoLab;
|
||||
list[i++] = NuclearPlant;
|
||||
|
||||
wait(cmdline(0));
|
||||
|
||||
while ( true )
|
||||
{
|
||||
p = radar(list, 0, 360, 0, 1000);
|
||||
if ( p == null )
|
||||
{
|
||||
wait(2);
|
||||
}
|
||||
else
|
||||
{
|
||||
dist = distance(p.position, position);
|
||||
if ( dist <= 40 && !advance )
|
||||
{
|
||||
fire(p.position);
|
||||
advance = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
//? if ( RetBaseDistance() > 20 )
|
||||
{
|
||||
prox = dist-(5+rand()*5);
|
||||
if ( prox < 5 ) prox = 5;
|
||||
dest.x = (position.x-p.position.x)*prox/dist + p.position.x;
|
||||
dest.y = (position.y-p.position.y)*prox/dist + p.position.y;
|
||||
dest.z = (position.z-p.position.z)*prox/dist + p.position.z;
|
||||
goto(dest);
|
||||
advance = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Calcule la distance jusqu'à la base.
|
||||
|
||||
float object::RetBaseDistance()
|
||||
{
|
||||
object p;
|
||||
float dist;
|
||||
|
||||
p = radar(SpaceShip, 0, 360, 0, 1000);
|
||||
if ( p == null ) return 1000;
|
||||
dist = distance(p.position, position);
|
||||
return dist;
|
||||
}
|
||||
|
||||
|
|
182
ai/ant03.txt
182
ai/ant03.txt
|
@ -1,91 +1,91 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
int list[];
|
||||
int i;
|
||||
object p;
|
||||
float dist, prox;
|
||||
point nav1, nav2, dest;
|
||||
boolean advance = true;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
list[i++] = Derrick;
|
||||
list[i++] = BotFactory;
|
||||
list[i++] = PowerStation;
|
||||
list[i++] = Converter;
|
||||
list[i++] = RepairCenter;
|
||||
list[i++] = DefenseTower;
|
||||
list[i++] = ResearchCenter;
|
||||
list[i++] = RadarStation;
|
||||
list[i++] = ExchangePost;
|
||||
list[i++] = PowerPlant;
|
||||
list[i++] = AutoLab;
|
||||
list[i++] = NuclearPlant;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
p = radar(list, 0, 360, 0, 40);
|
||||
if ( p == null )
|
||||
{
|
||||
nav1.x = position.x-5;
|
||||
nav1.y = position.y;
|
||||
nav2.x = position.x+5;
|
||||
nav2.y = position.y;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
goto(nav1);
|
||||
p = radar(list, 0, 360, 0, 40);
|
||||
if ( p != null ) break;
|
||||
|
||||
goto(nav2);
|
||||
p = radar(list, 0, 360, 0, 40);
|
||||
if ( p != null ) break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
dist = distance(p.position, position);
|
||||
if ( dist <= 40 && !advance )
|
||||
{
|
||||
fire(p.position);
|
||||
advance = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
prox = dist-5;
|
||||
if ( prox > 40 ) prox = 40;
|
||||
if ( prox < 5 ) prox = 5;
|
||||
dest.x = (position.x-p.position.x)*prox/dist + p.position.x;
|
||||
dest.y = (position.y-p.position.y)*prox/dist + p.position.y;
|
||||
dest.z = (position.z-p.position.z)*prox/dist + p.position.z;
|
||||
goto(dest);
|
||||
advance = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
extern void object::Attack( )
|
||||
{
|
||||
int list[];
|
||||
int i;
|
||||
object p;
|
||||
float dist, prox;
|
||||
point nav1, nav2, dest;
|
||||
boolean advance = true;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
list[i++] = Derrick;
|
||||
list[i++] = BotFactory;
|
||||
list[i++] = PowerStation;
|
||||
list[i++] = Converter;
|
||||
list[i++] = RepairCenter;
|
||||
list[i++] = DefenseTower;
|
||||
list[i++] = ResearchCenter;
|
||||
list[i++] = RadarStation;
|
||||
list[i++] = ExchangePost;
|
||||
list[i++] = PowerPlant;
|
||||
list[i++] = AutoLab;
|
||||
list[i++] = NuclearPlant;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
p = radar(list, 0, 360, 0, 40);
|
||||
if ( p == null )
|
||||
{
|
||||
nav1.x = position.x-5;
|
||||
nav1.y = position.y;
|
||||
nav2.x = position.x+5;
|
||||
nav2.y = position.y;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
goto(nav1);
|
||||
p = radar(list, 0, 360, 0, 40);
|
||||
if ( p != null ) break;
|
||||
|
||||
goto(nav2);
|
||||
p = radar(list, 0, 360, 0, 40);
|
||||
if ( p != null ) break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
dist = distance(p.position, position);
|
||||
if ( dist <= 40 && !advance )
|
||||
{
|
||||
fire(p.position);
|
||||
advance = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
prox = dist-5;
|
||||
if ( prox > 40 ) prox = 40;
|
||||
if ( prox < 5 ) prox = 5;
|
||||
dest.x = (position.x-p.position.x)*prox/dist + p.position.x;
|
||||
dest.y = (position.y-p.position.y)*prox/dist + p.position.y;
|
||||
dest.z = (position.z-p.position.z)*prox/dist + p.position.z;
|
||||
goto(dest);
|
||||
advance = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
118
ai/ant04.txt
118
ai/ant04.txt
|
@ -1,59 +1,59 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i;
|
||||
object p;
|
||||
float dist, prox;
|
||||
point nav1, nav2, dest;
|
||||
boolean advance = true;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
nav1.x = cmdline(0);
|
||||
nav1.y = cmdline(1);
|
||||
nav2.x = cmdline(2);
|
||||
nav2.y = cmdline(3);
|
||||
|
||||
while ( true )
|
||||
{
|
||||
while ( true )
|
||||
{
|
||||
p = radar(list, 0, 360, 0, 40);
|
||||
if ( p == null ) break;
|
||||
fire(p.position);
|
||||
}
|
||||
goto(nav1);
|
||||
|
||||
while ( true )
|
||||
{
|
||||
p = radar(list, 0, 360, 0, 40);
|
||||
if ( p == null ) break;
|
||||
fire(p.position);
|
||||
}
|
||||
goto(nav2);
|
||||
}
|
||||
}
|
||||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i;
|
||||
object p;
|
||||
float dist, prox;
|
||||
point nav1, nav2, dest;
|
||||
boolean advance = true;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
nav1.x = cmdline(0);
|
||||
nav1.y = cmdline(1);
|
||||
nav2.x = cmdline(2);
|
||||
nav2.y = cmdline(3);
|
||||
|
||||
while ( true )
|
||||
{
|
||||
while ( true )
|
||||
{
|
||||
p = radar(list, 0, 360, 0, 40);
|
||||
if ( p == null ) break;
|
||||
fire(p.position);
|
||||
}
|
||||
goto(nav1);
|
||||
|
||||
while ( true )
|
||||
{
|
||||
p = radar(list, 0, 360, 0, 40);
|
||||
if ( p == null ) break;
|
||||
fire(p.position);
|
||||
}
|
||||
goto(nav2);
|
||||
}
|
||||
}
|
||||
|
|
124
ai/ant05.txt
124
ai/ant05.txt
|
@ -1,62 +1,62 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i;
|
||||
object p;
|
||||
float dist, prox;
|
||||
point nav1, nav2, dest;
|
||||
boolean advance = true;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
nav1.x = cmdline(0);
|
||||
nav1.y = cmdline(1);
|
||||
nav2.x = cmdline(2);
|
||||
nav2.y = cmdline(3);
|
||||
|
||||
while ( true )
|
||||
{
|
||||
p = radar(list, 0, 360, 0, 40);
|
||||
if ( p == null )
|
||||
{
|
||||
while ( true )
|
||||
{
|
||||
goto(nav1);
|
||||
p = radar(list, 0, 360, 0, 40);
|
||||
if ( p != null ) break;
|
||||
|
||||
goto(nav2);
|
||||
p = radar(list, 0, 360, 0, 40);
|
||||
if ( p != null ) break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
fire(p.position);
|
||||
}
|
||||
}
|
||||
}
|
||||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i;
|
||||
object p;
|
||||
float dist, prox;
|
||||
point nav1, nav2, dest;
|
||||
boolean advance = true;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
nav1.x = cmdline(0);
|
||||
nav1.y = cmdline(1);
|
||||
nav2.x = cmdline(2);
|
||||
nav2.y = cmdline(3);
|
||||
|
||||
while ( true )
|
||||
{
|
||||
p = radar(list, 0, 360, 0, 40);
|
||||
if ( p == null )
|
||||
{
|
||||
while ( true )
|
||||
{
|
||||
goto(nav1);
|
||||
p = radar(list, 0, 360, 0, 40);
|
||||
if ( p != null ) break;
|
||||
|
||||
goto(nav2);
|
||||
p = radar(list, 0, 360, 0, 40);
|
||||
if ( p != null ) break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
fire(p.position);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
36
ai/ant06.txt
36
ai/ant06.txt
|
@ -1,18 +1,18 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
point nav1, nav2;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
nav1.x = cmdline(0);
|
||||
nav1.y = cmdline(1);
|
||||
nav2.x = cmdline(2);
|
||||
nav2.y = cmdline(3);
|
||||
|
||||
while ( true )
|
||||
{
|
||||
goto(nav1);
|
||||
goto(nav2);
|
||||
}
|
||||
}
|
||||
extern void object::Attack( )
|
||||
{
|
||||
point nav1, nav2;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
nav1.x = cmdline(0);
|
||||
nav1.y = cmdline(1);
|
||||
nav2.x = cmdline(2);
|
||||
nav2.y = cmdline(3);
|
||||
|
||||
while ( true )
|
||||
{
|
||||
goto(nav1);
|
||||
goto(nav2);
|
||||
}
|
||||
}
|
||||
|
|
172
ai/ant07.txt
172
ai/ant07.txt
|
@ -1,86 +1,86 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
int list[];
|
||||
int i;
|
||||
object p;
|
||||
float dist, prox;
|
||||
point nav1, nav2, dest;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
list[i++] = Derrick;
|
||||
list[i++] = BotFactory;
|
||||
list[i++] = PowerStation;
|
||||
list[i++] = Converter;
|
||||
list[i++] = RepairCenter;
|
||||
list[i++] = DefenseTower;
|
||||
list[i++] = ResearchCenter;
|
||||
list[i++] = RadarStation;
|
||||
list[i++] = ExchangePost;
|
||||
list[i++] = PowerPlant;
|
||||
list[i++] = AutoLab;
|
||||
list[i++] = NuclearPlant;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
p = radar(list, 0, 360, 0, 30);
|
||||
if ( p == null )
|
||||
{
|
||||
nav1.x = position.x-5;
|
||||
nav1.y = position.y;
|
||||
nav2.x = position.x+5;
|
||||
nav2.y = position.y;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
goto(nav1);
|
||||
p = radar(list, 0, 360, 0, 30);
|
||||
if ( p != null ) break;
|
||||
|
||||
goto(nav2);
|
||||
p = radar(list, 0, 360, 0, 30);
|
||||
if ( p != null ) break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
dist = distance(p.position, position);
|
||||
if ( dist < 5 )
|
||||
{
|
||||
fire(p.position);
|
||||
}
|
||||
else
|
||||
{
|
||||
prox = dist+5; // fuite
|
||||
dest.x = (position.x-p.position.x)*prox/dist + p.position.x;
|
||||
dest.y = (position.y-p.position.y)*prox/dist + p.position.y;
|
||||
dest.z = (position.z-p.position.z)*prox/dist + p.position.z;
|
||||
goto(dest);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
extern void object::Attack( )
|
||||
{
|
||||
int list[];
|
||||
int i;
|
||||
object p;
|
||||
float dist, prox;
|
||||
point nav1, nav2, dest;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
list[i++] = Derrick;
|
||||
list[i++] = BotFactory;
|
||||
list[i++] = PowerStation;
|
||||
list[i++] = Converter;
|
||||
list[i++] = RepairCenter;
|
||||
list[i++] = DefenseTower;
|
||||
list[i++] = ResearchCenter;
|
||||
list[i++] = RadarStation;
|
||||
list[i++] = ExchangePost;
|
||||
list[i++] = PowerPlant;
|
||||
list[i++] = AutoLab;
|
||||
list[i++] = NuclearPlant;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
p = radar(list, 0, 360, 0, 30);
|
||||
if ( p == null )
|
||||
{
|
||||
nav1.x = position.x-5;
|
||||
nav1.y = position.y;
|
||||
nav2.x = position.x+5;
|
||||
nav2.y = position.y;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
goto(nav1);
|
||||
p = radar(list, 0, 360, 0, 30);
|
||||
if ( p != null ) break;
|
||||
|
||||
goto(nav2);
|
||||
p = radar(list, 0, 360, 0, 30);
|
||||
if ( p != null ) break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
dist = distance(p.position, position);
|
||||
if ( dist < 5 )
|
||||
{
|
||||
fire(p.position);
|
||||
}
|
||||
else
|
||||
{
|
||||
prox = dist+5; // fuite
|
||||
dest.x = (position.x-p.position.x)*prox/dist + p.position.x;
|
||||
dest.y = (position.y-p.position.y)*prox/dist + p.position.y;
|
||||
dest.z = (position.z-p.position.z)*prox/dist + p.position.z;
|
||||
goto(dest);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
134
ai/ant08.txt
134
ai/ant08.txt
|
@ -1,67 +1,67 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i;
|
||||
object p;
|
||||
float dist, prox;
|
||||
point nav1, nav2, dest;
|
||||
boolean advance = true;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
nav1.x = cmdline(0);
|
||||
nav1.y = cmdline(1);
|
||||
nav2.x = cmdline(2);
|
||||
nav2.y = cmdline(3);
|
||||
|
||||
while ( true )
|
||||
{
|
||||
while ( ismovie() != 0 ) // film en cours ?
|
||||
{
|
||||
wait(1);
|
||||
}
|
||||
|
||||
p = radar(list, 0, 360, 0, 40);
|
||||
if ( p == null )
|
||||
{
|
||||
while ( true )
|
||||
{
|
||||
goto(nav1);
|
||||
p = radar(list, 0, 360, 0, 40);
|
||||
if ( p != null ) break;
|
||||
|
||||
goto(nav2);
|
||||
p = radar(list, 0, 360, 0, 40);
|
||||
if ( p != null ) break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
fire(p.position);
|
||||
}
|
||||
}
|
||||
}
|
||||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i;
|
||||
object p;
|
||||
float dist, prox;
|
||||
point nav1, nav2, dest;
|
||||
boolean advance = true;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
nav1.x = cmdline(0);
|
||||
nav1.y = cmdline(1);
|
||||
nav2.x = cmdline(2);
|
||||
nav2.y = cmdline(3);
|
||||
|
||||
while ( true )
|
||||
{
|
||||
while ( ismovie() != 0 ) // film en cours ?
|
||||
{
|
||||
wait(1);
|
||||
}
|
||||
|
||||
p = radar(list, 0, 360, 0, 40);
|
||||
if ( p == null )
|
||||
{
|
||||
while ( true )
|
||||
{
|
||||
goto(nav1);
|
||||
p = radar(list, 0, 360, 0, 40);
|
||||
if ( p != null ) break;
|
||||
|
||||
goto(nav2);
|
||||
p = radar(list, 0, 360, 0, 40);
|
||||
if ( p != null ) break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
fire(p.position);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
182
ai/ant09.txt
182
ai/ant09.txt
|
@ -1,91 +1,91 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
int list[];
|
||||
int i;
|
||||
object p;
|
||||
float dist, prox;
|
||||
point nav1, nav2, dest;
|
||||
boolean advance = true;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
list[i++] = Derrick;
|
||||
list[i++] = BotFactory;
|
||||
list[i++] = PowerStation;
|
||||
list[i++] = Converter;
|
||||
list[i++] = RepairCenter;
|
||||
list[i++] = DefenseTower;
|
||||
list[i++] = ResearchCenter;
|
||||
list[i++] = RadarStation;
|
||||
list[i++] = ExchangePost;
|
||||
list[i++] = PowerPlant;
|
||||
list[i++] = AutoLab;
|
||||
list[i++] = NuclearPlant;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
p = radar(list, 0, 360, 0, 200);
|
||||
if ( p == null )
|
||||
{
|
||||
nav1.x = position.x-5;
|
||||
nav1.y = position.y;
|
||||
nav2.x = position.x+5;
|
||||
nav2.y = position.y;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
goto(nav1);
|
||||
p = radar(list, 0, 360, 0, 200);
|
||||
if ( p != null ) break;
|
||||
|
||||
goto(nav2);
|
||||
p = radar(list, 0, 360, 0, 200);
|
||||
if ( p != null ) break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
dist = distance(p.position, position);
|
||||
if ( dist <= 40 && !advance )
|
||||
{
|
||||
fire(p.position);
|
||||
advance = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
prox = dist-5;
|
||||
if ( prox > 40 ) prox = 40;
|
||||
if ( prox < 5 ) prox = 5;
|
||||
dest.x = (position.x-p.position.x)*prox/dist + p.position.x;
|
||||
dest.y = (position.y-p.position.y)*prox/dist + p.position.y;
|
||||
dest.z = (position.z-p.position.z)*prox/dist + p.position.z;
|
||||
goto(dest);
|
||||
advance = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
extern void object::Attack( )
|
||||
{
|
||||
int list[];
|
||||
int i;
|
||||
object p;
|
||||
float dist, prox;
|
||||
point nav1, nav2, dest;
|
||||
boolean advance = true;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
list[i++] = Derrick;
|
||||
list[i++] = BotFactory;
|
||||
list[i++] = PowerStation;
|
||||
list[i++] = Converter;
|
||||
list[i++] = RepairCenter;
|
||||
list[i++] = DefenseTower;
|
||||
list[i++] = ResearchCenter;
|
||||
list[i++] = RadarStation;
|
||||
list[i++] = ExchangePost;
|
||||
list[i++] = PowerPlant;
|
||||
list[i++] = AutoLab;
|
||||
list[i++] = NuclearPlant;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
p = radar(list, 0, 360, 0, 200);
|
||||
if ( p == null )
|
||||
{
|
||||
nav1.x = position.x-5;
|
||||
nav1.y = position.y;
|
||||
nav2.x = position.x+5;
|
||||
nav2.y = position.y;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
goto(nav1);
|
||||
p = radar(list, 0, 360, 0, 200);
|
||||
if ( p != null ) break;
|
||||
|
||||
goto(nav2);
|
||||
p = radar(list, 0, 360, 0, 200);
|
||||
if ( p != null ) break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
dist = distance(p.position, position);
|
||||
if ( dist <= 40 && !advance )
|
||||
{
|
||||
fire(p.position);
|
||||
advance = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
prox = dist-5;
|
||||
if ( prox > 40 ) prox = 40;
|
||||
if ( prox < 5 ) prox = 5;
|
||||
dest.x = (position.x-p.position.x)*prox/dist + p.position.x;
|
||||
dest.y = (position.y-p.position.y)*prox/dist + p.position.y;
|
||||
dest.z = (position.z-p.position.z)*prox/dist + p.position.z;
|
||||
goto(dest);
|
||||
advance = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
186
ai/ant10.txt
186
ai/ant10.txt
|
@ -1,93 +1,93 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
int list[];
|
||||
int i;
|
||||
object p;
|
||||
float dist, prox;
|
||||
point dest;
|
||||
boolean advance = true;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
list[i++] = Derrick;
|
||||
list[i++] = BotFactory;
|
||||
list[i++] = PowerStation;
|
||||
list[i++] = Converter;
|
||||
list[i++] = RepairCenter;
|
||||
list[i++] = DefenseTower;
|
||||
list[i++] = ResearchCenter;
|
||||
list[i++] = RadarStation;
|
||||
list[i++] = ExchangePost;
|
||||
list[i++] = PowerPlant;
|
||||
list[i++] = AutoLab;
|
||||
list[i++] = NuclearPlant;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
p = radar(list, 0, 360, 0, 1000);
|
||||
if ( p == null )
|
||||
{
|
||||
wait(2);
|
||||
}
|
||||
else
|
||||
{
|
||||
dist = distance(p.position, position);
|
||||
if ( dist <= 40 && !advance )
|
||||
{
|
||||
fire(p.position);
|
||||
advance = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
//? if ( RetBaseDistance() > 20 )
|
||||
{
|
||||
prox = dist-(5+rand()*5);
|
||||
if ( prox < 5 ) prox = 5;
|
||||
dest.x = (position.x-p.position.x)*prox/dist + p.position.x;
|
||||
dest.y = (position.y-p.position.y)*prox/dist + p.position.y;
|
||||
dest.z = (position.z-p.position.z)*prox/dist + p.position.z;
|
||||
goto(dest);
|
||||
advance = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Calcule la distance jusqu'à la base.
|
||||
|
||||
float object::RetBaseDistance()
|
||||
{
|
||||
object p;
|
||||
float dist;
|
||||
|
||||
p = radar(SpaceShip, 0, 360, 0, 1000);
|
||||
if ( p == null ) return 1000;
|
||||
dist = distance(p.position, position);
|
||||
return dist;
|
||||
}
|
||||
|
||||
extern void object::Attack( )
|
||||
{
|
||||
int list[];
|
||||
int i;
|
||||
object p;
|
||||
float dist, prox;
|
||||
point dest;
|
||||
boolean advance = true;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
list[i++] = Derrick;
|
||||
list[i++] = BotFactory;
|
||||
list[i++] = PowerStation;
|
||||
list[i++] = Converter;
|
||||
list[i++] = RepairCenter;
|
||||
list[i++] = DefenseTower;
|
||||
list[i++] = ResearchCenter;
|
||||
list[i++] = RadarStation;
|
||||
list[i++] = ExchangePost;
|
||||
list[i++] = PowerPlant;
|
||||
list[i++] = AutoLab;
|
||||
list[i++] = NuclearPlant;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
p = radar(list, 0, 360, 0, 1000);
|
||||
if ( p == null )
|
||||
{
|
||||
wait(2);
|
||||
}
|
||||
else
|
||||
{
|
||||
dist = distance(p.position, position);
|
||||
if ( dist <= 40 && !advance )
|
||||
{
|
||||
fire(p.position);
|
||||
advance = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
//? if ( RetBaseDistance() > 20 )
|
||||
{
|
||||
prox = dist-(5+rand()*5);
|
||||
if ( prox < 5 ) prox = 5;
|
||||
dest.x = (position.x-p.position.x)*prox/dist + p.position.x;
|
||||
dest.y = (position.y-p.position.y)*prox/dist + p.position.y;
|
||||
dest.z = (position.z-p.position.z)*prox/dist + p.position.z;
|
||||
goto(dest);
|
||||
advance = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Calcule la distance jusqu'à la base.
|
||||
|
||||
float object::RetBaseDistance()
|
||||
{
|
||||
object p;
|
||||
float dist;
|
||||
|
||||
p = radar(SpaceShip, 0, 360, 0, 1000);
|
||||
if ( p == null ) return 1000;
|
||||
dist = distance(p.position, position);
|
||||
return dist;
|
||||
}
|
||||
|
||||
|
|
190
ai/ant11.txt
190
ai/ant11.txt
|
@ -1,95 +1,95 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
int list[];
|
||||
int i;
|
||||
object p;
|
||||
float dist, prox;
|
||||
point dest;
|
||||
boolean advance = true;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
list[i++] = Derrick;
|
||||
list[i++] = BotFactory;
|
||||
list[i++] = PowerStation;
|
||||
list[i++] = Converter;
|
||||
list[i++] = RepairCenter;
|
||||
list[i++] = DefenseTower;
|
||||
list[i++] = ResearchCenter;
|
||||
list[i++] = RadarStation;
|
||||
list[i++] = ExchangePost;
|
||||
list[i++] = PowerPlant;
|
||||
list[i++] = AutoLab;
|
||||
list[i++] = NuclearPlant;
|
||||
|
||||
wait(cmdline(0));
|
||||
|
||||
while ( true )
|
||||
{
|
||||
p = radar(list, 0, 360, 0, 1000);
|
||||
if ( p == null )
|
||||
{
|
||||
wait(2);
|
||||
}
|
||||
else
|
||||
{
|
||||
dist = distance(p.position, position);
|
||||
if ( dist <= 20 && !advance )
|
||||
{
|
||||
fire(p.position);
|
||||
advance = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
//? if ( RetBaseDistance() > 20 )
|
||||
{
|
||||
prox = dist-(5+rand()*5);
|
||||
if ( prox < 5 ) prox = 5;
|
||||
dest.x = (position.x-p.position.x)*prox/dist + p.position.x;
|
||||
dest.y = (position.y-p.position.y)*prox/dist + p.position.y;
|
||||
dest.z = (position.z-p.position.z)*prox/dist + p.position.z;
|
||||
goto(dest, 0, 6);
|
||||
advance = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Calcule la distance jusqu'à la base.
|
||||
|
||||
float object::RetBaseDistance()
|
||||
{
|
||||
object p;
|
||||
float dist;
|
||||
|
||||
p = radar(SpaceShip, 0, 360, 0, 1000);
|
||||
if ( p == null ) return 1000;
|
||||
dist = distance(p.position, position);
|
||||
return dist;
|
||||
}
|
||||
|
||||
extern void object::Attack( )
|
||||
{
|
||||
int list[];
|
||||
int i;
|
||||
object p;
|
||||
float dist, prox;
|
||||
point dest;
|
||||
boolean advance = true;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
list[i++] = Derrick;
|
||||
list[i++] = BotFactory;
|
||||
list[i++] = PowerStation;
|
||||
list[i++] = Converter;
|
||||
list[i++] = RepairCenter;
|
||||
list[i++] = DefenseTower;
|
||||
list[i++] = ResearchCenter;
|
||||
list[i++] = RadarStation;
|
||||
list[i++] = ExchangePost;
|
||||
list[i++] = PowerPlant;
|
||||
list[i++] = AutoLab;
|
||||
list[i++] = NuclearPlant;
|
||||
|
||||
wait(cmdline(0));
|
||||
|
||||
while ( true )
|
||||
{
|
||||
p = radar(list, 0, 360, 0, 1000);
|
||||
if ( p == null )
|
||||
{
|
||||
wait(2);
|
||||
}
|
||||
else
|
||||
{
|
||||
dist = distance(p.position, position);
|
||||
if ( dist <= 20 && !advance )
|
||||
{
|
||||
fire(p.position);
|
||||
advance = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
//? if ( RetBaseDistance() > 20 )
|
||||
{
|
||||
prox = dist-(5+rand()*5);
|
||||
if ( prox < 5 ) prox = 5;
|
||||
dest.x = (position.x-p.position.x)*prox/dist + p.position.x;
|
||||
dest.y = (position.y-p.position.y)*prox/dist + p.position.y;
|
||||
dest.z = (position.z-p.position.z)*prox/dist + p.position.z;
|
||||
goto(dest, 0, 6);
|
||||
advance = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Calcule la distance jusqu'à la base.
|
||||
|
||||
float object::RetBaseDistance()
|
||||
{
|
||||
object p;
|
||||
float dist;
|
||||
|
||||
p = radar(SpaceShip, 0, 360, 0, 1000);
|
||||
if ( p == null ) return 1000;
|
||||
dist = distance(p.position, position);
|
||||
return dist;
|
||||
}
|
||||
|
||||
|
|
184
ai/ant12.txt
184
ai/ant12.txt
|
@ -1,92 +1,92 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i;
|
||||
object p;
|
||||
float dist, prox;
|
||||
point nav1, nav2, dest;
|
||||
boolean lock, advance;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
nav1.x = cmdline(0);
|
||||
nav1.y = cmdline(1);
|
||||
nav2.x = cmdline(2);
|
||||
nav2.y = cmdline(3);
|
||||
|
||||
lock = false;
|
||||
while ( !lock )
|
||||
{
|
||||
p = radar(list, 0, 360, 0, 40);
|
||||
if ( p != null )
|
||||
{
|
||||
fire(p.position);
|
||||
lock = true;
|
||||
break;
|
||||
}
|
||||
goto(nav1);
|
||||
|
||||
p = radar(list, 0, 360, 0, 40);
|
||||
if ( p != null )
|
||||
{
|
||||
fire(p.position);
|
||||
lock = true;
|
||||
break;
|
||||
}
|
||||
goto(nav2);
|
||||
}
|
||||
|
||||
advance = true;
|
||||
while ( true )
|
||||
{
|
||||
p = radar(list, 0, 360, 0, 1000);
|
||||
if ( p == null )
|
||||
{
|
||||
wait(1);
|
||||
}
|
||||
else
|
||||
{
|
||||
dist = distance(p.position, position);
|
||||
if ( dist <= 40 && !advance )
|
||||
{
|
||||
fire(p.position);
|
||||
advance = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
prox = dist-5;
|
||||
if ( prox > 40 ) prox = 40;
|
||||
if ( prox < 5 ) prox = 5;
|
||||
dest.x = (position.x-p.position.x)*prox/dist + p.position.x;
|
||||
dest.y = (position.y-p.position.y)*prox/dist + p.position.y;
|
||||
dest.z = (position.z-p.position.z)*prox/dist + p.position.z;
|
||||
goto(dest);
|
||||
advance = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i;
|
||||
object p;
|
||||
float dist, prox;
|
||||
point nav1, nav2, dest;
|
||||
boolean lock, advance;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
nav1.x = cmdline(0);
|
||||
nav1.y = cmdline(1);
|
||||
nav2.x = cmdline(2);
|
||||
nav2.y = cmdline(3);
|
||||
|
||||
lock = false;
|
||||
while ( !lock )
|
||||
{
|
||||
p = radar(list, 0, 360, 0, 40);
|
||||
if ( p != null )
|
||||
{
|
||||
fire(p.position);
|
||||
lock = true;
|
||||
break;
|
||||
}
|
||||
goto(nav1);
|
||||
|
||||
p = radar(list, 0, 360, 0, 40);
|
||||
if ( p != null )
|
||||
{
|
||||
fire(p.position);
|
||||
lock = true;
|
||||
break;
|
||||
}
|
||||
goto(nav2);
|
||||
}
|
||||
|
||||
advance = true;
|
||||
while ( true )
|
||||
{
|
||||
p = radar(list, 0, 360, 0, 1000);
|
||||
if ( p == null )
|
||||
{
|
||||
wait(1);
|
||||
}
|
||||
else
|
||||
{
|
||||
dist = distance(p.position, position);
|
||||
if ( dist <= 40 && !advance )
|
||||
{
|
||||
fire(p.position);
|
||||
advance = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
prox = dist-5;
|
||||
if ( prox > 40 ) prox = 40;
|
||||
if ( prox < 5 ) prox = 5;
|
||||
dest.x = (position.x-p.position.x)*prox/dist + p.position.x;
|
||||
dest.y = (position.y-p.position.y)*prox/dist + p.position.y;
|
||||
dest.z = (position.z-p.position.z)*prox/dist + p.position.z;
|
||||
goto(dest);
|
||||
advance = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
290
ai/antatt30.txt
290
ai/antatt30.txt
|
@ -1,145 +1,145 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
point lastPos; // dernière position (pr test si bloquée)
|
||||
float distTar; // distance de la cible
|
||||
float dirTar; // direction de la cible
|
||||
float r; // valeur aléatoire
|
||||
float mp; // puissance moteur
|
||||
float tangle; // angle d'esquive en cas d'eau
|
||||
boolean ifmove; // si on avance en tirant ou pas
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
list[i++] = Derrick;
|
||||
list[i++] = BotFactory;
|
||||
list[i++] = PowerStation;
|
||||
list[i++] = Converter;
|
||||
list[i++] = RepairCenter;
|
||||
list[i++] = DefenseTower;
|
||||
list[i++] = ResearchCenter;
|
||||
list[i++] = RadarStation;
|
||||
list[i++] = ExchangePost;
|
||||
list[i++] = PowerPlant;
|
||||
list[i++] = AutoLab;
|
||||
list[i++] = NuclearPlant;
|
||||
|
||||
wait(cmdline(0)); // attend pour entrer en action
|
||||
lastPos = position; // initialise
|
||||
ifmove = true;
|
||||
while ( true ) // répète à l'infini
|
||||
{
|
||||
target = radar(list);
|
||||
dirTar = direction(target.position);
|
||||
distTar = distance(position, target.position);
|
||||
if(distTar<30)
|
||||
{
|
||||
turn(dirTar);
|
||||
fire(target.position);
|
||||
target = radar(list);
|
||||
turn(direction(target.position));
|
||||
for(int i=0; i<3; i=i+1)
|
||||
{
|
||||
if(topo(position)<2 or distance(position, target.position) < 8 or !ifmove)
|
||||
{
|
||||
ifmove = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
lastPos = position;
|
||||
motor(1,1);
|
||||
wait(0.5);
|
||||
if (distance(position, lastPos) < 0.2) ifmove = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ifmove = true;
|
||||
if (distance(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
lastPos = position;
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
target = radar(list);
|
||||
turn(direction(target.position));
|
||||
}
|
||||
else
|
||||
{
|
||||
lastPos = position;
|
||||
if (topo(position)>1)
|
||||
{
|
||||
mp = direction(target.position)/180;
|
||||
//if (mp>1) mp = 1;
|
||||
//if (mp<-1) mp = -1;
|
||||
if (mp>0)
|
||||
{
|
||||
motor(1-mp,1);
|
||||
}
|
||||
else
|
||||
{
|
||||
motor(1,1+mp);
|
||||
}
|
||||
wait(1);
|
||||
}
|
||||
else
|
||||
{
|
||||
motor (-0.5, -0.5);
|
||||
wait(1.5);
|
||||
target = radar(list);
|
||||
turn(direction(target.position));
|
||||
tangle = 0;
|
||||
do
|
||||
{
|
||||
tangle = tangle + 22.5;
|
||||
if (tp(tangle) == 0) break;
|
||||
tangle = -tangle;
|
||||
if (tp(tangle) == 0) break;
|
||||
tangle = -tangle;
|
||||
if (tangle > 180) break;
|
||||
}
|
||||
while (true);
|
||||
turn(tangle);
|
||||
motor(1,1);
|
||||
wait(2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int object::tp(float angle)
|
||||
{
|
||||
point tpoint;
|
||||
|
||||
tpoint.x = position.x + cos(orientation + angle)*10;
|
||||
tpoint.y = position.y + sin(orientation + angle)*10;
|
||||
tpoint.z = 0;
|
||||
if (topo(tpoint) < 1.5) return(1); else return(0);
|
||||
}
|
||||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
point lastPos; // dernière position (pr test si bloquée)
|
||||
float distTar; // distance de la cible
|
||||
float dirTar; // direction de la cible
|
||||
float r; // valeur aléatoire
|
||||
float mp; // puissance moteur
|
||||
float tangle; // angle d'esquive en cas d'eau
|
||||
boolean ifmove; // si on avance en tirant ou pas
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
list[i++] = Derrick;
|
||||
list[i++] = BotFactory;
|
||||
list[i++] = PowerStation;
|
||||
list[i++] = Converter;
|
||||
list[i++] = RepairCenter;
|
||||
list[i++] = DefenseTower;
|
||||
list[i++] = ResearchCenter;
|
||||
list[i++] = RadarStation;
|
||||
list[i++] = ExchangePost;
|
||||
list[i++] = PowerPlant;
|
||||
list[i++] = AutoLab;
|
||||
list[i++] = NuclearPlant;
|
||||
|
||||
wait(cmdline(0)); // attend pour entrer en action
|
||||
lastPos = position; // initialise
|
||||
ifmove = true;
|
||||
while ( true ) // répète à l'infini
|
||||
{
|
||||
target = radar(list);
|
||||
dirTar = direction(target.position);
|
||||
distTar = distance(position, target.position);
|
||||
if(distTar<30)
|
||||
{
|
||||
turn(dirTar);
|
||||
fire(target.position);
|
||||
target = radar(list);
|
||||
turn(direction(target.position));
|
||||
for(int i=0; i<3; i=i+1)
|
||||
{
|
||||
if(topo(position)<2 or distance(position, target.position) < 8 or !ifmove)
|
||||
{
|
||||
ifmove = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
lastPos = position;
|
||||
motor(1,1);
|
||||
wait(0.5);
|
||||
if (distance(position, lastPos) < 0.2) ifmove = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ifmove = true;
|
||||
if (distance(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
lastPos = position;
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
target = radar(list);
|
||||
turn(direction(target.position));
|
||||
}
|
||||
else
|
||||
{
|
||||
lastPos = position;
|
||||
if (topo(position)>1)
|
||||
{
|
||||
mp = direction(target.position)/180;
|
||||
//if (mp>1) mp = 1;
|
||||
//if (mp<-1) mp = -1;
|
||||
if (mp>0)
|
||||
{
|
||||
motor(1-mp,1);
|
||||
}
|
||||
else
|
||||
{
|
||||
motor(1,1+mp);
|
||||
}
|
||||
wait(1);
|
||||
}
|
||||
else
|
||||
{
|
||||
motor (-0.5, -0.5);
|
||||
wait(1.5);
|
||||
target = radar(list);
|
||||
turn(direction(target.position));
|
||||
tangle = 0;
|
||||
do
|
||||
{
|
||||
tangle = tangle + 22.5;
|
||||
if (tp(tangle) == 0) break;
|
||||
tangle = -tangle;
|
||||
if (tp(tangle) == 0) break;
|
||||
tangle = -tangle;
|
||||
if (tangle > 180) break;
|
||||
}
|
||||
while (true);
|
||||
turn(tangle);
|
||||
motor(1,1);
|
||||
wait(2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int object::tp(float angle)
|
||||
{
|
||||
point tpoint;
|
||||
|
||||
tpoint.x = position.x + cos(orientation + angle)*10;
|
||||
tpoint.y = position.y + sin(orientation + angle)*10;
|
||||
tpoint.z = 0;
|
||||
if (topo(tpoint) < 1.5) return(1); else return(0);
|
||||
}
|
||||
|
|
290
ai/antattaw.txt
290
ai/antattaw.txt
|
@ -1,145 +1,145 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
point lastPos; // dernière position (pr test si bloquée)
|
||||
float distTar; // distance de la cible
|
||||
float dirTar; // direction de la cible
|
||||
float r; // valeur aléatoire
|
||||
float mp; // puissance moteur
|
||||
float tangle; // angle d'esquive en cas d'eau
|
||||
boolean ifmove; // si on avance en tirant ou pas
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
list[i++] = Derrick;
|
||||
list[i++] = BotFactory;
|
||||
list[i++] = PowerStation;
|
||||
list[i++] = Converter;
|
||||
list[i++] = RepairCenter;
|
||||
list[i++] = DefenseTower;
|
||||
list[i++] = ResearchCenter;
|
||||
list[i++] = RadarStation;
|
||||
list[i++] = ExchangePost;
|
||||
list[i++] = PowerPlant;
|
||||
list[i++] = AutoLab;
|
||||
list[i++] = NuclearPlant;
|
||||
|
||||
wait(cmdline(0)); // attend pour entrer en action
|
||||
lastPos = position; // initialise
|
||||
ifmove = true;
|
||||
while ( true ) // répète à l'infini
|
||||
{
|
||||
target = radar(list);
|
||||
dirTar = direction(target.position);
|
||||
distTar = distance(position, target.position);
|
||||
if(distTar<40)
|
||||
{
|
||||
turn(dirTar);
|
||||
fire(target.position);
|
||||
target = radar(list);
|
||||
turn(direction(target.position));
|
||||
for(int i=0; i<3; i=i+1)
|
||||
{
|
||||
if(topo(position)<2 or distance(position, target.position) < 8 or !ifmove)
|
||||
{
|
||||
ifmove = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
lastPos = position;
|
||||
motor(1,1);
|
||||
wait(0.5);
|
||||
if (distance(position, lastPos) < 0.2) ifmove = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ifmove = true;
|
||||
if (distance(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
lastPos = position;
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
target = radar(list);
|
||||
turn(direction(target.position));
|
||||
}
|
||||
else
|
||||
{
|
||||
lastPos = position;
|
||||
if (topo(position)>1)
|
||||
{
|
||||
mp = direction(target.position)/180;
|
||||
//if (mp>1) mp = 1;
|
||||
//if (mp<-1) mp = -1;
|
||||
if (mp>0)
|
||||
{
|
||||
motor(1-mp,1);
|
||||
}
|
||||
else
|
||||
{
|
||||
motor(1,1+mp);
|
||||
}
|
||||
wait(1);
|
||||
}
|
||||
else
|
||||
{
|
||||
motor (-0.5, -0.5);
|
||||
wait(1.5);
|
||||
target = radar(list);
|
||||
turn(direction(target.position));
|
||||
tangle = 0;
|
||||
do
|
||||
{
|
||||
tangle = tangle + 22.5;
|
||||
if (tp(tangle) == 0) break;
|
||||
tangle = -tangle;
|
||||
if (tp(tangle) == 0) break;
|
||||
tangle = -tangle;
|
||||
if (tangle > 180) break;
|
||||
}
|
||||
while (true);
|
||||
turn(tangle);
|
||||
motor(1,1);
|
||||
wait(2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int object::tp(float angle)
|
||||
{
|
||||
point tpoint;
|
||||
|
||||
tpoint.x = position.x + cos(orientation + angle)*10;
|
||||
tpoint.y = position.y + sin(orientation + angle)*10;
|
||||
tpoint.z = 0;
|
||||
if (topo(tpoint) < 1.5) return(1); else return(0);
|
||||
}
|
||||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
point lastPos; // dernière position (pr test si bloquée)
|
||||
float distTar; // distance de la cible
|
||||
float dirTar; // direction de la cible
|
||||
float r; // valeur aléatoire
|
||||
float mp; // puissance moteur
|
||||
float tangle; // angle d'esquive en cas d'eau
|
||||
boolean ifmove; // si on avance en tirant ou pas
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
list[i++] = Derrick;
|
||||
list[i++] = BotFactory;
|
||||
list[i++] = PowerStation;
|
||||
list[i++] = Converter;
|
||||
list[i++] = RepairCenter;
|
||||
list[i++] = DefenseTower;
|
||||
list[i++] = ResearchCenter;
|
||||
list[i++] = RadarStation;
|
||||
list[i++] = ExchangePost;
|
||||
list[i++] = PowerPlant;
|
||||
list[i++] = AutoLab;
|
||||
list[i++] = NuclearPlant;
|
||||
|
||||
wait(cmdline(0)); // attend pour entrer en action
|
||||
lastPos = position; // initialise
|
||||
ifmove = true;
|
||||
while ( true ) // répète à l'infini
|
||||
{
|
||||
target = radar(list);
|
||||
dirTar = direction(target.position);
|
||||
distTar = distance(position, target.position);
|
||||
if(distTar<40)
|
||||
{
|
||||
turn(dirTar);
|
||||
fire(target.position);
|
||||
target = radar(list);
|
||||
turn(direction(target.position));
|
||||
for(int i=0; i<3; i=i+1)
|
||||
{
|
||||
if(topo(position)<2 or distance(position, target.position) < 8 or !ifmove)
|
||||
{
|
||||
ifmove = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
lastPos = position;
|
||||
motor(1,1);
|
||||
wait(0.5);
|
||||
if (distance(position, lastPos) < 0.2) ifmove = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ifmove = true;
|
||||
if (distance(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
lastPos = position;
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
target = radar(list);
|
||||
turn(direction(target.position));
|
||||
}
|
||||
else
|
||||
{
|
||||
lastPos = position;
|
||||
if (topo(position)>1)
|
||||
{
|
||||
mp = direction(target.position)/180;
|
||||
//if (mp>1) mp = 1;
|
||||
//if (mp<-1) mp = -1;
|
||||
if (mp>0)
|
||||
{
|
||||
motor(1-mp,1);
|
||||
}
|
||||
else
|
||||
{
|
||||
motor(1,1+mp);
|
||||
}
|
||||
wait(1);
|
||||
}
|
||||
else
|
||||
{
|
||||
motor (-0.5, -0.5);
|
||||
wait(1.5);
|
||||
target = radar(list);
|
||||
turn(direction(target.position));
|
||||
tangle = 0;
|
||||
do
|
||||
{
|
||||
tangle = tangle + 22.5;
|
||||
if (tp(tangle) == 0) break;
|
||||
tangle = -tangle;
|
||||
if (tp(tangle) == 0) break;
|
||||
tangle = -tangle;
|
||||
if (tangle > 180) break;
|
||||
}
|
||||
while (true);
|
||||
turn(tangle);
|
||||
motor(1,1);
|
||||
wait(2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int object::tp(float angle)
|
||||
{
|
||||
point tpoint;
|
||||
|
||||
tpoint.x = position.x + cos(orientation + angle)*10;
|
||||
tpoint.y = position.y + sin(orientation + angle)*10;
|
||||
tpoint.z = 0;
|
||||
if (topo(tpoint) < 1.5) return(1); else return(0);
|
||||
}
|
||||
|
|
290
ai/antattsw.txt
290
ai/antattsw.txt
|
@ -1,145 +1,145 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
point lastPos; // dernière position (pr test si bloquée)
|
||||
float distTar; // distance de la cible
|
||||
float dirTar; // direction de la cible
|
||||
float r; // valeur aléatoire
|
||||
float mp; // puissance moteur
|
||||
float tangle; // angle d'esquive en cas d'eau
|
||||
boolean ifmove; // si on avance en tirant ou pas
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
list[i++] = Derrick;
|
||||
list[i++] = BotFactory;
|
||||
list[i++] = PowerStation;
|
||||
list[i++] = Converter;
|
||||
list[i++] = RepairCenter;
|
||||
list[i++] = DefenseTower;
|
||||
list[i++] = ResearchCenter;
|
||||
list[i++] = RadarStation;
|
||||
list[i++] = ExchangePost;
|
||||
list[i++] = PowerPlant;
|
||||
list[i++] = AutoLab;
|
||||
list[i++] = NuclearPlant;
|
||||
|
||||
// wait(cmdline(0)); // attend pour entrer en action
|
||||
lastPos = position; // initialise
|
||||
ifmove = true;
|
||||
while ( true ) // répète à l'infini
|
||||
{
|
||||
target = radar(list);
|
||||
dirTar = direction(target.position);
|
||||
distTar = distance(position, target.position);
|
||||
if(distTar<40)
|
||||
{
|
||||
turn(dirTar);
|
||||
fire(target.position);
|
||||
target = radar(list);
|
||||
turn(direction(target.position));
|
||||
for(int i=0; i<3; i=i+1)
|
||||
{
|
||||
if(topo(position)<2 or distance(position, target.position) < 8 or !ifmove)
|
||||
{
|
||||
ifmove = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
lastPos = position;
|
||||
motor(1,1);
|
||||
wait(0.5);
|
||||
if (distance(position, lastPos) < 0.2) ifmove = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ifmove = true;
|
||||
if (distance(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
lastPos = position;
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
target = radar(list);
|
||||
turn(direction(target.position));
|
||||
}
|
||||
else
|
||||
{
|
||||
lastPos = position;
|
||||
if (topo(position)>1)
|
||||
{
|
||||
mp = direction(target.position)/180;
|
||||
//if (mp>1) mp = 1;
|
||||
//if (mp<-1) mp = -1;
|
||||
if (mp>0)
|
||||
{
|
||||
motor(1-mp,1);
|
||||
}
|
||||
else
|
||||
{
|
||||
motor(1,1+mp);
|
||||
}
|
||||
wait(1);
|
||||
}
|
||||
else
|
||||
{
|
||||
motor (-0.5, -0.5);
|
||||
wait(1.5);
|
||||
target = radar(list);
|
||||
turn(direction(target.position));
|
||||
tangle = 0;
|
||||
do
|
||||
{
|
||||
tangle = tangle + 22.5;
|
||||
if (tp(tangle) == 0) break;
|
||||
tangle = -tangle;
|
||||
if (tp(tangle) == 0) break;
|
||||
tangle = -tangle;
|
||||
if (tangle > 180) break;
|
||||
}
|
||||
while (true);
|
||||
turn(tangle);
|
||||
motor(1,1);
|
||||
wait(2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int object::tp(float angle)
|
||||
{
|
||||
point tpoint;
|
||||
|
||||
tpoint.x = position.x + cos(orientation + angle)*10;
|
||||
tpoint.y = position.y + sin(orientation + angle)*10;
|
||||
tpoint.z = 0;
|
||||
if (topo(tpoint) < 1.5) return(1); else return(0);
|
||||
}
|
||||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
point lastPos; // dernière position (pr test si bloquée)
|
||||
float distTar; // distance de la cible
|
||||
float dirTar; // direction de la cible
|
||||
float r; // valeur aléatoire
|
||||
float mp; // puissance moteur
|
||||
float tangle; // angle d'esquive en cas d'eau
|
||||
boolean ifmove; // si on avance en tirant ou pas
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
list[i++] = Derrick;
|
||||
list[i++] = BotFactory;
|
||||
list[i++] = PowerStation;
|
||||
list[i++] = Converter;
|
||||
list[i++] = RepairCenter;
|
||||
list[i++] = DefenseTower;
|
||||
list[i++] = ResearchCenter;
|
||||
list[i++] = RadarStation;
|
||||
list[i++] = ExchangePost;
|
||||
list[i++] = PowerPlant;
|
||||
list[i++] = AutoLab;
|
||||
list[i++] = NuclearPlant;
|
||||
|
||||
// wait(cmdline(0)); // attend pour entrer en action
|
||||
lastPos = position; // initialise
|
||||
ifmove = true;
|
||||
while ( true ) // répète à l'infini
|
||||
{
|
||||
target = radar(list);
|
||||
dirTar = direction(target.position);
|
||||
distTar = distance(position, target.position);
|
||||
if(distTar<40)
|
||||
{
|
||||
turn(dirTar);
|
||||
fire(target.position);
|
||||
target = radar(list);
|
||||
turn(direction(target.position));
|
||||
for(int i=0; i<3; i=i+1)
|
||||
{
|
||||
if(topo(position)<2 or distance(position, target.position) < 8 or !ifmove)
|
||||
{
|
||||
ifmove = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
lastPos = position;
|
||||
motor(1,1);
|
||||
wait(0.5);
|
||||
if (distance(position, lastPos) < 0.2) ifmove = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ifmove = true;
|
||||
if (distance(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
lastPos = position;
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
target = radar(list);
|
||||
turn(direction(target.position));
|
||||
}
|
||||
else
|
||||
{
|
||||
lastPos = position;
|
||||
if (topo(position)>1)
|
||||
{
|
||||
mp = direction(target.position)/180;
|
||||
//if (mp>1) mp = 1;
|
||||
//if (mp<-1) mp = -1;
|
||||
if (mp>0)
|
||||
{
|
||||
motor(1-mp,1);
|
||||
}
|
||||
else
|
||||
{
|
||||
motor(1,1+mp);
|
||||
}
|
||||
wait(1);
|
||||
}
|
||||
else
|
||||
{
|
||||
motor (-0.5, -0.5);
|
||||
wait(1.5);
|
||||
target = radar(list);
|
||||
turn(direction(target.position));
|
||||
tangle = 0;
|
||||
do
|
||||
{
|
||||
tangle = tangle + 22.5;
|
||||
if (tp(tangle) == 0) break;
|
||||
tangle = -tangle;
|
||||
if (tp(tangle) == 0) break;
|
||||
tangle = -tangle;
|
||||
if (tangle > 180) break;
|
||||
}
|
||||
while (true);
|
||||
turn(tangle);
|
||||
motor(1,1);
|
||||
wait(2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int object::tp(float angle)
|
||||
{
|
||||
point tpoint;
|
||||
|
||||
tpoint.x = position.x + cos(orientation + angle)*10;
|
||||
tpoint.y = position.y + sin(orientation + angle)*10;
|
||||
tpoint.z = 0;
|
||||
if (topo(tpoint) < 1.5) return(1); else return(0);
|
||||
}
|
||||
|
|
230
ai/antec.txt
230
ai/antec.txt
|
@ -1,115 +1,115 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
point center; // coordonnées du centre de la zone
|
||||
point lastPos; // dernière position (pr test si bloquée)
|
||||
float distCent; // rayon de la zone
|
||||
float distLim; // rayon à ne pas dépasser
|
||||
float r; // valeur aléatoire
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
center.x = cmdline(0); // prend les coordonnée
|
||||
center.y = cmdline(1); // du centre de la zone
|
||||
center.z = 0; // à exclure
|
||||
distCent = cmdline(2); // rayon de la zone
|
||||
distLim = cmdline(3);
|
||||
|
||||
lastPos = position; // initialise
|
||||
turn(rand()*360-180);
|
||||
motor(1,1); // en avant toute
|
||||
while ( true ) // répère à l'infini
|
||||
{
|
||||
target = radar(list, 0, 360, 0, 40);
|
||||
if (target == null or topo(position)<0)// pas de cible à proximité
|
||||
{ // ou pieds dans l'eau
|
||||
if (distance2d(position, center) < distCent
|
||||
or distance2d(position, center) > distLim
|
||||
or topo(position)<0)
|
||||
{ // si la fourmi est dans la zone interdite
|
||||
motor(0, 0); //s'arrête
|
||||
wait(0.5); //marque un arrêt
|
||||
motor (-0.5, -0.5);//recule lentement
|
||||
wait (1.5); //attend qu'ait reculé
|
||||
if (distance2d(position, center) < distCent+20)
|
||||
{ //si trop proche du centre
|
||||
if (direction(center)>0) turn(direction(center)-180); else turn(direction(center)+180);
|
||||
motor (1, 1); //puis en avant toute
|
||||
do
|
||||
{
|
||||
wait(1);
|
||||
}
|
||||
while (distance2d(position, center) < distCent or topo(position)<0);
|
||||
}
|
||||
else
|
||||
{ //si trop loin du centre
|
||||
turn(direction(center));
|
||||
motor (1, 1); //puis en avant toute
|
||||
do
|
||||
{
|
||||
wait(1); //tant que pas dans la zone
|
||||
}
|
||||
while (distance2d(position, center) > distLim or topo(position)<0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{ //si elle est bien dans la zone
|
||||
if (distance2d(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
}
|
||||
r = rand();
|
||||
if (r > 0.7)
|
||||
{ //dans un cas sur dix
|
||||
motor (1, 0.8);// tourne à droite
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
if (r < 0.3)
|
||||
{ //dans un cas sur dix
|
||||
motor (0.8, 1);// tourne à gauche
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
lastPos = position;
|
||||
wait(1); //attend un moment
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // si cible à proximité
|
||||
turn(direction(target.position));
|
||||
fire(target.position); // et tire deux fois
|
||||
motor(1,1); // avance
|
||||
wait(1.5); // pendant 1.5 s
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
point center; // coordonnées du centre de la zone
|
||||
point lastPos; // dernière position (pr test si bloquée)
|
||||
float distCent; // rayon de la zone
|
||||
float distLim; // rayon à ne pas dépasser
|
||||
float r; // valeur aléatoire
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
center.x = cmdline(0); // prend les coordonnée
|
||||
center.y = cmdline(1); // du centre de la zone
|
||||
center.z = 0; // à exclure
|
||||
distCent = cmdline(2); // rayon de la zone
|
||||
distLim = cmdline(3);
|
||||
|
||||
lastPos = position; // initialise
|
||||
turn(rand()*360-180);
|
||||
motor(1,1); // en avant toute
|
||||
while ( true ) // répère à l'infini
|
||||
{
|
||||
target = radar(list, 0, 360, 0, 40);
|
||||
if (target == null or topo(position)<0)// pas de cible à proximité
|
||||
{ // ou pieds dans l'eau
|
||||
if (distance2d(position, center) < distCent
|
||||
or distance2d(position, center) > distLim
|
||||
or topo(position)<0)
|
||||
{ // si la fourmi est dans la zone interdite
|
||||
motor(0, 0); //s'arrête
|
||||
wait(0.5); //marque un arrêt
|
||||
motor (-0.5, -0.5);//recule lentement
|
||||
wait (1.5); //attend qu'ait reculé
|
||||
if (distance2d(position, center) < distCent+20)
|
||||
{ //si trop proche du centre
|
||||
if (direction(center)>0) turn(direction(center)-180); else turn(direction(center)+180);
|
||||
motor (1, 1); //puis en avant toute
|
||||
do
|
||||
{
|
||||
wait(1);
|
||||
}
|
||||
while (distance2d(position, center) < distCent or topo(position)<0);
|
||||
}
|
||||
else
|
||||
{ //si trop loin du centre
|
||||
turn(direction(center));
|
||||
motor (1, 1); //puis en avant toute
|
||||
do
|
||||
{
|
||||
wait(1); //tant que pas dans la zone
|
||||
}
|
||||
while (distance2d(position, center) > distLim or topo(position)<0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{ //si elle est bien dans la zone
|
||||
if (distance2d(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
}
|
||||
r = rand();
|
||||
if (r > 0.7)
|
||||
{ //dans un cas sur dix
|
||||
motor (1, 0.8);// tourne à droite
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
if (r < 0.3)
|
||||
{ //dans un cas sur dix
|
||||
motor (0.8, 1);// tourne à gauche
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
lastPos = position;
|
||||
wait(1); //attend un moment
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // si cible à proximité
|
||||
turn(direction(target.position));
|
||||
fire(target.position); // et tire deux fois
|
||||
motor(1,1); // avance
|
||||
wait(1.5); // pendant 1.5 s
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
220
ai/antice.txt
220
ai/antice.txt
|
@ -1,110 +1,110 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
point center; // coordonnées du centre de la zone
|
||||
point lastPos; // dernière position (pr test si bloquée)
|
||||
float distCent; // rayon de la zone
|
||||
float r; // valeur aléatoire
|
||||
float stdHight; // Altitude du point de départ
|
||||
float tolHight; // tolérance acceptée par rapport à stdHight
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
// list[i++] = Me;
|
||||
|
||||
center.x = cmdline(0); // prend les coordonnée
|
||||
center.y = cmdline(1); // du centre de la zone
|
||||
center.z = 0; // à patrouiller
|
||||
distCent = cmdline(2); // rayon de la zone
|
||||
stdHight = topo(position);//L'altitude dont il ne faut pas s'écarter
|
||||
tolHight = 9;
|
||||
|
||||
lastPos = position; // initialise
|
||||
motor(1,1); // en avant toute
|
||||
while ( true ) // répère à l'infini
|
||||
{
|
||||
target = radar(WingedShooter);
|
||||
if (target.position.y < 20
|
||||
or abs(topo(position)-stdHight) > tolHight)//pas de cible à proximité
|
||||
{ // ou s'écarte trop de l'altitude de départ
|
||||
if (distance2d(position, center) > distCent or
|
||||
abs(topo(position)-stdHight) > tolHight)
|
||||
{ // si la fourmi est en dehors de la zone
|
||||
motor(0, 0); //s'arrête
|
||||
wait(0.5); //marque un arrêt
|
||||
motor (-0.5, -0.5);//recule lentement
|
||||
wait (1.5); //attend qu'ait reculé
|
||||
turn(direction(center));
|
||||
motor (1, 1); //puis en avant toute
|
||||
do
|
||||
{
|
||||
lastPos = position;
|
||||
wait(1); //tant que pas dans la zone
|
||||
if (distance2d(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
turn(direction(center));
|
||||
}
|
||||
}
|
||||
while (distance2d(position, center) > distCent or
|
||||
abs(topo(position)-stdHight) > tolHight);
|
||||
}
|
||||
else
|
||||
{ //si elle est bien dans la zone
|
||||
if (distance2d(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
}
|
||||
r = rand();
|
||||
if (r > 0.6)
|
||||
{ //dans un cas sur dix
|
||||
motor (1, 0.5);// tourne à droite
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
if (r < 0.4)
|
||||
{ //dans un cas sur dix
|
||||
motor (0.5, 1);// tourne à gauche
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
lastPos = position;
|
||||
wait(1); //attend un moment
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // si cible à proximité
|
||||
turn(direction(target.position));
|
||||
fire(target.position); // tourne vers la cible
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
point center; // coordonnées du centre de la zone
|
||||
point lastPos; // dernière position (pr test si bloquée)
|
||||
float distCent; // rayon de la zone
|
||||
float r; // valeur aléatoire
|
||||
float stdHight; // Altitude du point de départ
|
||||
float tolHight; // tolérance acceptée par rapport à stdHight
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
// list[i++] = Me;
|
||||
|
||||
center.x = cmdline(0); // prend les coordonnée
|
||||
center.y = cmdline(1); // du centre de la zone
|
||||
center.z = 0; // à patrouiller
|
||||
distCent = cmdline(2); // rayon de la zone
|
||||
stdHight = topo(position);//L'altitude dont il ne faut pas s'écarter
|
||||
tolHight = 9;
|
||||
|
||||
lastPos = position; // initialise
|
||||
motor(1,1); // en avant toute
|
||||
while ( true ) // répère à l'infini
|
||||
{
|
||||
target = radar(WingedShooter);
|
||||
if (target.position.y < 20
|
||||
or abs(topo(position)-stdHight) > tolHight)//pas de cible à proximité
|
||||
{ // ou s'écarte trop de l'altitude de départ
|
||||
if (distance2d(position, center) > distCent or
|
||||
abs(topo(position)-stdHight) > tolHight)
|
||||
{ // si la fourmi est en dehors de la zone
|
||||
motor(0, 0); //s'arrête
|
||||
wait(0.5); //marque un arrêt
|
||||
motor (-0.5, -0.5);//recule lentement
|
||||
wait (1.5); //attend qu'ait reculé
|
||||
turn(direction(center));
|
||||
motor (1, 1); //puis en avant toute
|
||||
do
|
||||
{
|
||||
lastPos = position;
|
||||
wait(1); //tant que pas dans la zone
|
||||
if (distance2d(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
turn(direction(center));
|
||||
}
|
||||
}
|
||||
while (distance2d(position, center) > distCent or
|
||||
abs(topo(position)-stdHight) > tolHight);
|
||||
}
|
||||
else
|
||||
{ //si elle est bien dans la zone
|
||||
if (distance2d(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
}
|
||||
r = rand();
|
||||
if (r > 0.6)
|
||||
{ //dans un cas sur dix
|
||||
motor (1, 0.5);// tourne à droite
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
if (r < 0.4)
|
||||
{ //dans un cas sur dix
|
||||
motor (0.5, 1);// tourne à gauche
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
lastPos = position;
|
||||
wait(1); //attend un moment
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // si cible à proximité
|
||||
turn(direction(target.position));
|
||||
fire(target.position); // tourne vers la cible
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
220
ai/antich.txt
220
ai/antich.txt
|
@ -1,110 +1,110 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
point center; // coordonnées du centre de la zone
|
||||
point lastPos; // dernière position (pr test si bloquée)
|
||||
float distCent; // rayon de la zone
|
||||
float r; // valeur aléatoire
|
||||
float stdHight; // Altitude du point de départ
|
||||
float tolHight; // tolérance acceptée par rapport à stdHight
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
center.x = cmdline(0); // prend les coordonnée
|
||||
center.y = cmdline(1); // du centre de la zone
|
||||
center.z = 0; // à patrouiller
|
||||
distCent = cmdline(2); // rayon de la zone
|
||||
stdHight = topo(position);//L'altitude dont il ne faut pas s'écarter
|
||||
tolHight = 1;
|
||||
|
||||
lastPos = position; // initialise
|
||||
motor(1,1); // en avant toute
|
||||
while ( true ) // répère à l'infini
|
||||
{
|
||||
target = radar(list, 0, 360, 0, 40);
|
||||
if (target == null
|
||||
or abs(topo(position)-stdHight) > tolHight)//pas de cible à proximité
|
||||
{ // ou s'écarte trop de l'altitude de départ
|
||||
if (distance2d(position, center) > distCent or
|
||||
abs(topo(position)-stdHight) > tolHight)
|
||||
{ // si la fourmi est en dehors de la zone
|
||||
motor(0, 0); //s'arrête
|
||||
wait(0.5); //marque un arrêt
|
||||
motor (-0.5, -0.5);//recule lentement
|
||||
wait (1.5); //attend qu'ait reculé
|
||||
turn(direction(center));
|
||||
motor (1, 1); //puis en avant toute
|
||||
do
|
||||
{
|
||||
lastPos = position;
|
||||
wait(1); //tant que pas dans la zone
|
||||
if (distance2d(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
turn(direction(center));
|
||||
}
|
||||
}
|
||||
while (distance2d(position, center) > distCent or
|
||||
abs(topo(position)-stdHight) > tolHight);
|
||||
}
|
||||
else
|
||||
{ //si elle est bien dans la zone
|
||||
if (distance2d(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
}
|
||||
r = rand();
|
||||
if (r > 0.6)
|
||||
{ //dans un cas sur dix
|
||||
motor (1, 0.5);// tourne à droite
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
if (r < 0.4)
|
||||
{ //dans un cas sur dix
|
||||
motor (0.5, 1);// tourne à gauche
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
lastPos = position;
|
||||
wait(1); //attend un moment
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // si cible à proximité
|
||||
turn(direction(target.position));
|
||||
fire(target.position); // tourne vers la cible
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
point center; // coordonnées du centre de la zone
|
||||
point lastPos; // dernière position (pr test si bloquée)
|
||||
float distCent; // rayon de la zone
|
||||
float r; // valeur aléatoire
|
||||
float stdHight; // Altitude du point de départ
|
||||
float tolHight; // tolérance acceptée par rapport à stdHight
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
center.x = cmdline(0); // prend les coordonnée
|
||||
center.y = cmdline(1); // du centre de la zone
|
||||
center.z = 0; // à patrouiller
|
||||
distCent = cmdline(2); // rayon de la zone
|
||||
stdHight = topo(position);//L'altitude dont il ne faut pas s'écarter
|
||||
tolHight = 1;
|
||||
|
||||
lastPos = position; // initialise
|
||||
motor(1,1); // en avant toute
|
||||
while ( true ) // répère à l'infini
|
||||
{
|
||||
target = radar(list, 0, 360, 0, 40);
|
||||
if (target == null
|
||||
or abs(topo(position)-stdHight) > tolHight)//pas de cible à proximité
|
||||
{ // ou s'écarte trop de l'altitude de départ
|
||||
if (distance2d(position, center) > distCent or
|
||||
abs(topo(position)-stdHight) > tolHight)
|
||||
{ // si la fourmi est en dehors de la zone
|
||||
motor(0, 0); //s'arrête
|
||||
wait(0.5); //marque un arrêt
|
||||
motor (-0.5, -0.5);//recule lentement
|
||||
wait (1.5); //attend qu'ait reculé
|
||||
turn(direction(center));
|
||||
motor (1, 1); //puis en avant toute
|
||||
do
|
||||
{
|
||||
lastPos = position;
|
||||
wait(1); //tant que pas dans la zone
|
||||
if (distance2d(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
turn(direction(center));
|
||||
}
|
||||
}
|
||||
while (distance2d(position, center) > distCent or
|
||||
abs(topo(position)-stdHight) > tolHight);
|
||||
}
|
||||
else
|
||||
{ //si elle est bien dans la zone
|
||||
if (distance2d(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
}
|
||||
r = rand();
|
||||
if (r > 0.6)
|
||||
{ //dans un cas sur dix
|
||||
motor (1, 0.5);// tourne à droite
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
if (r < 0.4)
|
||||
{ //dans un cas sur dix
|
||||
motor (0.5, 1);// tourne à gauche
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
lastPos = position;
|
||||
wait(1); //attend un moment
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // si cible à proximité
|
||||
turn(direction(target.position));
|
||||
fire(target.position); // tourne vers la cible
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
226
ai/antich2.txt
226
ai/antich2.txt
|
@ -1,113 +1,113 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
point center; // coordonnées du centre de la zone
|
||||
point lastPos; // dernière position (pr test si bloquée)
|
||||
float distCent; // rayon de la zone
|
||||
float r; // valeur aléatoire
|
||||
float stdHight; // Altitude du point de départ
|
||||
float tolHight; // tolérance acceptée par rapport à stdHight
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
center.x = cmdline(0); // prend les coordonnée
|
||||
center.y = cmdline(1); // du centre de la zone
|
||||
center.z = 0; // à patrouiller
|
||||
distCent = cmdline(2); // rayon de la zone
|
||||
stdHight = topo(position);//L'altitude dont il ne faut pas s'écarter
|
||||
tolHight = cmdline(3); // tolérance admise
|
||||
|
||||
lastPos = position; // initialise
|
||||
motor(1,1); // en avant toute
|
||||
while ( true ) // répère à l'infini
|
||||
{
|
||||
target = radar(list, 0, 360, 0, 40);
|
||||
if (target == null
|
||||
or topo(position)-stdHight > tolHight
|
||||
or stdHight-topo(position) > tolHight)//pas de cible à proximité
|
||||
{ // ou s'écarte trop de l'altitude de départ
|
||||
if (distance2d(position, center) > distCent
|
||||
or abs(topo(position)-stdHight) > tolHight)
|
||||
{ // si la fourmi est en dehors de la zone
|
||||
motor(0, 0); //s'arrête
|
||||
wait(0.5); //marque un arrêt
|
||||
motor (-0.5, -0.5);//recule lentement
|
||||
wait (1.5); //attend qu'ait reculé
|
||||
turn(direction(center));
|
||||
motor (1, 1); //puis en avant toute
|
||||
do
|
||||
{
|
||||
lastPos = position;
|
||||
wait(1); //tant que pas dans la zone
|
||||
if (distance2d(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
turn(direction(center));
|
||||
}
|
||||
}
|
||||
while (distance2d(position, center) > distCent or
|
||||
abs(topo(position)-stdHight) > tolHight);
|
||||
}
|
||||
else
|
||||
{ //si elle est bien dans la zone
|
||||
if (distance2d(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
}
|
||||
r = rand();
|
||||
if (r > 0.6)
|
||||
{ //dans un cas sur dix
|
||||
motor (1, 0.7);// tourne à droite
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
if (r < 0.4)
|
||||
{ //dans un cas sur dix
|
||||
motor (0.7, 1);// tourne à gauche
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
lastPos = position;
|
||||
wait(1); //attend un moment
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // si cible à proximité
|
||||
turn(direction(target.position));
|
||||
fire(target.position); // tourne vers la cible
|
||||
motor(1,1); // avance
|
||||
wait(1.5); // pendant 1.5 s
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
point center; // coordonnées du centre de la zone
|
||||
point lastPos; // dernière position (pr test si bloquée)
|
||||
float distCent; // rayon de la zone
|
||||
float r; // valeur aléatoire
|
||||
float stdHight; // Altitude du point de départ
|
||||
float tolHight; // tolérance acceptée par rapport à stdHight
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
center.x = cmdline(0); // prend les coordonnée
|
||||
center.y = cmdline(1); // du centre de la zone
|
||||
center.z = 0; // à patrouiller
|
||||
distCent = cmdline(2); // rayon de la zone
|
||||
stdHight = topo(position);//L'altitude dont il ne faut pas s'écarter
|
||||
tolHight = cmdline(3); // tolérance admise
|
||||
|
||||
lastPos = position; // initialise
|
||||
motor(1,1); // en avant toute
|
||||
while ( true ) // répère à l'infini
|
||||
{
|
||||
target = radar(list, 0, 360, 0, 40);
|
||||
if (target == null
|
||||
or topo(position)-stdHight > tolHight
|
||||
or stdHight-topo(position) > tolHight)//pas de cible à proximité
|
||||
{ // ou s'écarte trop de l'altitude de départ
|
||||
if (distance2d(position, center) > distCent
|
||||
or abs(topo(position)-stdHight) > tolHight)
|
||||
{ // si la fourmi est en dehors de la zone
|
||||
motor(0, 0); //s'arrête
|
||||
wait(0.5); //marque un arrêt
|
||||
motor (-0.5, -0.5);//recule lentement
|
||||
wait (1.5); //attend qu'ait reculé
|
||||
turn(direction(center));
|
||||
motor (1, 1); //puis en avant toute
|
||||
do
|
||||
{
|
||||
lastPos = position;
|
||||
wait(1); //tant que pas dans la zone
|
||||
if (distance2d(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
turn(direction(center));
|
||||
}
|
||||
}
|
||||
while (distance2d(position, center) > distCent or
|
||||
abs(topo(position)-stdHight) > tolHight);
|
||||
}
|
||||
else
|
||||
{ //si elle est bien dans la zone
|
||||
if (distance2d(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
}
|
||||
r = rand();
|
||||
if (r > 0.6)
|
||||
{ //dans un cas sur dix
|
||||
motor (1, 0.7);// tourne à droite
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
if (r < 0.4)
|
||||
{ //dans un cas sur dix
|
||||
motor (0.7, 1);// tourne à gauche
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
lastPos = position;
|
||||
wait(1); //attend un moment
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // si cible à proximité
|
||||
turn(direction(target.position));
|
||||
fire(target.position); // tourne vers la cible
|
||||
motor(1,1); // avance
|
||||
wait(1.5); // pendant 1.5 s
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
432
ai/anticp.txt
432
ai/anticp.txt
|
@ -1,216 +1,216 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
point center; // coordonnées du centre de la zone
|
||||
point lastPos; // dernière position (pr test si bloquée)
|
||||
float distCent; // rayon de la zone
|
||||
float r; // valeur aléatoire
|
||||
float distTar; // distance de la cible
|
||||
float dirTar; // direction de la cible
|
||||
float mp; // puissance moteur
|
||||
float tangle; // angle d'esquive en cas d'eau
|
||||
boolean ifmove; // si on avance en tirant ou pas
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
center.x = cmdline(0); // prend les coordonnée
|
||||
center.y = cmdline(1); // du centre de la zone
|
||||
center.z = 0; // à patrouiller
|
||||
distCent = cmdline(2); // rayon de la zone
|
||||
|
||||
lastPos = position; // initialise
|
||||
motor(1,1); // en avant toute
|
||||
while (radar(list, 0, 360, 0, 40) == null) // répète jusqu'à contact
|
||||
{
|
||||
target = radar(list, 0, 360, 0, 40);
|
||||
if (target == null or topo(position)<0)// pas de cible à proximité
|
||||
{ // ou pieds dans l'eau
|
||||
if (distance2d(position, center) > distCent or topo(position)<0)
|
||||
{ // si la fourmi est en dehors de la zone
|
||||
motor(0, 0); //s'arrête
|
||||
wait(0.5); //marque un arrêt
|
||||
motor (-0.5, -0.5);//recule lentement
|
||||
wait (1.5); //attend qu'ait reculé
|
||||
if (direction(center)>0) motor (0,1); else motor (1,0);
|
||||
do wait(0.2); //tourne vers le centre
|
||||
while (direction(center) > 20
|
||||
or direction(center) < -20);
|
||||
//tant que pas orienté vers le centre
|
||||
motor (1, 1); //puis en avant toute
|
||||
do
|
||||
{
|
||||
lastPos = position;
|
||||
wait(0.5); //tant que pas dans la zone
|
||||
if (distance2d(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
turn(direction(center));
|
||||
}
|
||||
}
|
||||
while (distance2d(position, center) > distCent or topo(position)<0);
|
||||
}
|
||||
else
|
||||
{ //si elle est bien dans la zone
|
||||
if (distance2d(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
}
|
||||
r = rand();
|
||||
if (r > 0.9)
|
||||
{ //dans un cas sur dix
|
||||
motor (1, 0.5);// tourne à droite
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
if (r < 0.1)
|
||||
{ //dans un cas sur dix
|
||||
motor (0.5, 1);// tourne à gauche
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
lastPos = position;
|
||||
wait(0.2); //attend un moment
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // si cible à proximité
|
||||
turn(direction(target.position));
|
||||
fire(target.position); // tourne vers la cible
|
||||
fire(target.position); // et tire deux fois
|
||||
motor(1,1); // avance
|
||||
wait(1.5); // pendant 1.5 s
|
||||
}
|
||||
}
|
||||
|
||||
//a eu un contact avec l'astronaute
|
||||
lastPos = position; // initialise
|
||||
ifmove = true;
|
||||
while ( true ) // répète à l'infini
|
||||
{
|
||||
target = radar(list);
|
||||
dirTar = direction(target.position);
|
||||
distTar = distance(position, target.position);
|
||||
if (target != null)
|
||||
{
|
||||
if(distTar<40)
|
||||
{
|
||||
turn(dirTar);
|
||||
fire(target.position);
|
||||
target = radar(list);
|
||||
turn(direction(target.position));
|
||||
for(int i=0; i<3; i=i+1)
|
||||
{
|
||||
if(topo(position)<1.5 or distance(position, target.position) < 8 or !ifmove)
|
||||
{
|
||||
ifmove = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
lastPos = position;
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
if (distance(position, lastPos) < 0.2) ifmove = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ifmove = true;
|
||||
if (distance(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
lastPos = position;
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
target = radar(list);
|
||||
turn(direction(target.position));
|
||||
}
|
||||
else
|
||||
{
|
||||
lastPos = position;
|
||||
if (topo(position)>1.5)
|
||||
{
|
||||
mp = direction(target.position)/180;
|
||||
//if (mp>1) mp = 1;
|
||||
//if (mp<-1) mp = -1;
|
||||
if (mp>0)
|
||||
{
|
||||
motor(1-mp,1);
|
||||
}
|
||||
else
|
||||
{
|
||||
motor(1,1+mp);
|
||||
}
|
||||
wait(1);
|
||||
}
|
||||
else
|
||||
{
|
||||
motor (-0.5, -0.5);
|
||||
wait(1.5);
|
||||
target = radar(list);
|
||||
turn(direction(target.position));
|
||||
tangle = 0;
|
||||
do
|
||||
{
|
||||
tangle = tangle + 22.5;
|
||||
if (tp(tangle) == 0) break;
|
||||
tangle = -tangle;
|
||||
if (tp(tangle) == 0) break;
|
||||
tangle = -tangle;
|
||||
if (tangle > 180) break;
|
||||
}
|
||||
while (true);
|
||||
turn(tangle);
|
||||
motor(1,1);
|
||||
wait(2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
wait(1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int object::tp(float angle)
|
||||
{
|
||||
point tpoint;
|
||||
|
||||
tpoint.x = position.x + cos(orientation + angle)*10;
|
||||
tpoint.y = position.y + sin(orientation + angle)*10;
|
||||
tpoint.z = 0;
|
||||
if (topo(tpoint) < 2) return(1); else return(0);
|
||||
}
|
||||
|
||||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
point center; // coordonnées du centre de la zone
|
||||
point lastPos; // dernière position (pr test si bloquée)
|
||||
float distCent; // rayon de la zone
|
||||
float r; // valeur aléatoire
|
||||
float distTar; // distance de la cible
|
||||
float dirTar; // direction de la cible
|
||||
float mp; // puissance moteur
|
||||
float tangle; // angle d'esquive en cas d'eau
|
||||
boolean ifmove; // si on avance en tirant ou pas
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
center.x = cmdline(0); // prend les coordonnée
|
||||
center.y = cmdline(1); // du centre de la zone
|
||||
center.z = 0; // à patrouiller
|
||||
distCent = cmdline(2); // rayon de la zone
|
||||
|
||||
lastPos = position; // initialise
|
||||
motor(1,1); // en avant toute
|
||||
while (radar(list, 0, 360, 0, 40) == null) // répète jusqu'à contact
|
||||
{
|
||||
target = radar(list, 0, 360, 0, 40);
|
||||
if (target == null or topo(position)<0)// pas de cible à proximité
|
||||
{ // ou pieds dans l'eau
|
||||
if (distance2d(position, center) > distCent or topo(position)<0)
|
||||
{ // si la fourmi est en dehors de la zone
|
||||
motor(0, 0); //s'arrête
|
||||
wait(0.5); //marque un arrêt
|
||||
motor (-0.5, -0.5);//recule lentement
|
||||
wait (1.5); //attend qu'ait reculé
|
||||
if (direction(center)>0) motor (0,1); else motor (1,0);
|
||||
do wait(0.2); //tourne vers le centre
|
||||
while (direction(center) > 20
|
||||
or direction(center) < -20);
|
||||
//tant que pas orienté vers le centre
|
||||
motor (1, 1); //puis en avant toute
|
||||
do
|
||||
{
|
||||
lastPos = position;
|
||||
wait(0.5); //tant que pas dans la zone
|
||||
if (distance2d(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
turn(direction(center));
|
||||
}
|
||||
}
|
||||
while (distance2d(position, center) > distCent or topo(position)<0);
|
||||
}
|
||||
else
|
||||
{ //si elle est bien dans la zone
|
||||
if (distance2d(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
}
|
||||
r = rand();
|
||||
if (r > 0.9)
|
||||
{ //dans un cas sur dix
|
||||
motor (1, 0.5);// tourne à droite
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
if (r < 0.1)
|
||||
{ //dans un cas sur dix
|
||||
motor (0.5, 1);// tourne à gauche
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
lastPos = position;
|
||||
wait(0.2); //attend un moment
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // si cible à proximité
|
||||
turn(direction(target.position));
|
||||
fire(target.position); // tourne vers la cible
|
||||
fire(target.position); // et tire deux fois
|
||||
motor(1,1); // avance
|
||||
wait(1.5); // pendant 1.5 s
|
||||
}
|
||||
}
|
||||
|
||||
//a eu un contact avec l'astronaute
|
||||
lastPos = position; // initialise
|
||||
ifmove = true;
|
||||
while ( true ) // répète à l'infini
|
||||
{
|
||||
target = radar(list);
|
||||
dirTar = direction(target.position);
|
||||
distTar = distance(position, target.position);
|
||||
if (target != null)
|
||||
{
|
||||
if(distTar<40)
|
||||
{
|
||||
turn(dirTar);
|
||||
fire(target.position);
|
||||
target = radar(list);
|
||||
turn(direction(target.position));
|
||||
for(int i=0; i<3; i=i+1)
|
||||
{
|
||||
if(topo(position)<1.5 or distance(position, target.position) < 8 or !ifmove)
|
||||
{
|
||||
ifmove = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
lastPos = position;
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
if (distance(position, lastPos) < 0.2) ifmove = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ifmove = true;
|
||||
if (distance(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
lastPos = position;
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
target = radar(list);
|
||||
turn(direction(target.position));
|
||||
}
|
||||
else
|
||||
{
|
||||
lastPos = position;
|
||||
if (topo(position)>1.5)
|
||||
{
|
||||
mp = direction(target.position)/180;
|
||||
//if (mp>1) mp = 1;
|
||||
//if (mp<-1) mp = -1;
|
||||
if (mp>0)
|
||||
{
|
||||
motor(1-mp,1);
|
||||
}
|
||||
else
|
||||
{
|
||||
motor(1,1+mp);
|
||||
}
|
||||
wait(1);
|
||||
}
|
||||
else
|
||||
{
|
||||
motor (-0.5, -0.5);
|
||||
wait(1.5);
|
||||
target = radar(list);
|
||||
turn(direction(target.position));
|
||||
tangle = 0;
|
||||
do
|
||||
{
|
||||
tangle = tangle + 22.5;
|
||||
if (tp(tangle) == 0) break;
|
||||
tangle = -tangle;
|
||||
if (tp(tangle) == 0) break;
|
||||
tangle = -tangle;
|
||||
if (tangle > 180) break;
|
||||
}
|
||||
while (true);
|
||||
turn(tangle);
|
||||
motor(1,1);
|
||||
wait(2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
wait(1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int object::tp(float angle)
|
||||
{
|
||||
point tpoint;
|
||||
|
||||
tpoint.x = position.x + cos(orientation + angle)*10;
|
||||
tpoint.y = position.y + sin(orientation + angle)*10;
|
||||
tpoint.z = 0;
|
||||
if (topo(tpoint) < 2) return(1); else return(0);
|
||||
}
|
||||
|
||||
|
|
206
ai/antics.txt
206
ai/antics.txt
|
@ -1,103 +1,103 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
point center; // coordonnées du centre de la zone
|
||||
point lastPos; // dernière position (pr test si bloquée)
|
||||
float distCent; // rayon de la zone
|
||||
float r; // valeur aléatoire
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
center.x = cmdline(0); // prend les coordonnée
|
||||
center.y = cmdline(1); // du centre de la zone
|
||||
center.z = 0; // à patrouiller
|
||||
distCent = cmdline(2); // rayon de la zone
|
||||
|
||||
lastPos = position; // initialise
|
||||
motor(1,1); // en avant toute
|
||||
while ( true ) // répère à l'infini
|
||||
{
|
||||
target = radar(list, 0, 360, 0, 40);
|
||||
if (target == null or topo(position)<0)// pas de cible à proximité
|
||||
{ // ou pieds dans l'eau
|
||||
if (distance2d(position, center) > distCent or topo(position)<0)
|
||||
{ // si la fourmi est en dehors de la zone
|
||||
motor(0, 0); //s'arrête
|
||||
wait(0.5); //marque un arrêt
|
||||
motor (-0.5, -0.5);//recule lentement
|
||||
wait (1.5); //attend qu'ait reculé
|
||||
turn(direction(center));
|
||||
motor (1, 1); //puis en avant toute
|
||||
do
|
||||
{
|
||||
lastPos = position;
|
||||
wait(1); //tant que pas dans la zone
|
||||
if (distance2d(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
turn(direction(center));
|
||||
}
|
||||
}
|
||||
while (distance2d(position, center) > distCent or topo(position)<0);
|
||||
}
|
||||
else
|
||||
{ //si elle est bien dans la zone
|
||||
if (distance2d(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
}
|
||||
r = rand();
|
||||
if (r > 0.6)
|
||||
{ //dans un cas sur dix
|
||||
motor (1, 0.5);// tourne à droite
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
if (r < 0.4)
|
||||
{ //dans un cas sur dix
|
||||
motor (0.5, 1);// tourne à gauche
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
lastPos = position;
|
||||
wait(1); //attend un moment
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // si cible à proximité
|
||||
turn(direction(target.position));
|
||||
fire(target.position); // tourne vers la cible
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
point center; // coordonnées du centre de la zone
|
||||
point lastPos; // dernière position (pr test si bloquée)
|
||||
float distCent; // rayon de la zone
|
||||
float r; // valeur aléatoire
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
center.x = cmdline(0); // prend les coordonnée
|
||||
center.y = cmdline(1); // du centre de la zone
|
||||
center.z = 0; // à patrouiller
|
||||
distCent = cmdline(2); // rayon de la zone
|
||||
|
||||
lastPos = position; // initialise
|
||||
motor(1,1); // en avant toute
|
||||
while ( true ) // répère à l'infini
|
||||
{
|
||||
target = radar(list, 0, 360, 0, 40);
|
||||
if (target == null or topo(position)<0)// pas de cible à proximité
|
||||
{ // ou pieds dans l'eau
|
||||
if (distance2d(position, center) > distCent or topo(position)<0)
|
||||
{ // si la fourmi est en dehors de la zone
|
||||
motor(0, 0); //s'arrête
|
||||
wait(0.5); //marque un arrêt
|
||||
motor (-0.5, -0.5);//recule lentement
|
||||
wait (1.5); //attend qu'ait reculé
|
||||
turn(direction(center));
|
||||
motor (1, 1); //puis en avant toute
|
||||
do
|
||||
{
|
||||
lastPos = position;
|
||||
wait(1); //tant que pas dans la zone
|
||||
if (distance2d(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
turn(direction(center));
|
||||
}
|
||||
}
|
||||
while (distance2d(position, center) > distCent or topo(position)<0);
|
||||
}
|
||||
else
|
||||
{ //si elle est bien dans la zone
|
||||
if (distance2d(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
}
|
||||
r = rand();
|
||||
if (r > 0.6)
|
||||
{ //dans un cas sur dix
|
||||
motor (1, 0.5);// tourne à droite
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
if (r < 0.4)
|
||||
{ //dans un cas sur dix
|
||||
motor (0.5, 1);// tourne à gauche
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
lastPos = position;
|
||||
wait(1); //attend un moment
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // si cible à proximité
|
||||
turn(direction(target.position));
|
||||
fire(target.position); // tourne vers la cible
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
210
ai/antict.txt
210
ai/antict.txt
|
@ -1,105 +1,105 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
point center; // coordonnées du centre de la zone
|
||||
point lastPos; // dernière position (pr test si bloquée)
|
||||
float distCent; // rayon de la zone
|
||||
float r; // valeur aléatoire
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
center.x = cmdline(0); // prend les coordonnée
|
||||
center.y = cmdline(1); // du centre de la zone
|
||||
center.z = 0; // à patrouiller
|
||||
distCent = cmdline(2); // rayon de la zone
|
||||
|
||||
lastPos = position; // initialise
|
||||
motor(1,1); // en avant toute
|
||||
while ( true ) // répète à l'infini
|
||||
{
|
||||
target = radar(list, 0, 360, 0, 40);
|
||||
if (target == null or topo(position)<0)// pas de cible à proximité
|
||||
{ // ou pieds dans l'eau
|
||||
if (distance2d(position, center) > distCent or topo(position)<0)
|
||||
{ // si la fourmi est en dehors de la zone
|
||||
motor(0, 0); //s'arrête
|
||||
wait(0.5); //marque un arrêt
|
||||
motor (-0.5, -0.5);//recule lentement
|
||||
wait (1.5); //attend qu'ait reculé
|
||||
turn(direction(center));
|
||||
motor (1, 1); //puis en avant toute
|
||||
do
|
||||
{
|
||||
lastPos = position;
|
||||
wait(0.5); //tant que pas dans la zone
|
||||
if (distance2d(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
turn(direction(center));
|
||||
}
|
||||
}
|
||||
while (distance2d(position, center) > distCent or topo(position)<0);
|
||||
}
|
||||
else
|
||||
{ //si elle est bien dans la zone
|
||||
if (distance2d(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
}
|
||||
r = rand();
|
||||
if (r > 0.6)
|
||||
{ //dans un cas sur dix
|
||||
motor (1, 0.7);// tourne à droite
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
if (r < 0.4)
|
||||
{ //dans un cas sur dix
|
||||
motor (0.7, 1);// tourne à gauche
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
lastPos = position;
|
||||
wait(1); //attend un moment
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // si cible à proximité
|
||||
turn(direction(target.position));
|
||||
fire(target.position); // et tire deux fois
|
||||
motor(1,1); // avance
|
||||
wait(1.5); // pendant 1.5 s
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
point center; // coordonnées du centre de la zone
|
||||
point lastPos; // dernière position (pr test si bloquée)
|
||||
float distCent; // rayon de la zone
|
||||
float r; // valeur aléatoire
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
center.x = cmdline(0); // prend les coordonnée
|
||||
center.y = cmdline(1); // du centre de la zone
|
||||
center.z = 0; // à patrouiller
|
||||
distCent = cmdline(2); // rayon de la zone
|
||||
|
||||
lastPos = position; // initialise
|
||||
motor(1,1); // en avant toute
|
||||
while ( true ) // répète à l'infini
|
||||
{
|
||||
target = radar(list, 0, 360, 0, 40);
|
||||
if (target == null or topo(position)<0)// pas de cible à proximité
|
||||
{ // ou pieds dans l'eau
|
||||
if (distance2d(position, center) > distCent or topo(position)<0)
|
||||
{ // si la fourmi est en dehors de la zone
|
||||
motor(0, 0); //s'arrête
|
||||
wait(0.5); //marque un arrêt
|
||||
motor (-0.5, -0.5);//recule lentement
|
||||
wait (1.5); //attend qu'ait reculé
|
||||
turn(direction(center));
|
||||
motor (1, 1); //puis en avant toute
|
||||
do
|
||||
{
|
||||
lastPos = position;
|
||||
wait(0.5); //tant que pas dans la zone
|
||||
if (distance2d(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
turn(direction(center));
|
||||
}
|
||||
}
|
||||
while (distance2d(position, center) > distCent or topo(position)<0);
|
||||
}
|
||||
else
|
||||
{ //si elle est bien dans la zone
|
||||
if (distance2d(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
}
|
||||
r = rand();
|
||||
if (r > 0.6)
|
||||
{ //dans un cas sur dix
|
||||
motor (1, 0.7);// tourne à droite
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
if (r < 0.4)
|
||||
{ //dans un cas sur dix
|
||||
motor (0.7, 1);// tourne à gauche
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
lastPos = position;
|
||||
wait(1); //attend un moment
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // si cible à proximité
|
||||
turn(direction(target.position));
|
||||
fire(target.position); // et tire deux fois
|
||||
motor(1,1); // avance
|
||||
wait(1.5); // pendant 1.5 s
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
212
ai/anticv.txt
212
ai/anticv.txt
|
@ -1,106 +1,106 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
point center; // coordonnées du centre de la zone
|
||||
point lastPos; // dernière position (pr test si bloquée)
|
||||
float distCent; // rayon de la zone
|
||||
float r; // valeur aléatoire
|
||||
float mp; // vitesse maxi
|
||||
float minAlt; // altitude minimale (danger lave!)
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
center.x = cmdline(0); // prend les coordonnée
|
||||
center.y = cmdline(1); // du centre de la zone
|
||||
center.z = 0; // à patrouiller
|
||||
distCent = cmdline(2); // rayon de la zone
|
||||
mp = 0.4;
|
||||
minAlt = cmdline(3);
|
||||
|
||||
lastPos = position; // initialise
|
||||
motor(mp, mp); // en avant toute
|
||||
while ( true ) // répère à l'infini
|
||||
{
|
||||
target = radar(list, 0, 360, 0, 40);
|
||||
if (target == null or topo(position)<minAlt)// pas de cible à proximité
|
||||
{ // ou pieds dans l'eau
|
||||
if (distance2d(position, center) > distCent or topo(position)<minAlt)
|
||||
{ // si la fourmi est en dehors de la zone
|
||||
motor(0, 0); //s'arrête
|
||||
wait(0.5); //marque un arrêt
|
||||
motor (-0.4, -0.4);//recule lentement
|
||||
wait (1.5); //attend qu'ait reculé
|
||||
turn(direction(center));
|
||||
motor (mp, mp); //puis en avant toute
|
||||
do
|
||||
{
|
||||
lastPos = position;
|
||||
wait(0.5); //tant que pas dans la zone
|
||||
if (distance2d(lastPos, position) < 0.1)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(mp, mp);
|
||||
wait(0.5);
|
||||
turn(direction(center));
|
||||
}
|
||||
}
|
||||
while (distance2d(position, center) > distCent or topo(position)<minAlt);
|
||||
}
|
||||
else
|
||||
{ //si elle est bien dans la zone
|
||||
if (distance2d(lastPos, position) < 0.1)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(mp, mp);
|
||||
wait(0.5);
|
||||
}
|
||||
r = rand();
|
||||
if (r > 0.6)
|
||||
{ //dans un cas sur dix
|
||||
motor (mp, mp*0.5);// tourne à droite
|
||||
wait(rand()*2);// pendant un moment
|
||||
motor (mp, mp); // puis tout droit
|
||||
}
|
||||
if (r < 0.4)
|
||||
{ //dans un cas sur dix
|
||||
motor (mp*0.5, mp);// tourne à gauche
|
||||
wait(rand()*2);// pendant un moment
|
||||
motor (mp, mp); // puis tout droit
|
||||
}
|
||||
lastPos = position;
|
||||
if(r>0.4 and r<0.6) wait(1);//attend un moment
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // si cible à proximité
|
||||
turn(direction(target.position));
|
||||
fire(target.position); // tourne vers la cible
|
||||
}
|
||||
}
|
||||
}
|
||||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
point center; // coordonnées du centre de la zone
|
||||
point lastPos; // dernière position (pr test si bloquée)
|
||||
float distCent; // rayon de la zone
|
||||
float r; // valeur aléatoire
|
||||
float mp; // vitesse maxi
|
||||
float minAlt; // altitude minimale (danger lave!)
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
center.x = cmdline(0); // prend les coordonnée
|
||||
center.y = cmdline(1); // du centre de la zone
|
||||
center.z = 0; // à patrouiller
|
||||
distCent = cmdline(2); // rayon de la zone
|
||||
mp = 0.4;
|
||||
minAlt = cmdline(3);
|
||||
|
||||
lastPos = position; // initialise
|
||||
motor(mp, mp); // en avant toute
|
||||
while ( true ) // répère à l'infini
|
||||
{
|
||||
target = radar(list, 0, 360, 0, 40);
|
||||
if (target == null or topo(position)<minAlt)// pas de cible à proximité
|
||||
{ // ou pieds dans l'eau
|
||||
if (distance2d(position, center) > distCent or topo(position)<minAlt)
|
||||
{ // si la fourmi est en dehors de la zone
|
||||
motor(0, 0); //s'arrête
|
||||
wait(0.5); //marque un arrêt
|
||||
motor (-0.4, -0.4);//recule lentement
|
||||
wait (1.5); //attend qu'ait reculé
|
||||
turn(direction(center));
|
||||
motor (mp, mp); //puis en avant toute
|
||||
do
|
||||
{
|
||||
lastPos = position;
|
||||
wait(0.5); //tant que pas dans la zone
|
||||
if (distance2d(lastPos, position) < 0.1)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(mp, mp);
|
||||
wait(0.5);
|
||||
turn(direction(center));
|
||||
}
|
||||
}
|
||||
while (distance2d(position, center) > distCent or topo(position)<minAlt);
|
||||
}
|
||||
else
|
||||
{ //si elle est bien dans la zone
|
||||
if (distance2d(lastPos, position) < 0.1)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(mp, mp);
|
||||
wait(0.5);
|
||||
}
|
||||
r = rand();
|
||||
if (r > 0.6)
|
||||
{ //dans un cas sur dix
|
||||
motor (mp, mp*0.5);// tourne à droite
|
||||
wait(rand()*2);// pendant un moment
|
||||
motor (mp, mp); // puis tout droit
|
||||
}
|
||||
if (r < 0.4)
|
||||
{ //dans un cas sur dix
|
||||
motor (mp*0.5, mp);// tourne à gauche
|
||||
wait(rand()*2);// pendant un moment
|
||||
motor (mp, mp); // puis tout droit
|
||||
}
|
||||
lastPos = position;
|
||||
if(r>0.4 and r<0.6) wait(1);//attend un moment
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // si cible à proximité
|
||||
turn(direction(target.position));
|
||||
fire(target.position); // tourne vers la cible
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,48 +1,48 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
while (true)
|
||||
{
|
||||
while (radar(list, 0, 360, 0, 20) == null) wait(1);
|
||||
move(5);
|
||||
target = radar(list, 0, 360, 0, 40);
|
||||
while (target != null)
|
||||
{
|
||||
fire(target.position);
|
||||
target = radar(list, 0, 360, 0, 40);
|
||||
}
|
||||
turn(90 - orientation);
|
||||
move(5);
|
||||
turn(180);
|
||||
}
|
||||
}
|
||||
|
||||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
while (true)
|
||||
{
|
||||
while (radar(list, 0, 360, 0, 20) == null) wait(1);
|
||||
move(5);
|
||||
target = radar(list, 0, 360, 0, 40);
|
||||
while (target != null)
|
||||
{
|
||||
fire(target.position);
|
||||
target = radar(list, 0, 360, 0, 40);
|
||||
}
|
||||
turn(90 - orientation);
|
||||
move(5);
|
||||
turn(180);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,40 +1,40 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
while (true)
|
||||
{
|
||||
while (radar(list, 0, 360, 0, 40) == null) wait(1);
|
||||
target = radar(list, 0, 360, 0, 40);
|
||||
fire(target.position);
|
||||
}
|
||||
}
|
||||
|
||||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
while (true)
|
||||
{
|
||||
while (radar(list, 0, 360, 0, 40) == null) wait(1);
|
||||
target = radar(list, 0, 360, 0, 40);
|
||||
fire(target.position);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
274
ai/antt41.txt
274
ai/antt41.txt
|
@ -1,137 +1,137 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
object queen; // info sur la reine
|
||||
point center; // coordonnées du centre de la zone
|
||||
float distCent; // rayon de la zone
|
||||
float r; // valeur aléatoire
|
||||
int ifTarget; // si on a trouvé une cible et quel genre
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
center.x = -65; // prend les coordonnée
|
||||
center.y = 255; // du centre de la zone
|
||||
center.z = 0; // à patrouiller
|
||||
distCent = 140; // rayon de la zone
|
||||
|
||||
motor(1,1); // en avant toute
|
||||
ifTarget = 0; // pas de cible précise
|
||||
while ( true ) // répète à l'infini
|
||||
{
|
||||
queen = radar(AlienQueen);
|
||||
if (rand() < 0.2 and queen != null) ifTarget = 2;//on retourne vers la reine
|
||||
if (queen == null and ifTarget == 2) ifTarget = 0;
|
||||
target = radar(list, 0, 360, 0, 40);
|
||||
if (target != null)
|
||||
{
|
||||
shoot(target.position);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (ifTarget == 2)
|
||||
{
|
||||
if(distance2d(position, queen.position)>8) head(queen.position);
|
||||
else ifTarget = 0;
|
||||
}
|
||||
else Random(center, distCent);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void object::head(point tarPos)
|
||||
{
|
||||
float mp;// puissance du moteur
|
||||
mp = direction(tarPos)/180;
|
||||
//if (mp>1) mp = 1;
|
||||
//if (mp<-1) mp = -1;
|
||||
if (mp>0)
|
||||
{
|
||||
motor(1-mp,1);
|
||||
}
|
||||
else
|
||||
{
|
||||
motor(1,1+mp);
|
||||
}
|
||||
wait(1);
|
||||
}
|
||||
|
||||
void object::Random(point center, float distCent)
|
||||
{
|
||||
if (distance2d(position, center) > distCent or topo(position)<2)
|
||||
{
|
||||
HorsZone(center, distCent);
|
||||
}
|
||||
else
|
||||
{
|
||||
DansZone();
|
||||
}
|
||||
}
|
||||
|
||||
void object::HorsZone(point center, float distCent)
|
||||
{ // si la fourmi est en dehors de la zone
|
||||
motor(0, 0); //s'arrête
|
||||
wait(0.5); //marque un arrêt
|
||||
motor (-0.5, -0.5);//recule lentement
|
||||
wait (1.5); //attend qu'ait reculé
|
||||
turn(direction(center));
|
||||
motor (1, 1); //puis en avant toute
|
||||
do
|
||||
{
|
||||
wait(1); //tant que pas dans la zone
|
||||
}
|
||||
while (distance2d(position, center) > distCent or topo(position)<2);
|
||||
}
|
||||
|
||||
void object::DansZone()
|
||||
{ //si elle est bien dans la zone
|
||||
float r = rand();
|
||||
if (r > 0.6)
|
||||
{ //dans un cas sur dix
|
||||
motor (1, 0.7); // tourne à droite
|
||||
wait(rand()*3); // pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
if (r < 0.4)
|
||||
{ //dans un cas sur dix
|
||||
motor (0.7, 1); // tourne à gauche
|
||||
wait(rand()*3); // pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
motor(1,1);
|
||||
wait(1); // attend un moment
|
||||
}
|
||||
|
||||
void object::shoot(point tarPos)
|
||||
{ // si cible à proximité
|
||||
turn(direction(tarPos));
|
||||
fire(tarPos); // tourne vers la cible
|
||||
fire(tarPos); // et tire deux fois
|
||||
motor(1,1); // avance
|
||||
wait(1.5); // pendant 1.5 s
|
||||
}
|
||||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
object queen; // info sur la reine
|
||||
point center; // coordonnées du centre de la zone
|
||||
float distCent; // rayon de la zone
|
||||
float r; // valeur aléatoire
|
||||
int ifTarget; // si on a trouvé une cible et quel genre
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
center.x = -65; // prend les coordonnée
|
||||
center.y = 255; // du centre de la zone
|
||||
center.z = 0; // à patrouiller
|
||||
distCent = 140; // rayon de la zone
|
||||
|
||||
motor(1,1); // en avant toute
|
||||
ifTarget = 0; // pas de cible précise
|
||||
while ( true ) // répète à l'infini
|
||||
{
|
||||
queen = radar(AlienQueen);
|
||||
if (rand() < 0.2 and queen != null) ifTarget = 2;//on retourne vers la reine
|
||||
if (queen == null and ifTarget == 2) ifTarget = 0;
|
||||
target = radar(list, 0, 360, 0, 40);
|
||||
if (target != null)
|
||||
{
|
||||
shoot(target.position);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (ifTarget == 2)
|
||||
{
|
||||
if(distance2d(position, queen.position)>8) head(queen.position);
|
||||
else ifTarget = 0;
|
||||
}
|
||||
else Random(center, distCent);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void object::head(point tarPos)
|
||||
{
|
||||
float mp;// puissance du moteur
|
||||
mp = direction(tarPos)/180;
|
||||
//if (mp>1) mp = 1;
|
||||
//if (mp<-1) mp = -1;
|
||||
if (mp>0)
|
||||
{
|
||||
motor(1-mp,1);
|
||||
}
|
||||
else
|
||||
{
|
||||
motor(1,1+mp);
|
||||
}
|
||||
wait(1);
|
||||
}
|
||||
|
||||
void object::Random(point center, float distCent)
|
||||
{
|
||||
if (distance2d(position, center) > distCent or topo(position)<2)
|
||||
{
|
||||
HorsZone(center, distCent);
|
||||
}
|
||||
else
|
||||
{
|
||||
DansZone();
|
||||
}
|
||||
}
|
||||
|
||||
void object::HorsZone(point center, float distCent)
|
||||
{ // si la fourmi est en dehors de la zone
|
||||
motor(0, 0); //s'arrête
|
||||
wait(0.5); //marque un arrêt
|
||||
motor (-0.5, -0.5);//recule lentement
|
||||
wait (1.5); //attend qu'ait reculé
|
||||
turn(direction(center));
|
||||
motor (1, 1); //puis en avant toute
|
||||
do
|
||||
{
|
||||
wait(1); //tant que pas dans la zone
|
||||
}
|
||||
while (distance2d(position, center) > distCent or topo(position)<2);
|
||||
}
|
||||
|
||||
void object::DansZone()
|
||||
{ //si elle est bien dans la zone
|
||||
float r = rand();
|
||||
if (r > 0.6)
|
||||
{ //dans un cas sur dix
|
||||
motor (1, 0.7); // tourne à droite
|
||||
wait(rand()*3); // pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
if (r < 0.4)
|
||||
{ //dans un cas sur dix
|
||||
motor (0.7, 1); // tourne à gauche
|
||||
wait(rand()*3); // pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
motor(1,1);
|
||||
wait(1); // attend un moment
|
||||
}
|
||||
|
||||
void object::shoot(point tarPos)
|
||||
{ // si cible à proximité
|
||||
turn(direction(tarPos));
|
||||
fire(tarPos); // tourne vers la cible
|
||||
fire(tarPos); // et tire deux fois
|
||||
motor(1,1); // avance
|
||||
wait(1.5); // pendant 1.5 s
|
||||
}
|
||||
|
|
264
ai/antt42.txt
264
ai/antt42.txt
|
@ -1,132 +1,132 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
point center; // coordonnées du centre de la zone
|
||||
float distCent; // rayon de la zone
|
||||
float r; // valeur aléatoire
|
||||
int ifTarget; // si on a trouvé une cible et quel genre
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
center.x = -65; // prend les coordonnée
|
||||
center.y = 255; // du centre de la zone
|
||||
center.z = 0; // à patrouiller
|
||||
distCent = 140; // rayon de la zone
|
||||
|
||||
motor(1,1); // en avant toute
|
||||
ifTarget = 0; // pas de cible précise
|
||||
while ( true ) // répète à l'infini
|
||||
{
|
||||
target = radar(list);
|
||||
if(target.position.y > 65)
|
||||
{
|
||||
if(distance2d(position, target.position)<40)
|
||||
{
|
||||
shoot(target.position);
|
||||
}
|
||||
else
|
||||
{
|
||||
head(target.position);
|
||||
}
|
||||
}
|
||||
else Random(center, distCent);
|
||||
}
|
||||
}
|
||||
|
||||
void object::head(point tarPos)
|
||||
{
|
||||
float mp;// puissance du moteur
|
||||
mp = direction(tarPos)/180;
|
||||
//if (mp>1) mp = 1;
|
||||
//if (mp<-1) mp = -1;
|
||||
if (mp>0)
|
||||
{
|
||||
motor(1-mp,1);
|
||||
}
|
||||
else
|
||||
{
|
||||
motor(1,1+mp);
|
||||
}
|
||||
wait(1);
|
||||
}
|
||||
|
||||
void object::Random(point center, float distCent)
|
||||
{
|
||||
if (distance2d(position, center) > distCent or topo(position)<2)
|
||||
{
|
||||
HorsZone(center, distCent);
|
||||
}
|
||||
else
|
||||
{
|
||||
DansZone();
|
||||
}
|
||||
}
|
||||
|
||||
void object::HorsZone(point center, float distCent)
|
||||
{ // si la fourmi est en dehors de la zone
|
||||
motor(0, 0); //s'arrête
|
||||
wait(0.5); //marque un arrêt
|
||||
motor (-0.5, -0.5);//recule lentement
|
||||
wait (1.5); //attend qu'ait reculé
|
||||
turn(direction(center));
|
||||
motor (1, 1); //puis en avant toute
|
||||
do
|
||||
{
|
||||
wait(1); //tant que pas dans la zone
|
||||
}
|
||||
while (distance2d(position, center) > distCent or topo(position)<2);
|
||||
}
|
||||
|
||||
void object::DansZone()
|
||||
{ //si elle est bien dans la zone
|
||||
float r = rand();
|
||||
if (r > 0.8)
|
||||
{ //dans un cas sur dix
|
||||
motor (1, 0.8); // tourne à droite
|
||||
wait(rand()*2); // pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
if (r < 0.2)
|
||||
{ //dans un cas sur dix
|
||||
motor (0.8, 1); // tourne à gauche
|
||||
wait(rand()*2); // pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
motor(1,1);
|
||||
wait(1); //attend un moment
|
||||
}
|
||||
|
||||
void object::shoot(point tarPos)
|
||||
{ // si cible à proximité
|
||||
turn(direction(tarPos));
|
||||
fire(tarPos); // tourne vers la cible
|
||||
fire(tarPos); // et tire deux fois
|
||||
motor(1,1); // avance
|
||||
wait(1.5); // pendant 1.5 s
|
||||
}
|
||||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
point center; // coordonnées du centre de la zone
|
||||
float distCent; // rayon de la zone
|
||||
float r; // valeur aléatoire
|
||||
int ifTarget; // si on a trouvé une cible et quel genre
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
center.x = -65; // prend les coordonnée
|
||||
center.y = 255; // du centre de la zone
|
||||
center.z = 0; // à patrouiller
|
||||
distCent = 140; // rayon de la zone
|
||||
|
||||
motor(1,1); // en avant toute
|
||||
ifTarget = 0; // pas de cible précise
|
||||
while ( true ) // répète à l'infini
|
||||
{
|
||||
target = radar(list);
|
||||
if(target.position.y > 65)
|
||||
{
|
||||
if(distance2d(position, target.position)<40)
|
||||
{
|
||||
shoot(target.position);
|
||||
}
|
||||
else
|
||||
{
|
||||
head(target.position);
|
||||
}
|
||||
}
|
||||
else Random(center, distCent);
|
||||
}
|
||||
}
|
||||
|
||||
void object::head(point tarPos)
|
||||
{
|
||||
float mp;// puissance du moteur
|
||||
mp = direction(tarPos)/180;
|
||||
//if (mp>1) mp = 1;
|
||||
//if (mp<-1) mp = -1;
|
||||
if (mp>0)
|
||||
{
|
||||
motor(1-mp,1);
|
||||
}
|
||||
else
|
||||
{
|
||||
motor(1,1+mp);
|
||||
}
|
||||
wait(1);
|
||||
}
|
||||
|
||||
void object::Random(point center, float distCent)
|
||||
{
|
||||
if (distance2d(position, center) > distCent or topo(position)<2)
|
||||
{
|
||||
HorsZone(center, distCent);
|
||||
}
|
||||
else
|
||||
{
|
||||
DansZone();
|
||||
}
|
||||
}
|
||||
|
||||
void object::HorsZone(point center, float distCent)
|
||||
{ // si la fourmi est en dehors de la zone
|
||||
motor(0, 0); //s'arrête
|
||||
wait(0.5); //marque un arrêt
|
||||
motor (-0.5, -0.5);//recule lentement
|
||||
wait (1.5); //attend qu'ait reculé
|
||||
turn(direction(center));
|
||||
motor (1, 1); //puis en avant toute
|
||||
do
|
||||
{
|
||||
wait(1); //tant que pas dans la zone
|
||||
}
|
||||
while (distance2d(position, center) > distCent or topo(position)<2);
|
||||
}
|
||||
|
||||
void object::DansZone()
|
||||
{ //si elle est bien dans la zone
|
||||
float r = rand();
|
||||
if (r > 0.8)
|
||||
{ //dans un cas sur dix
|
||||
motor (1, 0.8); // tourne à droite
|
||||
wait(rand()*2); // pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
if (r < 0.2)
|
||||
{ //dans un cas sur dix
|
||||
motor (0.8, 1); // tourne à gauche
|
||||
wait(rand()*2); // pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
motor(1,1);
|
||||
wait(1); //attend un moment
|
||||
}
|
||||
|
||||
void object::shoot(point tarPos)
|
||||
{ // si cible à proximité
|
||||
turn(direction(tarPos));
|
||||
fire(tarPos); // tourne vers la cible
|
||||
fire(tarPos); // et tire deux fois
|
||||
motor(1,1); // avance
|
||||
wait(1.5); // pendant 1.5 s
|
||||
}
|
||||
|
|
264
ai/antt43.txt
264
ai/antt43.txt
|
@ -1,132 +1,132 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
point center; // coordonnées du centre de la zone
|
||||
float distCent; // rayon de la zone
|
||||
float r; // valeur aléatoire
|
||||
int ifTarget; // si on a trouvé une cible et quel genre
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
center.x = -65; // prend les coordonnée
|
||||
center.y = 255; // du centre de la zone
|
||||
center.z = 0; // à patrouiller
|
||||
distCent = 140; // rayon de la zone
|
||||
|
||||
motor(1,1); // en avant toute
|
||||
ifTarget = 0; // pas de cible précise
|
||||
while ( true ) // répète à l'infini
|
||||
{
|
||||
target = radar(list);
|
||||
if(target.position.y > 180)
|
||||
{
|
||||
if(distance2d(position, target.position)<40)
|
||||
{
|
||||
shoot(target.position);
|
||||
}
|
||||
else
|
||||
{
|
||||
head(target.position);
|
||||
}
|
||||
}
|
||||
else Random(center, distCent);
|
||||
}
|
||||
}
|
||||
|
||||
void object::head(point tarPos)
|
||||
{
|
||||
float mp;// puissance du moteur
|
||||
mp = direction(tarPos)/180;
|
||||
//if (mp>1) mp = 1;
|
||||
//if (mp<-1) mp = -1;
|
||||
if (mp>0)
|
||||
{
|
||||
motor(1-mp,1);
|
||||
}
|
||||
else
|
||||
{
|
||||
motor(1,1+mp);
|
||||
}
|
||||
wait(1);
|
||||
}
|
||||
|
||||
void object::Random(point center, float distCent)
|
||||
{
|
||||
if (distance2d(position, center) > distCent or topo(position)<2)
|
||||
{
|
||||
HorsZone(center, distCent);
|
||||
}
|
||||
else
|
||||
{
|
||||
DansZone();
|
||||
}
|
||||
}
|
||||
|
||||
void object::HorsZone(point center, float distCent)
|
||||
{ // si la fourmi est en dehors de la zone
|
||||
motor(0, 0); //s'arrête
|
||||
wait(0.5); //marque un arrêt
|
||||
motor (-0.5, -0.5);//recule lentement
|
||||
wait (1.5); //attend qu'ait reculé
|
||||
turn(direction(center));
|
||||
motor (1, 1); //puis en avant toute
|
||||
do
|
||||
{
|
||||
wait(1); //tant que pas dans la zone
|
||||
}
|
||||
while (distance2d(position, center) > distCent or topo(position)<2);
|
||||
}
|
||||
|
||||
void object::DansZone()
|
||||
{ //si elle est bien dans la zone
|
||||
float r = rand();
|
||||
if (r > 0.8)
|
||||
{ //dans un cas sur dix
|
||||
motor (1, 0.8); // tourne à droite
|
||||
wait(rand()*2); // pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
if (r < 0.2)
|
||||
{ //dans un cas sur dix
|
||||
motor (0.8, 1); // tourne à gauche
|
||||
wait(rand()*2); // pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
motor(1,1);
|
||||
wait(1); // attend un moment
|
||||
}
|
||||
|
||||
void object::shoot(point tarPos)
|
||||
{ // si cible à proximité
|
||||
turn(direction(tarPos));
|
||||
fire(tarPos); // tourne vers la cible
|
||||
fire(tarPos); // et tire deux fois
|
||||
motor(1,1); // avance
|
||||
wait(1.5); // pendant 1.5 s
|
||||
}
|
||||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
point center; // coordonnées du centre de la zone
|
||||
float distCent; // rayon de la zone
|
||||
float r; // valeur aléatoire
|
||||
int ifTarget; // si on a trouvé une cible et quel genre
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
center.x = -65; // prend les coordonnée
|
||||
center.y = 255; // du centre de la zone
|
||||
center.z = 0; // à patrouiller
|
||||
distCent = 140; // rayon de la zone
|
||||
|
||||
motor(1,1); // en avant toute
|
||||
ifTarget = 0; // pas de cible précise
|
||||
while ( true ) // répète à l'infini
|
||||
{
|
||||
target = radar(list);
|
||||
if(target.position.y > 180)
|
||||
{
|
||||
if(distance2d(position, target.position)<40)
|
||||
{
|
||||
shoot(target.position);
|
||||
}
|
||||
else
|
||||
{
|
||||
head(target.position);
|
||||
}
|
||||
}
|
||||
else Random(center, distCent);
|
||||
}
|
||||
}
|
||||
|
||||
void object::head(point tarPos)
|
||||
{
|
||||
float mp;// puissance du moteur
|
||||
mp = direction(tarPos)/180;
|
||||
//if (mp>1) mp = 1;
|
||||
//if (mp<-1) mp = -1;
|
||||
if (mp>0)
|
||||
{
|
||||
motor(1-mp,1);
|
||||
}
|
||||
else
|
||||
{
|
||||
motor(1,1+mp);
|
||||
}
|
||||
wait(1);
|
||||
}
|
||||
|
||||
void object::Random(point center, float distCent)
|
||||
{
|
||||
if (distance2d(position, center) > distCent or topo(position)<2)
|
||||
{
|
||||
HorsZone(center, distCent);
|
||||
}
|
||||
else
|
||||
{
|
||||
DansZone();
|
||||
}
|
||||
}
|
||||
|
||||
void object::HorsZone(point center, float distCent)
|
||||
{ // si la fourmi est en dehors de la zone
|
||||
motor(0, 0); //s'arrête
|
||||
wait(0.5); //marque un arrêt
|
||||
motor (-0.5, -0.5);//recule lentement
|
||||
wait (1.5); //attend qu'ait reculé
|
||||
turn(direction(center));
|
||||
motor (1, 1); //puis en avant toute
|
||||
do
|
||||
{
|
||||
wait(1); //tant que pas dans la zone
|
||||
}
|
||||
while (distance2d(position, center) > distCent or topo(position)<2);
|
||||
}
|
||||
|
||||
void object::DansZone()
|
||||
{ //si elle est bien dans la zone
|
||||
float r = rand();
|
||||
if (r > 0.8)
|
||||
{ //dans un cas sur dix
|
||||
motor (1, 0.8); // tourne à droite
|
||||
wait(rand()*2); // pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
if (r < 0.2)
|
||||
{ //dans un cas sur dix
|
||||
motor (0.8, 1); // tourne à gauche
|
||||
wait(rand()*2); // pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
motor(1,1);
|
||||
wait(1); // attend un moment
|
||||
}
|
||||
|
||||
void object::shoot(point tarPos)
|
||||
{ // si cible à proximité
|
||||
turn(direction(tarPos));
|
||||
fire(tarPos); // tourne vers la cible
|
||||
fire(tarPos); // et tire deux fois
|
||||
motor(1,1); // avance
|
||||
wait(1.5); // pendant 1.5 s
|
||||
}
|
||||
|
|
|
@ -1,13 +1,13 @@
|
|||
extern void object::Recharge1()
|
||||
{
|
||||
point start; // variable for initial pos.
|
||||
object item; // info. about power station
|
||||
|
||||
start = position; // store initial position
|
||||
|
||||
item = radar(PowerStation); // look for station
|
||||
goto(item.position); // go to the power station
|
||||
wait(5); // wait 5 seconds
|
||||
|
||||
goto(start); // go back to initial pos.
|
||||
}
|
||||
extern void object::Recharge1()
|
||||
{
|
||||
point start; // variable for initial pos.
|
||||
object item; // info. about power station
|
||||
|
||||
start = position; // store initial position
|
||||
|
||||
item = radar(PowerStation); // look for station
|
||||
goto(item.position); // go to the power station
|
||||
wait(5); // wait 5 seconds
|
||||
|
||||
goto(start); // go back to initial pos.
|
||||
}
|
||||
|
|
|
@ -1,18 +1,18 @@
|
|||
extern void object::Recharge2()
|
||||
{
|
||||
point start; // variable for initial pos.
|
||||
object item; // info. about power station
|
||||
|
||||
start = position; // store initial position
|
||||
|
||||
item = radar(PowerStation); // look for station
|
||||
goto(item.position); // go to the power station
|
||||
|
||||
while ( energyCell.energyLevel < 1 )
|
||||
{
|
||||
wait(1); // wait until recharged
|
||||
}
|
||||
|
||||
goto(start); // go back to initial pos.
|
||||
message("Recharge completed");
|
||||
}
|
||||
extern void object::Recharge2()
|
||||
{
|
||||
point start; // variable for initial pos.
|
||||
object item; // info. about power station
|
||||
|
||||
start = position; // store initial position
|
||||
|
||||
item = radar(PowerStation); // look for station
|
||||
goto(item.position); // go to the power station
|
||||
|
||||
while ( energyCell.energyLevel < 1 )
|
||||
{
|
||||
wait(1); // wait until recharged
|
||||
}
|
||||
|
||||
goto(start); // go back to initial pos.
|
||||
message("Recharge completed");
|
||||
}
|
||||
|
|
|
@ -1,18 +1,18 @@
|
|||
extern void object::Recharge3()
|
||||
{
|
||||
point start; // variable for initial pos.
|
||||
object item; // info. about power station
|
||||
|
||||
start = position; // store initial position
|
||||
|
||||
item = radar(PowerCaptor); // look for station
|
||||
goto(item.position); // go to the power station
|
||||
|
||||
while ( energyCell.energyLevel < 1 )
|
||||
{
|
||||
wait(1); // wait until recharged
|
||||
}
|
||||
|
||||
goto(start); // go back to initial pos.
|
||||
message("Recharge completed");
|
||||
}
|
||||
extern void object::Recharge3()
|
||||
{
|
||||
point start; // variable for initial pos.
|
||||
object item; // info. about power station
|
||||
|
||||
start = position; // store initial position
|
||||
|
||||
item = radar(PowerCaptor); // look for station
|
||||
goto(item.position); // go to the power station
|
||||
|
||||
while ( energyCell.energyLevel < 1 )
|
||||
{
|
||||
wait(1); // wait until recharged
|
||||
}
|
||||
|
||||
goto(start); // go back to initial pos.
|
||||
message("Recharge completed");
|
||||
}
|
||||
|
|
114
ai/convert.txt
114
ai/convert.txt
|
@ -1,57 +1,57 @@
|
|||
extern void object::Convert( )
|
||||
{
|
||||
object p;
|
||||
point pConvert;
|
||||
|
||||
p = radar(Converter);
|
||||
if ( p == null )
|
||||
{
|
||||
message("Vous devez d'abord construire un convertisseur");
|
||||
return;
|
||||
}
|
||||
pConvert = p.position;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
if ( load.category != TitaniumOre )
|
||||
{
|
||||
p = radar(TitaniumOre);
|
||||
if ( p == null )
|
||||
{
|
||||
message("Minerai pas trouvé");
|
||||
return;
|
||||
}
|
||||
goto(p.position);
|
||||
grab(); // prend minerai
|
||||
|
||||
p = radar(Converter);
|
||||
if ( p == null )
|
||||
{
|
||||
message("Convertisseur pas trouvé");
|
||||
return;
|
||||
}
|
||||
goto(p.position);
|
||||
drop(); // dépose minerai
|
||||
move(-4);
|
||||
wait(15); // attend conversion
|
||||
move(4);
|
||||
grab(); // prend métal
|
||||
move(-4);
|
||||
}
|
||||
|
||||
p = radar(SpaceShip);
|
||||
if ( p == null )
|
||||
{
|
||||
message("Vaisseau spatial pas trouvé");
|
||||
return;
|
||||
}
|
||||
goto(p.position);
|
||||
drop(); // dépose minerai
|
||||
|
||||
if ( energyCell.energyLevel < 0.25 )
|
||||
{
|
||||
message("Veuillez changer la pile");
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
extern void object::Convert( )
|
||||
{
|
||||
object p;
|
||||
point pConvert;
|
||||
|
||||
p = radar(Converter);
|
||||
if ( p == null )
|
||||
{
|
||||
message("Vous devez d'abord construire un convertisseur");
|
||||
return;
|
||||
}
|
||||
pConvert = p.position;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
if ( load.category != TitaniumOre )
|
||||
{
|
||||
p = radar(TitaniumOre);
|
||||
if ( p == null )
|
||||
{
|
||||
message("Minerai pas trouvé");
|
||||
return;
|
||||
}
|
||||
goto(p.position);
|
||||
grab(); // prend minerai
|
||||
|
||||
p = radar(Converter);
|
||||
if ( p == null )
|
||||
{
|
||||
message("Convertisseur pas trouvé");
|
||||
return;
|
||||
}
|
||||
goto(p.position);
|
||||
drop(); // dépose minerai
|
||||
move(-4);
|
||||
wait(15); // attend conversion
|
||||
move(4);
|
||||
grab(); // prend métal
|
||||
move(-4);
|
||||
}
|
||||
|
||||
p = radar(SpaceShip);
|
||||
if ( p == null )
|
||||
{
|
||||
message("Vaisseau spatial pas trouvé");
|
||||
return;
|
||||
}
|
||||
goto(p.position);
|
||||
drop(); // dépose minerai
|
||||
|
||||
if ( energyCell.energyLevel < 0.25 )
|
||||
{
|
||||
message("Veuillez changer la pile");
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,11 +1,11 @@
|
|||
extern void object::SwitchCell1()
|
||||
{
|
||||
grab(InFront); // take the new cell in front
|
||||
drop(Behind); // and drop it behind
|
||||
|
||||
grab(EnergyCell); // take the cell from the bot
|
||||
drop(InFront); // and drop it in front
|
||||
|
||||
grab(Behind); // take the new cell
|
||||
drop(EnergyCell); // and drop it on the bot
|
||||
}
|
||||
extern void object::SwitchCell1()
|
||||
{
|
||||
grab(InFront); // take the new cell in front
|
||||
drop(Behind); // and drop it behind
|
||||
|
||||
grab(EnergyCell); // take the cell from the bot
|
||||
drop(InFront); // and drop it in front
|
||||
|
||||
grab(Behind); // take the new cell
|
||||
drop(EnergyCell); // and drop it on the bot
|
||||
}
|
||||
|
|
16
ai/flash.txt
16
ai/flash.txt
|
@ -1,8 +1,8 @@
|
|||
extern void object::Flash( )
|
||||
{
|
||||
while ( true )
|
||||
{
|
||||
if ( energyCell.energyLevel == 0 ) break;
|
||||
wait(1);
|
||||
}
|
||||
}
|
||||
extern void object::Flash( )
|
||||
{
|
||||
while ( true )
|
||||
{
|
||||
if ( energyCell.energyLevel == 0 ) break;
|
||||
wait(1);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,47 +1,47 @@
|
|||
extern void object::Activity( )
|
||||
{
|
||||
float d1, d2;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
|
||||
while ( true )
|
||||
{
|
||||
d1 = 2+rand()*2;
|
||||
d2 = 1+rand()*3;
|
||||
|
||||
turn(-50);
|
||||
turn(110);
|
||||
turn(30);
|
||||
move(d1);
|
||||
wait(0.5);
|
||||
turn(-90);
|
||||
if ( rand() < 0.5 )
|
||||
{
|
||||
wait(2+rand()*2);
|
||||
}
|
||||
else
|
||||
{
|
||||
turn(-60);
|
||||
turn(110);
|
||||
turn(-50);
|
||||
}
|
||||
turn(-90);
|
||||
move(d1+d2);
|
||||
wait(0.5);
|
||||
turn(90);
|
||||
if ( rand() < 0.5 )
|
||||
{
|
||||
wait(2+rand()*2);
|
||||
}
|
||||
else
|
||||
{
|
||||
turn(-30);
|
||||
turn(60);
|
||||
turn(-30);
|
||||
}
|
||||
turn(90);
|
||||
move(d2);
|
||||
wait(0.5);
|
||||
turn(-90);
|
||||
}
|
||||
}
|
||||
extern void object::Activity( )
|
||||
{
|
||||
float d1, d2;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
|
||||
while ( true )
|
||||
{
|
||||
d1 = 2+rand()*2;
|
||||
d2 = 1+rand()*3;
|
||||
|
||||
turn(-50);
|
||||
turn(110);
|
||||
turn(30);
|
||||
move(d1);
|
||||
wait(0.5);
|
||||
turn(-90);
|
||||
if ( rand() < 0.5 )
|
||||
{
|
||||
wait(2+rand()*2);
|
||||
}
|
||||
else
|
||||
{
|
||||
turn(-60);
|
||||
turn(110);
|
||||
turn(-50);
|
||||
}
|
||||
turn(-90);
|
||||
move(d1+d2);
|
||||
wait(0.5);
|
||||
turn(90);
|
||||
if ( rand() < 0.5 )
|
||||
{
|
||||
wait(2+rand()*2);
|
||||
}
|
||||
else
|
||||
{
|
||||
turn(-30);
|
||||
turn(60);
|
||||
turn(-30);
|
||||
}
|
||||
turn(90);
|
||||
move(d2);
|
||||
wait(0.5);
|
||||
turn(-90);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,16 +1,16 @@
|
|||
extern void object::Activity( )
|
||||
{
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
|
||||
while ( true )
|
||||
{
|
||||
turn(-144);
|
||||
move(2);
|
||||
turn(-90);
|
||||
wait(5+rand()*8);
|
||||
turn(-90);
|
||||
move(2);
|
||||
turn(-36);
|
||||
wait(2+rand()*5);
|
||||
}
|
||||
}
|
||||
extern void object::Activity( )
|
||||
{
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
|
||||
while ( true )
|
||||
{
|
||||
turn(-144);
|
||||
move(2);
|
||||
turn(-90);
|
||||
wait(5+rand()*8);
|
||||
turn(-90);
|
||||
move(2);
|
||||
turn(-36);
|
||||
wait(2+rand()*5);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,22 +1,22 @@
|
|||
extern void object::Activity( )
|
||||
{
|
||||
float dist;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
|
||||
while ( true )
|
||||
{
|
||||
dist = 2+rand()*3;
|
||||
|
||||
turn(90);
|
||||
move(dist);
|
||||
wait(0.5);
|
||||
turn(-90);
|
||||
wait(2+rand()*3);
|
||||
turn(-90);
|
||||
move(dist);
|
||||
wait(0.5);
|
||||
turn(90);
|
||||
wait(1+rand()*1);
|
||||
}
|
||||
}
|
||||
extern void object::Activity( )
|
||||
{
|
||||
float dist;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
|
||||
while ( true )
|
||||
{
|
||||
dist = 2+rand()*3;
|
||||
|
||||
turn(90);
|
||||
move(dist);
|
||||
wait(0.5);
|
||||
turn(-90);
|
||||
wait(2+rand()*3);
|
||||
turn(-90);
|
||||
move(dist);
|
||||
wait(0.5);
|
||||
turn(90);
|
||||
wait(1+rand()*1);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
extern void object::Activity( )
|
||||
{
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
|
||||
while ( true )
|
||||
{
|
||||
goto(15,-6, 0,0,1);
|
||||
goto(2,-6, 0,0,1);
|
||||
}
|
||||
}
|
||||
extern void object::Activity( )
|
||||
{
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
|
||||
while ( true )
|
||||
{
|
||||
goto(15,-6, 0,0,1);
|
||||
goto(2,-6, 0,0,1);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,13 +1,13 @@
|
|||
extern void object::Activity( )
|
||||
{
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
|
||||
while ( true )
|
||||
{
|
||||
wait(2);
|
||||
goto(-13,-16, 0,0,1);
|
||||
turn(180);
|
||||
goto(14,-12, 0,0,1);
|
||||
turn(180);
|
||||
}
|
||||
}
|
||||
extern void object::Activity( )
|
||||
{
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
|
||||
while ( true )
|
||||
{
|
||||
wait(2);
|
||||
goto(-13,-16, 0,0,1);
|
||||
turn(180);
|
||||
goto(14,-12, 0,0,1);
|
||||
turn(180);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,29 +1,29 @@
|
|||
extern void object::Activity( )
|
||||
{
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
|
||||
while ( true )
|
||||
{
|
||||
goto(-10,-12, 0,0,1);
|
||||
wait(1);
|
||||
grab();
|
||||
turn(180);
|
||||
goto( -3,-12, 0,0,1);
|
||||
drop();
|
||||
wait(1);
|
||||
turn(180);
|
||||
|
||||
goto(-10,-12, 0,0,1);
|
||||
turn(180);
|
||||
goto( -3,-12, 0,0,1);
|
||||
wait(1);
|
||||
grab();
|
||||
turn(180);
|
||||
|
||||
goto(-10,-12, 0,0,1);
|
||||
drop();
|
||||
turn(180);
|
||||
goto( -3,-12, 0,0,1);
|
||||
turn(180);
|
||||
}
|
||||
}
|
||||
extern void object::Activity( )
|
||||
{
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
|
||||
while ( true )
|
||||
{
|
||||
goto(-10,-12, 0,0,1);
|
||||
wait(1);
|
||||
grab();
|
||||
turn(180);
|
||||
goto( -3,-12, 0,0,1);
|
||||
drop();
|
||||
wait(1);
|
||||
turn(180);
|
||||
|
||||
goto(-10,-12, 0,0,1);
|
||||
turn(180);
|
||||
goto( -3,-12, 0,0,1);
|
||||
wait(1);
|
||||
grab();
|
||||
turn(180);
|
||||
|
||||
goto(-10,-12, 0,0,1);
|
||||
drop();
|
||||
turn(180);
|
||||
goto( -3,-12, 0,0,1);
|
||||
turn(180);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,23 +1,23 @@
|
|||
extern void object::Activity( )
|
||||
{
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
|
||||
while ( true )
|
||||
{
|
||||
motor(-0.2, 0.2);
|
||||
wait(1);
|
||||
motor(0.2, -0.2);
|
||||
wait(1);
|
||||
motor(0, 0);
|
||||
wait(4);
|
||||
|
||||
motor(0.4, -0.4);
|
||||
wait(2);
|
||||
motor(0, 0);
|
||||
wait(1);
|
||||
motor(-0.4, 0.4);
|
||||
wait(2);
|
||||
motor(0, 0);
|
||||
wait(1);
|
||||
}
|
||||
}
|
||||
extern void object::Activity( )
|
||||
{
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
|
||||
while ( true )
|
||||
{
|
||||
motor(-0.2, 0.2);
|
||||
wait(1);
|
||||
motor(0.2, -0.2);
|
||||
wait(1);
|
||||
motor(0, 0);
|
||||
wait(4);
|
||||
|
||||
motor(0.4, -0.4);
|
||||
wait(2);
|
||||
motor(0, 0);
|
||||
wait(1);
|
||||
motor(-0.4, 0.4);
|
||||
wait(2);
|
||||
motor(0, 0);
|
||||
wait(1);
|
||||
}
|
||||
}
|
||||
|
|
36
ai/kill1.txt
36
ai/kill1.txt
|
@ -1,18 +1,18 @@
|
|||
extern void object::KillAnt1()
|
||||
{
|
||||
object item; // info. about object
|
||||
|
||||
goto(-30, 0); // go west
|
||||
aim(0); // aim straight
|
||||
|
||||
while ( true ) // repeat forever:
|
||||
{
|
||||
item = radar(AlienAnt, 0, 360, 0, 40);
|
||||
if ( item != null ) // ant detected ?
|
||||
{
|
||||
turn(direction(item.position));
|
||||
fire(0.5); // shoot 0.5 s
|
||||
}
|
||||
wait(1); // wait 1 second
|
||||
}
|
||||
}
|
||||
extern void object::KillAnt1()
|
||||
{
|
||||
object item; // info. about object
|
||||
|
||||
goto(-30, 0); // go west
|
||||
aim(0); // aim straight
|
||||
|
||||
while ( true ) // repeat forever:
|
||||
{
|
||||
item = radar(AlienAnt, 0, 360, 0, 40);
|
||||
if ( item != null ) // ant detected ?
|
||||
{
|
||||
turn(direction(item.position));
|
||||
fire(0.5); // shoot 0.5 s
|
||||
}
|
||||
wait(1); // wait 1 second
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,48 +1,48 @@
|
|||
extern void object::Produce( )
|
||||
{
|
||||
point path[4];
|
||||
int i;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
path[0].x = cmdline(0);
|
||||
path[0].y = cmdline(1);
|
||||
path[1].x = cmdline(2);
|
||||
path[1].y = cmdline(3);
|
||||
path[2].x = cmdline(4);
|
||||
path[2].y = cmdline(5);
|
||||
path[3].x = cmdline(6);
|
||||
path[3].y = cmdline(7);
|
||||
|
||||
i = 1;
|
||||
while ( true )
|
||||
{
|
||||
goto(path[i%4]);
|
||||
|
||||
if ( i%5 == 4 && WaspCount() < 2 )
|
||||
{
|
||||
produce(position, orientation, AlienWasp, "wasp01.txt");
|
||||
}
|
||||
|
||||
i ++;
|
||||
}
|
||||
}
|
||||
|
||||
int object::WaspCount()
|
||||
{
|
||||
object item;
|
||||
int total = 0;
|
||||
int i = 0;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
item = retobject(i++);
|
||||
if ( item == null ) return total;
|
||||
|
||||
if ( item.category == AlienWasp )
|
||||
{
|
||||
total ++;
|
||||
}
|
||||
}
|
||||
}
|
||||
extern void object::Produce( )
|
||||
{
|
||||
point path[4];
|
||||
int i;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
path[0].x = cmdline(0);
|
||||
path[0].y = cmdline(1);
|
||||
path[1].x = cmdline(2);
|
||||
path[1].y = cmdline(3);
|
||||
path[2].x = cmdline(4);
|
||||
path[2].y = cmdline(5);
|
||||
path[3].x = cmdline(6);
|
||||
path[3].y = cmdline(7);
|
||||
|
||||
i = 1;
|
||||
while ( true )
|
||||
{
|
||||
goto(path[i%4]);
|
||||
|
||||
if ( i%5 == 4 && WaspCount() < 2 )
|
||||
{
|
||||
produce(position, orientation, AlienWasp, "wasp01.txt");
|
||||
}
|
||||
|
||||
i ++;
|
||||
}
|
||||
}
|
||||
|
||||
int object::WaspCount()
|
||||
{
|
||||
object item;
|
||||
int total = 0;
|
||||
int i = 0;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
item = retobject(i++);
|
||||
if ( item == null ) return total;
|
||||
|
||||
if ( item.category == AlienWasp )
|
||||
{
|
||||
total ++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
148
ai/lady02.txt
148
ai/lady02.txt
|
@ -1,74 +1,74 @@
|
|||
extern void object::Produce( )
|
||||
{
|
||||
point path[7];
|
||||
int i;
|
||||
float r;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
ipf(10); // 10 instructions / second
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
path[0].x = cmdline(0);
|
||||
path[0].y = cmdline(1);
|
||||
path[1].x = cmdline(2);
|
||||
path[1].y = cmdline(3);
|
||||
path[2].x = cmdline(4);
|
||||
path[2].y = cmdline(5);
|
||||
path[3].x = cmdline(6);
|
||||
path[3].y = cmdline(7);
|
||||
path[4].x = cmdline(8);
|
||||
path[4].y = cmdline(9);
|
||||
path[5].x = cmdline(10);
|
||||
path[5].y = cmdline(11);
|
||||
path[6].x = cmdline(12);
|
||||
path[6].y = cmdline(13);
|
||||
|
||||
i = 1;
|
||||
while ( true )
|
||||
{
|
||||
goto(path[i%7]);
|
||||
|
||||
if ( rand() < 0.2 ) // attaqueuse 1x / 5
|
||||
{
|
||||
produce(position, orientation, AlienAnt, "antattsw.txt");
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( AlienCount() < 10 )
|
||||
{
|
||||
r = rand();
|
||||
if( r < 0.3 )
|
||||
{
|
||||
produce(position, orientation, AlienAnt, "antt41.txt");
|
||||
}
|
||||
if( r >= 0.6 )
|
||||
{
|
||||
produce(position, orientation, AlienAnt, "antt42.txt");
|
||||
}
|
||||
if( r < 0.6 and r >= 0.3 )
|
||||
{
|
||||
produce(position, orientation, AlienAnt, "antt43.txt");
|
||||
}
|
||||
}
|
||||
}
|
||||
i ++;
|
||||
}
|
||||
}
|
||||
|
||||
int object::AlienCount()
|
||||
{
|
||||
object item;
|
||||
int total = 0;
|
||||
int i = 0;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
item = retobject(i++);
|
||||
if ( item == null ) return total;
|
||||
|
||||
if ( item.category == AlienAnt )
|
||||
{
|
||||
total ++;
|
||||
}
|
||||
}
|
||||
}
|
||||
extern void object::Produce( )
|
||||
{
|
||||
point path[7];
|
||||
int i;
|
||||
float r;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
ipf(10); // 10 instructions / second
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
path[0].x = cmdline(0);
|
||||
path[0].y = cmdline(1);
|
||||
path[1].x = cmdline(2);
|
||||
path[1].y = cmdline(3);
|
||||
path[2].x = cmdline(4);
|
||||
path[2].y = cmdline(5);
|
||||
path[3].x = cmdline(6);
|
||||
path[3].y = cmdline(7);
|
||||
path[4].x = cmdline(8);
|
||||
path[4].y = cmdline(9);
|
||||
path[5].x = cmdline(10);
|
||||
path[5].y = cmdline(11);
|
||||
path[6].x = cmdline(12);
|
||||
path[6].y = cmdline(13);
|
||||
|
||||
i = 1;
|
||||
while ( true )
|
||||
{
|
||||
goto(path[i%7]);
|
||||
|
||||
if ( rand() < 0.2 ) // attaqueuse 1x / 5
|
||||
{
|
||||
produce(position, orientation, AlienAnt, "antattsw.txt");
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( AlienCount() < 10 )
|
||||
{
|
||||
r = rand();
|
||||
if( r < 0.3 )
|
||||
{
|
||||
produce(position, orientation, AlienAnt, "antt41.txt");
|
||||
}
|
||||
if( r >= 0.6 )
|
||||
{
|
||||
produce(position, orientation, AlienAnt, "antt42.txt");
|
||||
}
|
||||
if( r < 0.6 and r >= 0.3 )
|
||||
{
|
||||
produce(position, orientation, AlienAnt, "antt43.txt");
|
||||
}
|
||||
}
|
||||
}
|
||||
i ++;
|
||||
}
|
||||
}
|
||||
|
||||
int object::AlienCount()
|
||||
{
|
||||
object item;
|
||||
int total = 0;
|
||||
int i = 0;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
item = retobject(i++);
|
||||
if ( item == null ) return total;
|
||||
|
||||
if ( item.category == AlienAnt )
|
||||
{
|
||||
total ++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
98
ai/run1.txt
98
ai/run1.txt
|
@ -1,49 +1,49 @@
|
|||
extern void object::Run()
|
||||
{
|
||||
point circuit[];
|
||||
int i, max;
|
||||
|
||||
i = 0;
|
||||
circuit[i].x = 35; circuit[i].y = 55; circuit[i++].z = 10;
|
||||
circuit[i].x = 37; circuit[i].y = 90; circuit[i++].z = 10;
|
||||
circuit[i].x = 98; circuit[i].y = 82; circuit[i++].z = 10;
|
||||
circuit[i].x = 134; circuit[i].y = 104; circuit[i++].z = 10;
|
||||
circuit[i].x = 112; circuit[i].y = 161; circuit[i++].z = 10;
|
||||
circuit[i].x = 148; circuit[i].y = 190; circuit[i++].z = 10;
|
||||
circuit[i].x = 205; circuit[i].y = 216; circuit[i++].z = 10;
|
||||
circuit[i].x = 244; circuit[i].y = 219; circuit[i++].z = 10;
|
||||
circuit[i].x = 255; circuit[i].y = 76; circuit[i++].z = 4;
|
||||
circuit[i].x = 185; circuit[i].y = 45; circuit[i++].z = 10;
|
||||
circuit[i].x = 162; circuit[i].y = -1; circuit[i++].z = 10;
|
||||
circuit[i].x = 139; circuit[i].y = -45; circuit[i++].z = 90;
|
||||
circuit[i].x = 165; circuit[i].y = -80; circuit[i++].z = 10;
|
||||
circuit[i].x = 235; circuit[i].y =-134; circuit[i++].z = 10;
|
||||
circuit[i].x = 226; circuit[i].y =-203; circuit[i++].z = 10;
|
||||
circuit[i].x = 185; circuit[i].y =-262; circuit[i++].z = 90;
|
||||
circuit[i].x = 173; circuit[i].y =-300; circuit[i++].z = 90;
|
||||
circuit[i].x = 144; circuit[i].y =-340; circuit[i++].z = 90;
|
||||
circuit[i].x = 35; circuit[i].y =-322; circuit[i++].z = 10;
|
||||
circuit[i].x = -27; circuit[i].y =-240; circuit[i++].z = 10;
|
||||
circuit[i].x = -87; circuit[i].y =-250; circuit[i++].z = 10;
|
||||
circuit[i].x =-137; circuit[i].y =-259; circuit[i++].z = 10;
|
||||
circuit[i].x =-182; circuit[i].y =-274; circuit[i++].z = 10;
|
||||
max = i;
|
||||
|
||||
// for ( i=0 ; i<max ; i++ )
|
||||
// {
|
||||
// produce(circuit[i], 0, WayPoint, "");
|
||||
// }
|
||||
|
||||
grab();
|
||||
|
||||
for ( i=0 ; i<max ; i++ )
|
||||
{
|
||||
goto(circuit[i], circuit[i].z, 1,1);
|
||||
// message(i);
|
||||
}
|
||||
|
||||
goto(-233, -215, 10, 0,1);
|
||||
drop();
|
||||
|
||||
goto(-333, -64, 20, 1,1);
|
||||
}
|
||||
extern void object::Run()
|
||||
{
|
||||
point circuit[];
|
||||
int i, max;
|
||||
|
||||
i = 0;
|
||||
circuit[i].x = 35; circuit[i].y = 55; circuit[i++].z = 10;
|
||||
circuit[i].x = 37; circuit[i].y = 90; circuit[i++].z = 10;
|
||||
circuit[i].x = 98; circuit[i].y = 82; circuit[i++].z = 10;
|
||||
circuit[i].x = 134; circuit[i].y = 104; circuit[i++].z = 10;
|
||||
circuit[i].x = 112; circuit[i].y = 161; circuit[i++].z = 10;
|
||||
circuit[i].x = 148; circuit[i].y = 190; circuit[i++].z = 10;
|
||||
circuit[i].x = 205; circuit[i].y = 216; circuit[i++].z = 10;
|
||||
circuit[i].x = 244; circuit[i].y = 219; circuit[i++].z = 10;
|
||||
circuit[i].x = 255; circuit[i].y = 76; circuit[i++].z = 4;
|
||||
circuit[i].x = 185; circuit[i].y = 45; circuit[i++].z = 10;
|
||||
circuit[i].x = 162; circuit[i].y = -1; circuit[i++].z = 10;
|
||||
circuit[i].x = 139; circuit[i].y = -45; circuit[i++].z = 90;
|
||||
circuit[i].x = 165; circuit[i].y = -80; circuit[i++].z = 10;
|
||||
circuit[i].x = 235; circuit[i].y =-134; circuit[i++].z = 10;
|
||||
circuit[i].x = 226; circuit[i].y =-203; circuit[i++].z = 10;
|
||||
circuit[i].x = 185; circuit[i].y =-262; circuit[i++].z = 90;
|
||||
circuit[i].x = 173; circuit[i].y =-300; circuit[i++].z = 90;
|
||||
circuit[i].x = 144; circuit[i].y =-340; circuit[i++].z = 90;
|
||||
circuit[i].x = 35; circuit[i].y =-322; circuit[i++].z = 10;
|
||||
circuit[i].x = -27; circuit[i].y =-240; circuit[i++].z = 10;
|
||||
circuit[i].x = -87; circuit[i].y =-250; circuit[i++].z = 10;
|
||||
circuit[i].x =-137; circuit[i].y =-259; circuit[i++].z = 10;
|
||||
circuit[i].x =-182; circuit[i].y =-274; circuit[i++].z = 10;
|
||||
max = i;
|
||||
|
||||
// for ( i=0 ; i<max ; i++ )
|
||||
// {
|
||||
// produce(circuit[i], 0, WayPoint, "");
|
||||
// }
|
||||
|
||||
grab();
|
||||
|
||||
for ( i=0 ; i<max ; i++ )
|
||||
{
|
||||
goto(circuit[i], circuit[i].z, 1,1);
|
||||
// message(i);
|
||||
}
|
||||
|
||||
goto(-233, -215, 10, 0,1);
|
||||
drop();
|
||||
|
||||
goto(-333, -64, 20, 1,1);
|
||||
}
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
extern void object::Outward()
|
||||
{
|
||||
shield(1,15); // activate the shield
|
||||
goto(6,160); // go close to the key
|
||||
shield(0,15); // deactivate the shield
|
||||
}
|
||||
extern void object::Outward()
|
||||
{
|
||||
shield(1,15); // activate the shield
|
||||
goto(6,160); // go close to the key
|
||||
shield(0,15); // deactivate the shield
|
||||
}
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
extern void object::Return()
|
||||
{
|
||||
shield(1,15); // activate the shield
|
||||
goto(8,60); // go to the spaceship
|
||||
shield(0,15); // deactivate the shield
|
||||
}
|
||||
extern void object::Return()
|
||||
{
|
||||
shield(1,15); // activate the shield
|
||||
goto(8,60); // go to the spaceship
|
||||
shield(0,15); // deactivate the shield
|
||||
}
|
||||
|
|
|
@ -1,33 +1,33 @@
|
|||
extern void object::FollowPhazer()
|
||||
{
|
||||
object item; // info. about phazer
|
||||
point dest; // position where to go
|
||||
float dist; // distance to phazer
|
||||
|
||||
item = radar(PhazerShooter);
|
||||
if ( item == null )
|
||||
{
|
||||
message("No phazer found");
|
||||
return; // stop the program
|
||||
}
|
||||
shield(1, 25); // activate the shield
|
||||
|
||||
while ( true ) // repeat forever
|
||||
{
|
||||
item = radar(PhazerShooter);// look for phazer
|
||||
if ( item == null ) break;
|
||||
|
||||
dist = distance(item.position, position);
|
||||
if ( dist < 5 )
|
||||
{ // if closer than 5 m:
|
||||
wait(1); // wait
|
||||
}
|
||||
else // otherwise:
|
||||
{ // Calculate a position 5 m before the phazer
|
||||
dest.x = (item.position.x-position.x)*((dist-5)/dist)+position.x;
|
||||
dest.y = (item.position.y-position.y)*((dist-5)/dist)+position.y;
|
||||
dest.z = (item.position.z-position.z)*((dist-5)/dist)+position.z;
|
||||
goto(dest, 0, 1, 1); // and go there
|
||||
}
|
||||
}
|
||||
}
|
||||
extern void object::FollowPhazer()
|
||||
{
|
||||
object item; // info. about phazer
|
||||
point dest; // position where to go
|
||||
float dist; // distance to phazer
|
||||
|
||||
item = radar(PhazerShooter);
|
||||
if ( item == null )
|
||||
{
|
||||
message("No phazer found");
|
||||
return; // stop the program
|
||||
}
|
||||
shield(1, 25); // activate the shield
|
||||
|
||||
while ( true ) // repeat forever
|
||||
{
|
||||
item = radar(PhazerShooter);// look for phazer
|
||||
if ( item == null ) break;
|
||||
|
||||
dist = distance(item.position, position);
|
||||
if ( dist < 5 )
|
||||
{ // if closer than 5 m:
|
||||
wait(1); // wait
|
||||
}
|
||||
else // otherwise:
|
||||
{ // Calculate a position 5 m before the phazer
|
||||
dest.x = (item.position.x-position.x)*((dist-5)/dist)+position.x;
|
||||
dest.y = (item.position.y-position.y)*((dist-5)/dist)+position.y;
|
||||
dest.z = (item.position.z-position.z)*((dist-5)/dist)+position.z;
|
||||
goto(dest, 0, 1, 1); // and go there
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
126
ai/spider01.txt
126
ai/spider01.txt
|
@ -1,63 +1,63 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
int enemy;
|
||||
object p;
|
||||
float dist;
|
||||
point nav1, nav2, nav3, nav4, dest;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
// enemy = WheeledGrabber;
|
||||
enemy = WingedOrgaShooter;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
p = radar(enemy, 0, 360, 0, 50);
|
||||
if ( p == null )
|
||||
{
|
||||
nav1.x = position.x+2.5;
|
||||
nav1.y = position.y+2.5;
|
||||
nav2.x = position.x+2.5;
|
||||
nav2.y = position.y-2.5;
|
||||
nav3.x = position.x-2.5;
|
||||
nav3.y = position.y-2.5;
|
||||
nav4.x = position.x-2.5;
|
||||
nav4.y = position.y+2.5;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
goto(nav1);
|
||||
p = radar(enemy, 0, 360, 0, 50);
|
||||
if ( p != null ) break;
|
||||
|
||||
goto(nav2);
|
||||
p = radar(enemy, 0, 360, 0, 50);
|
||||
if ( p != null ) break;
|
||||
|
||||
goto(nav3);
|
||||
p = radar(enemy, 0, 360, 0, 50);
|
||||
if ( p != null ) break;
|
||||
|
||||
goto(nav4);
|
||||
p = radar(enemy, 0, 360, 0, 50);
|
||||
if ( p != null ) break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
dist = distance(p.position, position);
|
||||
if ( dist <= 7.5 )
|
||||
{
|
||||
fire();
|
||||
}
|
||||
else
|
||||
{
|
||||
dest.x = (position.x+p.position.x)/2;
|
||||
dest.y = (position.y+p.position.y)/2;
|
||||
dest.z = (position.z+p.position.z)/2;
|
||||
goto(dest);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
extern void object::Attack( )
|
||||
{
|
||||
int enemy;
|
||||
object p;
|
||||
float dist;
|
||||
point nav1, nav2, nav3, nav4, dest;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
// enemy = WheeledGrabber;
|
||||
enemy = WingedOrgaShooter;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
p = radar(enemy, 0, 360, 0, 50);
|
||||
if ( p == null )
|
||||
{
|
||||
nav1.x = position.x+2.5;
|
||||
nav1.y = position.y+2.5;
|
||||
nav2.x = position.x+2.5;
|
||||
nav2.y = position.y-2.5;
|
||||
nav3.x = position.x-2.5;
|
||||
nav3.y = position.y-2.5;
|
||||
nav4.x = position.x-2.5;
|
||||
nav4.y = position.y+2.5;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
goto(nav1);
|
||||
p = radar(enemy, 0, 360, 0, 50);
|
||||
if ( p != null ) break;
|
||||
|
||||
goto(nav2);
|
||||
p = radar(enemy, 0, 360, 0, 50);
|
||||
if ( p != null ) break;
|
||||
|
||||
goto(nav3);
|
||||
p = radar(enemy, 0, 360, 0, 50);
|
||||
if ( p != null ) break;
|
||||
|
||||
goto(nav4);
|
||||
p = radar(enemy, 0, 360, 0, 50);
|
||||
if ( p != null ) break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
dist = distance(p.position, position);
|
||||
if ( dist <= 7.5 )
|
||||
{
|
||||
fire();
|
||||
}
|
||||
else
|
||||
{
|
||||
dest.x = (position.x+p.position.x)/2;
|
||||
dest.y = (position.y+p.position.y)/2;
|
||||
dest.z = (position.z+p.position.z)/2;
|
||||
goto(dest);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
148
ai/spider02.txt
148
ai/spider02.txt
|
@ -1,74 +1,74 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
int list[];
|
||||
int i;
|
||||
object p;
|
||||
float dist, prox;
|
||||
point dest;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
list[i++] = Derrick;
|
||||
list[i++] = BotFactory;
|
||||
list[i++] = PowerStation;
|
||||
list[i++] = Converter;
|
||||
list[i++] = RepairCenter;
|
||||
list[i++] = DefenseTower;
|
||||
list[i++] = AlienNest;
|
||||
list[i++] = ResearchCenter;
|
||||
list[i++] = RadarStation;
|
||||
list[i++] = ExchangePost;
|
||||
list[i++] = PowerPlant;
|
||||
list[i++] = AutoLab;
|
||||
list[i++] = NuclearPlant;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
p = radar(list, 0, 360, 0, 30);
|
||||
if ( p == null )
|
||||
{
|
||||
wait(2);
|
||||
}
|
||||
else
|
||||
{
|
||||
dist = distance(p.position, position);
|
||||
if ( dist <= 10 )
|
||||
{
|
||||
fire();
|
||||
}
|
||||
else
|
||||
{
|
||||
prox = dist-5;
|
||||
if ( prox > 25 ) prox = 25;
|
||||
dest.x = (position.x-p.position.x)*prox/dist + p.position.x;
|
||||
dest.y = (position.y-p.position.y)*prox/dist + p.position.y;
|
||||
dest.z = (position.z-p.position.z)*prox/dist + p.position.z;
|
||||
goto(dest);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
extern void object::Attack( )
|
||||
{
|
||||
int list[];
|
||||
int i;
|
||||
object p;
|
||||
float dist, prox;
|
||||
point dest;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
list[i++] = Derrick;
|
||||
list[i++] = BotFactory;
|
||||
list[i++] = PowerStation;
|
||||
list[i++] = Converter;
|
||||
list[i++] = RepairCenter;
|
||||
list[i++] = DefenseTower;
|
||||
list[i++] = AlienNest;
|
||||
list[i++] = ResearchCenter;
|
||||
list[i++] = RadarStation;
|
||||
list[i++] = ExchangePost;
|
||||
list[i++] = PowerPlant;
|
||||
list[i++] = AutoLab;
|
||||
list[i++] = NuclearPlant;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
p = radar(list, 0, 360, 0, 30);
|
||||
if ( p == null )
|
||||
{
|
||||
wait(2);
|
||||
}
|
||||
else
|
||||
{
|
||||
dist = distance(p.position, position);
|
||||
if ( dist <= 10 )
|
||||
{
|
||||
fire();
|
||||
}
|
||||
else
|
||||
{
|
||||
prox = dist-5;
|
||||
if ( prox > 25 ) prox = 25;
|
||||
dest.x = (position.x-p.position.x)*prox/dist + p.position.x;
|
||||
dest.y = (position.y-p.position.y)*prox/dist + p.position.y;
|
||||
dest.z = (position.z-p.position.z)*prox/dist + p.position.z;
|
||||
goto(dest);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
118
ai/spider03.txt
118
ai/spider03.txt
|
@ -1,59 +1,59 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i;
|
||||
object p;
|
||||
float dist, prox;
|
||||
point nav1, nav2, dest;
|
||||
boolean advance = true;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
nav1.x = cmdline(0);
|
||||
nav1.y = cmdline(1);
|
||||
nav2.x = cmdline(2);
|
||||
nav2.y = cmdline(3);
|
||||
|
||||
while ( true )
|
||||
{
|
||||
while ( true )
|
||||
{
|
||||
p = radar(list, 0, 360, 0, 10);
|
||||
if ( p == null ) break;
|
||||
fire();
|
||||
}
|
||||
goto(nav1);
|
||||
|
||||
while ( true )
|
||||
{
|
||||
p = radar(list, 0, 360, 0, 10);
|
||||
if ( p == null ) break;
|
||||
fire();
|
||||
}
|
||||
goto(nav2);
|
||||
}
|
||||
}
|
||||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i;
|
||||
object p;
|
||||
float dist, prox;
|
||||
point nav1, nav2, dest;
|
||||
boolean advance = true;
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
nav1.x = cmdline(0);
|
||||
nav1.y = cmdline(1);
|
||||
nav2.x = cmdline(2);
|
||||
nav2.y = cmdline(3);
|
||||
|
||||
while ( true )
|
||||
{
|
||||
while ( true )
|
||||
{
|
||||
p = radar(list, 0, 360, 0, 10);
|
||||
if ( p == null ) break;
|
||||
fire();
|
||||
}
|
||||
goto(nav1);
|
||||
|
||||
while ( true )
|
||||
{
|
||||
p = radar(list, 0, 360, 0, 10);
|
||||
if ( p == null ) break;
|
||||
fire();
|
||||
}
|
||||
goto(nav2);
|
||||
}
|
||||
}
|
||||
|
|
204
ai/spidict.txt
204
ai/spidict.txt
|
@ -1,102 +1,102 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
point center; // coordonnées du centre de la zone
|
||||
point lastPos; // dernière position (pr test si bloquée)
|
||||
float distCent; // rayon de la zone
|
||||
float r; // valeur aléatoire
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
center.x = cmdline(0); // prend les coordonnée
|
||||
center.y = cmdline(1); // du centre de la zone
|
||||
center.z = 0; // à patrouiller
|
||||
distCent = cmdline(2); // rayon de la zone
|
||||
|
||||
lastPos = position; // initialise
|
||||
motor(1,1); // en avant toute
|
||||
while ( true ) // répère à l'infini
|
||||
{
|
||||
target = radar(list, 0, 360, 0, 10);
|
||||
if (target == null or topo(position)<0)// pas de cible à proximité
|
||||
{ // ou pieds dans l'eau
|
||||
if (distance2d(position, center) > distCent or topo(position)<0)
|
||||
{ // si la fourmi est en dehors de la zone
|
||||
motor(0, 0); //s'arrête
|
||||
wait(0.5); //marque un arrêt
|
||||
motor (-0.5, -0.5);//recule lentement
|
||||
wait (1.5); //attend qu'ait reculé
|
||||
turn(direction(center));
|
||||
motor (1, 1); //puis en avant toute
|
||||
do
|
||||
{
|
||||
lastPos = position;
|
||||
wait(1); //tant que pas dans la zone
|
||||
if (distance2d(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
turn(direction(center));
|
||||
}
|
||||
}
|
||||
while (distance2d(position, center) > distCent or topo(position)<0);
|
||||
}
|
||||
else
|
||||
{ //si elle est bien dans la zone
|
||||
if (distance2d(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
}
|
||||
r = rand();
|
||||
if (r > 0.6)
|
||||
{ //dans un cas sur dix
|
||||
motor (1, 0.7);// tourne à droite
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
if (r < 0.4)
|
||||
{ //dans un cas sur dix
|
||||
motor (0.7, 1);// tourne à gauche
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
lastPos = position;
|
||||
wait(1); //attend un moment
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // si cible à proximité
|
||||
fire();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
extern void object::Attack( )
|
||||
{
|
||||
int list[], i; // liste des objets cherchés
|
||||
object target; // info sur la cible
|
||||
point center; // coordonnées du centre de la zone
|
||||
point lastPos; // dernière position (pr test si bloquée)
|
||||
float distCent; // rayon de la zone
|
||||
float r; // valeur aléatoire
|
||||
|
||||
errmode(0); // ne stoppe pas si erreur
|
||||
while ( ismovie() != 0 ) wait(1);
|
||||
|
||||
i = 0;
|
||||
list[i++] = WingedGrabber;
|
||||
list[i++] = TrackedGrabber;
|
||||
list[i++] = WheeledGrabber;
|
||||
list[i++] = LeggedGrabber;
|
||||
list[i++] = WingedShooter;
|
||||
list[i++] = TrackedShooter;
|
||||
list[i++] = WheeledShooter;
|
||||
list[i++] = LeggedShooter;
|
||||
list[i++] = WingedOrgaShooter;
|
||||
list[i++] = TrackedOrgaShooter;
|
||||
list[i++] = WheeledOrgaShooter;
|
||||
list[i++] = LeggedOrgaShooter;
|
||||
list[i++] = WingedSniffer;
|
||||
list[i++] = TrackedSniffer;
|
||||
list[i++] = WheeledSniffer;
|
||||
list[i++] = LeggedSniffer;
|
||||
list[i++] = Thumper;
|
||||
list[i++] = PhazerShooter;
|
||||
list[i++] = Recycler;
|
||||
list[i++] = Shielder;
|
||||
list[i++] = Subber;
|
||||
list[i++] = Me;
|
||||
|
||||
center.x = cmdline(0); // prend les coordonnée
|
||||
center.y = cmdline(1); // du centre de la zone
|
||||
center.z = 0; // à patrouiller
|
||||
distCent = cmdline(2); // rayon de la zone
|
||||
|
||||
lastPos = position; // initialise
|
||||
motor(1,1); // en avant toute
|
||||
while ( true ) // répère à l'infini
|
||||
{
|
||||
target = radar(list, 0, 360, 0, 10);
|
||||
if (target == null or topo(position)<0)// pas de cible à proximité
|
||||
{ // ou pieds dans l'eau
|
||||
if (distance2d(position, center) > distCent or topo(position)<0)
|
||||
{ // si la fourmi est en dehors de la zone
|
||||
motor(0, 0); //s'arrête
|
||||
wait(0.5); //marque un arrêt
|
||||
motor (-0.5, -0.5);//recule lentement
|
||||
wait (1.5); //attend qu'ait reculé
|
||||
turn(direction(center));
|
||||
motor (1, 1); //puis en avant toute
|
||||
do
|
||||
{
|
||||
lastPos = position;
|
||||
wait(1); //tant que pas dans la zone
|
||||
if (distance2d(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
turn(direction(center));
|
||||
}
|
||||
}
|
||||
while (distance2d(position, center) > distCent or topo(position)<0);
|
||||
}
|
||||
else
|
||||
{ //si elle est bien dans la zone
|
||||
if (distance2d(lastPos, position) < 0.2)
|
||||
{ //si elle est bloquée par obstacle
|
||||
turn(rand()*360-180);
|
||||
motor(1,1);
|
||||
wait(1);
|
||||
}
|
||||
r = rand();
|
||||
if (r > 0.6)
|
||||
{ //dans un cas sur dix
|
||||
motor (1, 0.7);// tourne à droite
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
if (r < 0.4)
|
||||
{ //dans un cas sur dix
|
||||
motor (0.7, 1);// tourne à gauche
|
||||
wait(rand()*3);// pendant un moment
|
||||
motor (1, 1); // puis tout droit
|
||||
}
|
||||
lastPos = position;
|
||||
wait(1); //attend un moment
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // si cible à proximité
|
||||
fire();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,20 +1,20 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
point traject[10];
|
||||
int nb, i;
|
||||
|
||||
errmode(0);
|
||||
nb = cmdline(0)+1;
|
||||
|
||||
traject[0] = position;
|
||||
for ( i=1 ; i<nb ; i++ )
|
||||
{
|
||||
traject[i].x = cmdline((i-1)*2+1);
|
||||
traject[i].y = cmdline((i-1)*2+2);
|
||||
}
|
||||
|
||||
for ( i=1 ; true ; i++ )
|
||||
{
|
||||
goto(traject[i%nb] ,0,0,2);
|
||||
}
|
||||
}
|
||||
extern void object::Attack( )
|
||||
{
|
||||
point traject[10];
|
||||
int nb, i;
|
||||
|
||||
errmode(0);
|
||||
nb = cmdline(0)+1;
|
||||
|
||||
traject[0] = position;
|
||||
for ( i=1 ; i<nb ; i++ )
|
||||
{
|
||||
traject[i].x = cmdline((i-1)*2+1);
|
||||
traject[i].y = cmdline((i-1)*2+2);
|
||||
}
|
||||
|
||||
for ( i=1 ; true ; i++ )
|
||||
{
|
||||
goto(traject[i%nb] ,0,0,2);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,21 +1,21 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
point traject[10];
|
||||
int nb, i;
|
||||
|
||||
errmode(0);
|
||||
nb = cmdline(0)+1;
|
||||
|
||||
traject[0] = position;
|
||||
for ( i=1 ; i<nb ; i++ )
|
||||
{
|
||||
traject[i].x = cmdline((i-1)*2+1);
|
||||
traject[i].y = cmdline((i-1)*2+2);
|
||||
}
|
||||
|
||||
for ( i=1 ; true ; i++ )
|
||||
{
|
||||
goto(traject[i%nb], 0,0,2);
|
||||
sniff();
|
||||
}
|
||||
}
|
||||
extern void object::Attack( )
|
||||
{
|
||||
point traject[10];
|
||||
int nb, i;
|
||||
|
||||
errmode(0);
|
||||
nb = cmdline(0)+1;
|
||||
|
||||
traject[0] = position;
|
||||
for ( i=1 ; i<nb ; i++ )
|
||||
{
|
||||
traject[i].x = cmdline((i-1)*2+1);
|
||||
traject[i].y = cmdline((i-1)*2+2);
|
||||
}
|
||||
|
||||
for ( i=1 ; true ; i++ )
|
||||
{
|
||||
goto(traject[i%nb], 0,0,2);
|
||||
sniff();
|
||||
}
|
||||
}
|
||||
|
|
24
ai/tant1.txt
24
ai/tant1.txt
|
@ -1,12 +1,12 @@
|
|||
extern void object::Solution()
|
||||
{
|
||||
turn(90);
|
||||
while (true)
|
||||
{
|
||||
motor(1,-1);
|
||||
fire(2);
|
||||
motor(-1,1);
|
||||
fire(2);
|
||||
}
|
||||
|
||||
}
|
||||
extern void object::Solution()
|
||||
{
|
||||
turn(90);
|
||||
while (true)
|
||||
{
|
||||
motor(1,-1);
|
||||
fire(2);
|
||||
motor(-1,1);
|
||||
fire(2);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
36
ai/tant2.txt
36
ai/tant2.txt
|
@ -1,18 +1,18 @@
|
|||
extern void object::Solution()
|
||||
{
|
||||
object item;
|
||||
|
||||
jet(0.2);
|
||||
while(position.z < 20)
|
||||
{
|
||||
wait(0.2);
|
||||
}
|
||||
jet(0);
|
||||
|
||||
while(true)
|
||||
{
|
||||
item = radar(AlienAnt);
|
||||
turn(direction(item.position));
|
||||
fire(1);
|
||||
}
|
||||
}
|
||||
extern void object::Solution()
|
||||
{
|
||||
object item;
|
||||
|
||||
jet(0.2);
|
||||
while(position.z < 20)
|
||||
{
|
||||
wait(0.2);
|
||||
}
|
||||
jet(0);
|
||||
|
||||
while(true)
|
||||
{
|
||||
item = radar(AlienAnt);
|
||||
turn(direction(item.position));
|
||||
fire(1);
|
||||
}
|
||||
}
|
||||
|
|
44
ai/tant3.txt
44
ai/tant3.txt
|
@ -1,22 +1,22 @@
|
|||
extern void object::Solution()
|
||||
{
|
||||
object item;
|
||||
|
||||
jet(0.2);
|
||||
while(position.z < 20)
|
||||
{
|
||||
wait(0.2);
|
||||
}
|
||||
jet(0);
|
||||
|
||||
while(true)
|
||||
{
|
||||
item = radar(AlienAnt);
|
||||
turn(direction(item.position));
|
||||
while (radar(AlienAnt, 0, 360, 0, 40) == null)
|
||||
{
|
||||
wait(0.2);
|
||||
}
|
||||
fire(1);
|
||||
}
|
||||
}
|
||||
extern void object::Solution()
|
||||
{
|
||||
object item;
|
||||
|
||||
jet(0.2);
|
||||
while(position.z < 20)
|
||||
{
|
||||
wait(0.2);
|
||||
}
|
||||
jet(0);
|
||||
|
||||
while(true)
|
||||
{
|
||||
item = radar(AlienAnt);
|
||||
turn(direction(item.position));
|
||||
while (radar(AlienAnt, 0, 360, 0, 40) == null)
|
||||
{
|
||||
wait(0.2);
|
||||
}
|
||||
fire(1);
|
||||
}
|
||||
}
|
||||
|
|
56
ai/tant4.txt
56
ai/tant4.txt
|
@ -1,28 +1,28 @@
|
|||
extern void object::Solution()
|
||||
{
|
||||
|
||||
object item;
|
||||
|
||||
aim(-20);
|
||||
|
||||
jet(0.2);
|
||||
while (position.z < 10)
|
||||
{
|
||||
wait(0.2);
|
||||
}
|
||||
|
||||
while (true)
|
||||
{
|
||||
|
||||
while (radar(AlienAnt, 0, 360, 0, 20) == null)
|
||||
{
|
||||
item = radar(AlienAnt);
|
||||
turn(direction(item.position));
|
||||
motor(1,1);
|
||||
wait(0.2);
|
||||
}
|
||||
|
||||
fire(1);
|
||||
}
|
||||
|
||||
}
|
||||
extern void object::Solution()
|
||||
{
|
||||
|
||||
object item;
|
||||
|
||||
aim(-20);
|
||||
|
||||
jet(0.2);
|
||||
while (position.z < 10)
|
||||
{
|
||||
wait(0.2);
|
||||
}
|
||||
|
||||
while (true)
|
||||
{
|
||||
|
||||
while (radar(AlienAnt, 0, 360, 0, 20) == null)
|
||||
{
|
||||
item = radar(AlienAnt);
|
||||
turn(direction(item.position));
|
||||
motor(1,1);
|
||||
wait(0.2);
|
||||
}
|
||||
|
||||
fire(1);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
70
ai/tant5.txt
70
ai/tant5.txt
|
@ -1,35 +1,35 @@
|
|||
extern void object::Solution()
|
||||
{
|
||||
|
||||
object item;
|
||||
|
||||
aim(-20);
|
||||
|
||||
while (true)
|
||||
{
|
||||
|
||||
while (radar(AlienAnt, 0, 360, 0, 20) == null)
|
||||
{
|
||||
item = radar(AlienAnt);
|
||||
turn(direction(item.position));
|
||||
motor(1,1);
|
||||
jet(0);
|
||||
|
||||
if (position.z-topo(position) < 6)
|
||||
{
|
||||
jet(1);
|
||||
}
|
||||
|
||||
if (position.z-topo(position) > 9)
|
||||
{
|
||||
jet(-1);
|
||||
}
|
||||
|
||||
wait(0.2);
|
||||
}
|
||||
|
||||
fire(1);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
extern void object::Solution()
|
||||
{
|
||||
|
||||
object item;
|
||||
|
||||
aim(-20);
|
||||
|
||||
while (true)
|
||||
{
|
||||
|
||||
while (radar(AlienAnt, 0, 360, 0, 20) == null)
|
||||
{
|
||||
item = radar(AlienAnt);
|
||||
turn(direction(item.position));
|
||||
motor(1,1);
|
||||
jet(0);
|
||||
|
||||
if (position.z-topo(position) < 6)
|
||||
{
|
||||
jet(1);
|
||||
}
|
||||
|
||||
if (position.z-topo(position) > 9)
|
||||
{
|
||||
jet(-1);
|
||||
}
|
||||
|
||||
wait(0.2);
|
||||
}
|
||||
|
||||
fire(1);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -1,14 +1,14 @@
|
|||
extern void object::Solution()
|
||||
{
|
||||
|
||||
grab();
|
||||
turn(90);
|
||||
drop();
|
||||
|
||||
turn(-180);
|
||||
|
||||
grab();
|
||||
turn(90);
|
||||
drop();
|
||||
|
||||
}
|
||||
extern void object::Solution()
|
||||
{
|
||||
|
||||
grab();
|
||||
turn(90);
|
||||
drop();
|
||||
|
||||
turn(-180);
|
||||
|
||||
grab();
|
||||
turn(90);
|
||||
drop();
|
||||
|
||||
}
|
||||
|
|
|
@ -1,18 +1,18 @@
|
|||
extern void object::Solution()
|
||||
{
|
||||
|
||||
object item;
|
||||
|
||||
while(true)
|
||||
{
|
||||
item = radar(PowerCell);
|
||||
goto(item.position);
|
||||
grab();
|
||||
|
||||
item = radar(WingedShooter);
|
||||
goto(item.position);
|
||||
drop();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
extern void object::Solution()
|
||||
{
|
||||
|
||||
object item;
|
||||
|
||||
while(true)
|
||||
{
|
||||
item = radar(PowerCell);
|
||||
goto(item.position);
|
||||
grab();
|
||||
|
||||
item = radar(WingedShooter);
|
||||
goto(item.position);
|
||||
drop();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -1,33 +1,32 @@
|
|||
extern void object::Solution( )
|
||||
{
|
||||
aim(-3);
|
||||
while ( true )
|
||||
{
|
||||
object target;
|
||||
float a, b;
|
||||
|
||||
target = radar(TargetBot);
|
||||
if ( target == null ) break;
|
||||
a = direction(target.position);
|
||||
turn(a);
|
||||
|
||||
target = radar(TargetBot);
|
||||
if ( target == null ) break;
|
||||
b = direction(target.position);
|
||||
if ( a == b ) // standing still ?
|
||||
{
|
||||
wait(0.2);
|
||||
|
||||
target = radar(TargetBot);
|
||||
if ( target == null ) break;
|
||||
a = direction(target.position);
|
||||
|
||||
if ( a == b )
|
||||
{
|
||||
fire(2);
|
||||
wait(2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
extern void object::Solution( )
|
||||
{
|
||||
aim(-3);
|
||||
while ( true )
|
||||
{
|
||||
object target;
|
||||
float a, b;
|
||||
|
||||
target = radar(TargetBot);
|
||||
if ( target == null ) break;
|
||||
a = direction(target.position);
|
||||
turn(a);
|
||||
|
||||
target = radar(TargetBot);
|
||||
if ( target == null ) break;
|
||||
b = direction(target.position);
|
||||
if ( a == b ) // standing still ?
|
||||
{
|
||||
wait(0.2);
|
||||
|
||||
target = radar(TargetBot);
|
||||
if ( target == null ) break;
|
||||
a = direction(target.position);
|
||||
|
||||
if ( a == b )
|
||||
{
|
||||
fire(2);
|
||||
wait(2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
extern void object::Chasse( )
|
||||
{
|
||||
while ( true )
|
||||
{
|
||||
float x = 10+rand()*20;
|
||||
float y = -62;
|
||||
goto(x,y,0);
|
||||
wait(1);
|
||||
}
|
||||
}
|
||||
extern void object::Chasse( )
|
||||
{
|
||||
while ( true )
|
||||
{
|
||||
float x = 10+rand()*20;
|
||||
float y = -62;
|
||||
goto(x,y,0);
|
||||
wait(1);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
extern void object::Chasse( )
|
||||
{
|
||||
while ( true )
|
||||
{
|
||||
float x = 33;
|
||||
float y = -85+rand()*20;
|
||||
goto(x,y,0);
|
||||
wait(1);
|
||||
}
|
||||
}
|
||||
extern void object::Chasse( )
|
||||
{
|
||||
while ( true )
|
||||
{
|
||||
float x = 33;
|
||||
float y = -85+rand()*20;
|
||||
goto(x,y,0);
|
||||
wait(1);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
extern void object::Chasse( )
|
||||
{
|
||||
while ( true )
|
||||
{
|
||||
float x = 10+rand()*20;
|
||||
float y = -88;
|
||||
goto(x,y,0);
|
||||
wait(1);
|
||||
}
|
||||
}
|
||||
extern void object::Chasse( )
|
||||
{
|
||||
while ( true )
|
||||
{
|
||||
float x = 10+rand()*20;
|
||||
float y = -88;
|
||||
goto(x,y,0);
|
||||
wait(1);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
extern void object::Chasse( )
|
||||
{
|
||||
while ( true )
|
||||
{
|
||||
float x = 7;
|
||||
float y = -85+rand()*20;
|
||||
goto(x,y,0);
|
||||
wait(1);
|
||||
}
|
||||
}
|
||||
extern void object::Chasse( )
|
||||
{
|
||||
while ( true )
|
||||
{
|
||||
float x = 7;
|
||||
float y = -85+rand()*20;
|
||||
goto(x,y,0);
|
||||
wait(1);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,17 +1,16 @@
|
|||
extern void object::Solution( )
|
||||
{
|
||||
point start;
|
||||
start = position; // remember starting position
|
||||
|
||||
motor(1, 1); // full throttle
|
||||
|
||||
while ( true ) // repeat forever
|
||||
{
|
||||
float len = distance(position, start);
|
||||
if ( len > 25-2 )
|
||||
{
|
||||
motor( (25-len)/2, (25-len)/2 );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
extern void object::Solution( )
|
||||
{
|
||||
point start;
|
||||
start = position; // remember starting position
|
||||
|
||||
motor(1, 1); // full throttle
|
||||
|
||||
while ( true ) // repeat forever
|
||||
{
|
||||
float len = distance(position, start);
|
||||
if ( len > 25-2 )
|
||||
{
|
||||
motor( (25-len)/2, (25-len)/2 );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,19 +1,19 @@
|
|||
extern void object::Solution( )
|
||||
{
|
||||
while ( true )
|
||||
{
|
||||
float left, right;
|
||||
|
||||
left = radar(WayPoint, 45, 120, 0, 20);
|
||||
right = radar(WayPoint, -45, 120, 0, 20);
|
||||
|
||||
if ( left == 0 && right == 0 ) // nothing ?
|
||||
{
|
||||
turn(180); // turn around
|
||||
}
|
||||
else
|
||||
{
|
||||
motor(left, right);
|
||||
}
|
||||
}
|
||||
}
|
||||
extern void object::Solution( )
|
||||
{
|
||||
while ( true )
|
||||
{
|
||||
float left, right;
|
||||
|
||||
left = radar(WayPoint, 45, 120, 0, 20);
|
||||
right = radar(WayPoint, -45, 120, 0, 20);
|
||||
|
||||
if ( left == 0 && right == 0 ) // nothing ?
|
||||
{
|
||||
turn(180); // turn around
|
||||
}
|
||||
else
|
||||
{
|
||||
motor(left, right);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,11 +1,11 @@
|
|||
extern void object::Solution( )
|
||||
{
|
||||
float dir;
|
||||
|
||||
for ( int i=0 ; i<5 ; i=i+1 )
|
||||
{
|
||||
move(20);
|
||||
dir = receive("Direction");
|
||||
turn(dir);
|
||||
}
|
||||
}
|
||||
extern void object::Solution( )
|
||||
{
|
||||
float dir;
|
||||
|
||||
for ( int i=0 ; i<5 ; i=i+1 )
|
||||
{
|
||||
move(20);
|
||||
dir = receive("Direction");
|
||||
turn(dir);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,16 +1,16 @@
|
|||
extern void object::Solution( )
|
||||
{
|
||||
float dir, len;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
dir = receive("Direction");
|
||||
if ( dir == nan ) break;
|
||||
|
||||
len = receive("Length");
|
||||
if ( len == nan ) break;
|
||||
|
||||
turn(dir);
|
||||
move(len);
|
||||
}
|
||||
}
|
||||
extern void object::Solution( )
|
||||
{
|
||||
float dir, len;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
dir = receive("Direction");
|
||||
if ( dir == nan ) break;
|
||||
|
||||
len = receive("Length");
|
||||
if ( len == nan ) break;
|
||||
|
||||
turn(dir);
|
||||
move(len);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,33 +1,33 @@
|
|||
extern void object::Solution( )
|
||||
{
|
||||
while ( true )
|
||||
{
|
||||
object target;
|
||||
float dir, len;
|
||||
|
||||
target = radar(TargetBot);
|
||||
if ( target == null )
|
||||
{
|
||||
motor(0, 0); // stop
|
||||
break;
|
||||
}
|
||||
|
||||
len = distance(position, target.position);
|
||||
if ( len < 5 ) // too close ?
|
||||
{
|
||||
motor(len/5-1, len/5-1); // move backward
|
||||
}
|
||||
else
|
||||
{
|
||||
dir = direction(target.position);
|
||||
if ( dir < 0 ) // on the right ?
|
||||
{
|
||||
motor(1, 1+dir/90);
|
||||
}
|
||||
else // on the left ?
|
||||
{
|
||||
motor(1-dir/90, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
extern void object::Solution( )
|
||||
{
|
||||
while ( true )
|
||||
{
|
||||
object target;
|
||||
float dir, len;
|
||||
|
||||
target = radar(TargetBot);
|
||||
if ( target == null )
|
||||
{
|
||||
motor(0, 0); // stop
|
||||
break;
|
||||
}
|
||||
|
||||
len = distance(position, target.position);
|
||||
if ( len < 5 ) // too close ?
|
||||
{
|
||||
motor(len/5-1, len/5-1); // move backward
|
||||
}
|
||||
else
|
||||
{
|
||||
dir = direction(target.position);
|
||||
if ( dir < 0 ) // on the right ?
|
||||
{
|
||||
motor(1, 1+dir/90);
|
||||
}
|
||||
else // on the left ?
|
||||
{
|
||||
motor(1-dir/90, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,43 +1,42 @@
|
|||
extern void object::Hare( )
|
||||
{
|
||||
int nb = 0;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
point dest;
|
||||
float dist;
|
||||
object bot;
|
||||
|
||||
do
|
||||
{
|
||||
dest.x = 8+rand()*24;
|
||||
dest.y = -89.5+rand()*24;
|
||||
dist = distance(dest, position);
|
||||
}
|
||||
while ( dist < 10 );
|
||||
goto(dest);
|
||||
wait(2);
|
||||
|
||||
bot = radar(PracticeBot, 0, 360, 0, 10);
|
||||
if ( bot == null )
|
||||
{
|
||||
nb = 0;
|
||||
message("Failure, you are too far away. Start again 10x.");
|
||||
}
|
||||
else
|
||||
{
|
||||
nb ++;
|
||||
if ( nb < 10 )
|
||||
{
|
||||
message("Distance OK, "+(10-nb)+" more to come");
|
||||
}
|
||||
else
|
||||
{
|
||||
message("Well done, let's go home.");
|
||||
goto(-2, -77.5, 0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
extern void object::Hare( )
|
||||
{
|
||||
int nb = 0;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
point dest;
|
||||
float dist;
|
||||
object bot;
|
||||
|
||||
do
|
||||
{
|
||||
dest.x = 8+rand()*24;
|
||||
dest.y = -89.5+rand()*24;
|
||||
dist = distance(dest, position);
|
||||
}
|
||||
while ( dist < 10 );
|
||||
goto(dest);
|
||||
wait(2);
|
||||
|
||||
bot = radar(PracticeBot, 0, 360, 0, 10);
|
||||
if ( bot == null )
|
||||
{
|
||||
nb = 0;
|
||||
message("Failure, you are too far away. Start again 10x.");
|
||||
}
|
||||
else
|
||||
{
|
||||
nb ++;
|
||||
if ( nb < 10 )
|
||||
{
|
||||
message("Distance OK, "+(10-nb)+" more to come");
|
||||
}
|
||||
else
|
||||
{
|
||||
message("Well done, let's go home.");
|
||||
goto(-2, -77.5, 0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
20
ai/tfor.txt
20
ai/tfor.txt
|
@ -1,10 +1,10 @@
|
|||
extern void object::Solution( )
|
||||
{
|
||||
for ( int i=0 ; i<6 ; i=i+1 ) // repeat 6 times
|
||||
{
|
||||
move(5); // move 5m forward
|
||||
turn(90); // quarter turn left
|
||||
fire(1); // shoot
|
||||
turn(-90); // quarter turn right
|
||||
}
|
||||
}
|
||||
extern void object::Solution( )
|
||||
{
|
||||
for ( int i=0 ; i<6 ; i=i+1 ) // repeat 6 times
|
||||
{
|
||||
move(5); // move 5m forward
|
||||
turn(90); // quarter turn left
|
||||
fire(1); // shoot
|
||||
turn(-90); // quarter turn right
|
||||
}
|
||||
}
|
||||
|
|
20
ai/tfor2.txt
20
ai/tfor2.txt
|
@ -1,10 +1,10 @@
|
|||
extern void object::Solution( )
|
||||
{
|
||||
for ( int i=0 ; i<4 ; i=i+1 ) // repeat 4 times
|
||||
{
|
||||
move(10); // move 10m forward
|
||||
turn(90); // quarter turn left
|
||||
fire(1); // destroy the target
|
||||
turn(-180); // turns around
|
||||
}
|
||||
}
|
||||
extern void object::Solution( )
|
||||
{
|
||||
for ( int i=0 ; i<4 ; i=i+1 ) // repeat 4 times
|
||||
{
|
||||
move(10); // move 10m forward
|
||||
turn(90); // quarter turn left
|
||||
fire(1); // destroy the target
|
||||
turn(-180); // turns around
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,16 +1,16 @@
|
|||
extern void object::CollectTitanium1()
|
||||
{
|
||||
// 1) Variable definition.
|
||||
object item; // info. about objects
|
||||
|
||||
// 2) Go to the titanium ore and grab it.
|
||||
item = radar(TitaniumOre);// look for titanium ore
|
||||
goto(item.position); // go to the position
|
||||
grab(); // grab the titanium
|
||||
|
||||
// 3) Go to the converter and drop it.
|
||||
item = radar(Converter); // look for converter
|
||||
goto(item.position); // go to the position
|
||||
drop(); // drop the titanium
|
||||
move(-2.5); // step back 2.5 m
|
||||
}
|
||||
extern void object::CollectTitanium1()
|
||||
{
|
||||
// 1) Variable definition.
|
||||
object item; // info. about objects
|
||||
|
||||
// 2) Go to the titanium ore and grab it.
|
||||
item = radar(TitaniumOre);// look for titanium ore
|
||||
goto(item.position); // go to the position
|
||||
grab(); // grab the titanium
|
||||
|
||||
// 3) Go to the converter and drop it.
|
||||
item = radar(Converter); // look for converter
|
||||
goto(item.position); // go to the position
|
||||
drop(); // drop the titanium
|
||||
move(-2.5); // step back 2.5 m
|
||||
}
|
||||
|
|
|
@ -1,24 +1,24 @@
|
|||
extern void object::CollectTitanium2()
|
||||
{
|
||||
// 1) Variable definition.
|
||||
object item; // info. about objects
|
||||
|
||||
// 2) Go to the titanium ore and grab it.
|
||||
item = radar(TitaniumOre);// look for titanium ore
|
||||
goto(item.position); // go to the position
|
||||
grab(); // grab the titanium
|
||||
|
||||
// 3) Go to the converter and drop it.
|
||||
item = radar(Converter); // look for converter
|
||||
goto(item.position); // go to the position
|
||||
drop(); // drop the titanium
|
||||
move(-2.5); // step back 2.5 m
|
||||
|
||||
// 4) If power cell half empty, recharges.
|
||||
if ( energyCell.energyLevel < 0.5 )
|
||||
{ // if so:
|
||||
item = radar(PowerStation); // look for station
|
||||
goto(item.position); // go there
|
||||
wait(5); // wait
|
||||
}
|
||||
}
|
||||
extern void object::CollectTitanium2()
|
||||
{
|
||||
// 1) Variable definition.
|
||||
object item; // info. about objects
|
||||
|
||||
// 2) Go to the titanium ore and grab it.
|
||||
item = radar(TitaniumOre);// look for titanium ore
|
||||
goto(item.position); // go to the position
|
||||
grab(); // grab the titanium
|
||||
|
||||
// 3) Go to the converter and drop it.
|
||||
item = radar(Converter); // look for converter
|
||||
goto(item.position); // go to the position
|
||||
drop(); // drop the titanium
|
||||
move(-2.5); // step back 2.5 m
|
||||
|
||||
// 4) If power cell half empty, recharges.
|
||||
if ( energyCell.energyLevel < 0.5 )
|
||||
{ // if so:
|
||||
item = radar(PowerStation); // look for station
|
||||
goto(item.position); // go there
|
||||
wait(5); // wait
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,48 +1,48 @@
|
|||
extern void object::CollectTitanium3()
|
||||
{
|
||||
// 1) Variable definition.
|
||||
object item; // info. about objects
|
||||
|
||||
while (true) // repeat forever
|
||||
{
|
||||
// 2) Go to the titanium ore and grab it.
|
||||
item = radar(TitaniumOre);// look for titanium ore
|
||||
goto(item.position); // go to the position
|
||||
grab(); // grab the titanium
|
||||
|
||||
// 3) Go to the converter and drop it.
|
||||
item = radar(Converter); // look for converter
|
||||
goto(item.position); // go to the position
|
||||
drop(); // drop the titanium
|
||||
move(-2.5); // step back 2.5 m
|
||||
|
||||
// 4) Wait until titanium converted and grabs
|
||||
do
|
||||
{
|
||||
wait(1); // wait for cube
|
||||
item = radar(Titanium, 0, 45, 0, 5);
|
||||
}
|
||||
while ( item == null );
|
||||
|
||||
goto(item.position);
|
||||
grab(); // take it
|
||||
|
||||
// 5) Go to free space and drop it
|
||||
goto(space(position)); // go to free space
|
||||
drop(); // drop titanium
|
||||
|
||||
// If power cell half empty, recharges.
|
||||
if ( energyCell.energyLevel < 0.5 )
|
||||
{ // if so:
|
||||
item = radar(PowerStation);
|
||||
if ( item != null ) // station found ?
|
||||
{
|
||||
goto(item.position); // go there
|
||||
while ( energyCell.energyLevel < 1 )
|
||||
{ // until recharged:
|
||||
wait(1); // wait
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
extern void object::CollectTitanium3()
|
||||
{
|
||||
// 1) Variable definition.
|
||||
object item; // info. about objects
|
||||
|
||||
while (true) // repeat forever
|
||||
{
|
||||
// 2) Go to the titanium ore and grab it.
|
||||
item = radar(TitaniumOre);// look for titanium ore
|
||||
goto(item.position); // go to the position
|
||||
grab(); // grab the titanium
|
||||
|
||||
// 3) Go to the converter and drop it.
|
||||
item = radar(Converter); // look for converter
|
||||
goto(item.position); // go to the position
|
||||
drop(); // drop the titanium
|
||||
move(-2.5); // step back 2.5 m
|
||||
|
||||
// 4) Wait until titanium converted and grabs
|
||||
do
|
||||
{
|
||||
wait(1); // wait for cube
|
||||
item = radar(Titanium, 0, 45, 0, 5);
|
||||
}
|
||||
while ( item == null );
|
||||
|
||||
goto(item.position);
|
||||
grab(); // take it
|
||||
|
||||
// 5) Go to free space and drop it
|
||||
goto(space(position)); // go to free space
|
||||
drop(); // drop titanium
|
||||
|
||||
// If power cell half empty, recharges.
|
||||
if ( energyCell.energyLevel < 0.5 )
|
||||
{ // if so:
|
||||
item = radar(PowerStation);
|
||||
if ( item != null ) // station found ?
|
||||
{
|
||||
goto(item.position); // go there
|
||||
while ( energyCell.energyLevel < 1 )
|
||||
{ // until recharged:
|
||||
wait(1); // wait
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
100
ai/titan4.txt
100
ai/titan4.txt
|
@ -1,50 +1,50 @@
|
|||
extern void object::CollectTitanium4()
|
||||
{
|
||||
// 1) Variable definition.
|
||||
object item; // info. about objects
|
||||
|
||||
while (true) // repeat forever
|
||||
{
|
||||
// 2) Go to the titanium ore and grab it.
|
||||
item = radar(TitaniumOre);// look for titanium ore
|
||||
goto(item.position); // go to the position
|
||||
grab(); // grab the titanium
|
||||
|
||||
// 3) Go to the converter and drop it.
|
||||
item = radar(Converter); // look for converter
|
||||
goto(item.position); // go to the position
|
||||
drop(); // drop the titanium
|
||||
move(-2.5); // step back 2.5 m
|
||||
|
||||
// 4) Wait until titanium converted and grabs
|
||||
do
|
||||
{
|
||||
wait(1); // wait for cube
|
||||
item = radar(Titanium, 0, 45, 0, 5);
|
||||
}
|
||||
while ( item == null );
|
||||
|
||||
goto(item.position);
|
||||
grab(); // take it
|
||||
|
||||
// 5) Go to free space and drop it
|
||||
goto(space(position)); // go to free space
|
||||
drop(); // drop titanium
|
||||
|
||||
// If power cell half empty, recharges.
|
||||
if ( energyCell.energyLevel < 0.5 )
|
||||
{ // if so:
|
||||
item = radar(PowerCaptor);
|
||||
if ( item != null ) // station found ?
|
||||
{
|
||||
goto(item.position); // go there
|
||||
while ( energyCell.energyLevel < 1 )
|
||||
{ // until recharged:
|
||||
wait(1); // wait
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
extern void object::CollectTitanium4()
|
||||
{
|
||||
// 1) Variable definition.
|
||||
object item; // info. about objects
|
||||
|
||||
while (true) // repeat forever
|
||||
{
|
||||
// 2) Go to the titanium ore and grab it.
|
||||
item = radar(TitaniumOre);// look for titanium ore
|
||||
goto(item.position); // go to the position
|
||||
grab(); // grab the titanium
|
||||
|
||||
// 3) Go to the converter and drop it.
|
||||
item = radar(Converter); // look for converter
|
||||
goto(item.position); // go to the position
|
||||
drop(); // drop the titanium
|
||||
move(-2.5); // step back 2.5 m
|
||||
|
||||
// 4) Wait until titanium converted and grabs
|
||||
do
|
||||
{
|
||||
wait(1); // wait for cube
|
||||
item = radar(Titanium, 0, 45, 0, 5);
|
||||
}
|
||||
while ( item == null );
|
||||
|
||||
goto(item.position);
|
||||
grab(); // take it
|
||||
|
||||
// 5) Go to free space and drop it
|
||||
goto(space(position)); // go to free space
|
||||
drop(); // drop titanium
|
||||
|
||||
// If power cell half empty, recharges.
|
||||
if ( energyCell.energyLevel < 0.5 )
|
||||
{ // if so:
|
||||
item = radar(PowerCaptor);
|
||||
if ( item != null ) // station found ?
|
||||
{
|
||||
goto(item.position); // go there
|
||||
while ( energyCell.energyLevel < 1 )
|
||||
{ // until recharged:
|
||||
wait(1); // wait
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -1,26 +1,26 @@
|
|||
extern void object::Solution( )
|
||||
{
|
||||
object front, left, right;
|
||||
|
||||
front = radar(Barrier, 0, 45, 0, 5);
|
||||
left = radar(Barrier, 90, 45, 0, 5);
|
||||
right = radar(Barrier, -90, 45, 0, 5);
|
||||
|
||||
if ( front == null )
|
||||
{
|
||||
move(5);
|
||||
return;
|
||||
}
|
||||
if ( left == null )
|
||||
{
|
||||
turn(90);
|
||||
move(5);
|
||||
return;
|
||||
}
|
||||
if ( right == null )
|
||||
{
|
||||
turn(-90);
|
||||
move(5);
|
||||
return;
|
||||
}
|
||||
}
|
||||
extern void object::Solution( )
|
||||
{
|
||||
object front, left, right;
|
||||
|
||||
front = radar(Barrier, 0, 45, 0, 5);
|
||||
left = radar(Barrier, 90, 45, 0, 5);
|
||||
right = radar(Barrier, -90, 45, 0, 5);
|
||||
|
||||
if ( front == null )
|
||||
{
|
||||
move(5);
|
||||
return;
|
||||
}
|
||||
if ( left == null )
|
||||
{
|
||||
turn(90);
|
||||
move(5);
|
||||
return;
|
||||
}
|
||||
if ( right == null )
|
||||
{
|
||||
turn(-90);
|
||||
move(5);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,28 +1,28 @@
|
|||
extern void object::Solution( )
|
||||
{
|
||||
while ( true )
|
||||
{
|
||||
object front, left, right;
|
||||
|
||||
front = radar(Barrier, 0, 45, 0, 5);
|
||||
left = radar(Barrier, 90, 45, 0, 5);
|
||||
right = radar(Barrier, -90, 45, 0, 5);
|
||||
|
||||
if ( front == null )
|
||||
{
|
||||
move(5);
|
||||
continue;
|
||||
}
|
||||
if ( left == null )
|
||||
{
|
||||
turn(90);
|
||||
continue;
|
||||
}
|
||||
if ( right == null )
|
||||
{
|
||||
turn(-90);
|
||||
continue;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
extern void object::Solution( )
|
||||
{
|
||||
while ( true )
|
||||
{
|
||||
object front, left, right;
|
||||
|
||||
front = radar(Barrier, 0, 45, 0, 5);
|
||||
left = radar(Barrier, 90, 45, 0, 5);
|
||||
right = radar(Barrier, -90, 45, 0, 5);
|
||||
|
||||
if ( front == null )
|
||||
{
|
||||
move(5);
|
||||
continue;
|
||||
}
|
||||
if ( left == null )
|
||||
{
|
||||
turn(90);
|
||||
continue;
|
||||
}
|
||||
if ( right == null )
|
||||
{
|
||||
turn(-90);
|
||||
continue;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
extern void object::Solution( )
|
||||
{
|
||||
move(20); // go to checkpoint 1
|
||||
turn(90);
|
||||
move(20); // go to checkpoint 2
|
||||
turn(-90);
|
||||
move(20); // go to checkpoint 3
|
||||
turn(-90);
|
||||
move(20); // go to finishing pad
|
||||
}
|
||||
extern void object::Solution( )
|
||||
{
|
||||
move(20); // go to checkpoint 1
|
||||
turn(90);
|
||||
move(20); // go to checkpoint 2
|
||||
turn(-90);
|
||||
move(20); // go to checkpoint 3
|
||||
turn(-90);
|
||||
move(20); // go to finishing pad
|
||||
}
|
||||
|
|
|
@ -1,15 +1,15 @@
|
|||
extern void object::Solution( )
|
||||
{
|
||||
float dist, dir;
|
||||
|
||||
dist = 20;
|
||||
dir = 90;
|
||||
|
||||
move(dist); // go to checkpoint 1
|
||||
turn(dir);
|
||||
move(dist); // go to checkpoint 2
|
||||
turn(-dir);
|
||||
move(dist); // go to checkpoint 3
|
||||
turn(-dir);
|
||||
move(dist); // goeto finishing pad
|
||||
}
|
||||
extern void object::Solution( )
|
||||
{
|
||||
float dist, dir;
|
||||
|
||||
dist = 20;
|
||||
dir = 90;
|
||||
|
||||
move(dist); // go to checkpoint 1
|
||||
turn(dir);
|
||||
move(dist); // go to checkpoint 2
|
||||
turn(-dir);
|
||||
move(dist); // go to checkpoint 3
|
||||
turn(-dir);
|
||||
move(dist); // goeto finishing pad
|
||||
}
|
||||
|
|
|
@ -1,15 +1,15 @@
|
|||
extern void object::Solution( )
|
||||
{
|
||||
float dist, dir;
|
||||
|
||||
dist = 20;
|
||||
dir = 90;
|
||||
|
||||
move(dist);
|
||||
turn(dir);
|
||||
move(dist*2);
|
||||
turn(dir);
|
||||
move(dist);
|
||||
turn(dir);
|
||||
move(dist);
|
||||
}
|
||||
extern void object::Solution( )
|
||||
{
|
||||
float dist, dir;
|
||||
|
||||
dist = 20;
|
||||
dir = 90;
|
||||
|
||||
move(dist);
|
||||
turn(dir);
|
||||
move(dist*2);
|
||||
turn(dir);
|
||||
move(dist);
|
||||
turn(dir);
|
||||
move(dist);
|
||||
}
|
||||
|
|
|
@ -1,31 +1,31 @@
|
|||
extern void object::ServiceTower1()
|
||||
{
|
||||
object tower; // info. about tower
|
||||
object station; // info. about station
|
||||
|
||||
// 1) go to the defense tower
|
||||
tower = radar(DefenseTower); // look for tower
|
||||
goto(tower.position); // go there
|
||||
|
||||
while ( true ) // repeat forever
|
||||
{
|
||||
// 2) wait until power cell is empty
|
||||
while ( tower.energyCell.energyLevel > 0.2 )
|
||||
{
|
||||
wait(2);
|
||||
}
|
||||
grab(); // grab the power cell
|
||||
|
||||
// 3) go to the power station to recharge
|
||||
station = radar(PowerStation);
|
||||
goto(station.position); // go there
|
||||
while ( load.energyLevel < 1 )
|
||||
{
|
||||
wait(1); // wait until recharged
|
||||
}
|
||||
|
||||
// 4) go back to defense tower
|
||||
goto(tower.position); // go to tower
|
||||
drop(); // drop the power cell
|
||||
}
|
||||
}
|
||||
extern void object::ServiceTower1()
|
||||
{
|
||||
object tower; // info. about tower
|
||||
object station; // info. about station
|
||||
|
||||
// 1) go to the defense tower
|
||||
tower = radar(DefenseTower); // look for tower
|
||||
goto(tower.position); // go there
|
||||
|
||||
while ( true ) // repeat forever
|
||||
{
|
||||
// 2) wait until power cell is empty
|
||||
while ( tower.energyCell.energyLevel > 0.2 )
|
||||
{
|
||||
wait(2);
|
||||
}
|
||||
grab(); // grab the power cell
|
||||
|
||||
// 3) go to the power station to recharge
|
||||
station = radar(PowerStation);
|
||||
goto(station.position); // go there
|
||||
while ( load.energyLevel < 1 )
|
||||
{
|
||||
wait(1); // wait until recharged
|
||||
}
|
||||
|
||||
// 4) go back to defense tower
|
||||
goto(tower.position); // go to tower
|
||||
drop(); // drop the power cell
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,15 +1,14 @@
|
|||
extern void object::Solution( )
|
||||
{
|
||||
Square(15);
|
||||
Square(25);
|
||||
}
|
||||
|
||||
void object::Square(float length)
|
||||
{
|
||||
for ( int i=0 ; i<4 ; i=i+1 )
|
||||
{
|
||||
move(length);
|
||||
turn(90);
|
||||
}
|
||||
}
|
||||
|
||||
extern void object::Solution( )
|
||||
{
|
||||
Square(15);
|
||||
Square(25);
|
||||
}
|
||||
|
||||
void object::Square(float length)
|
||||
{
|
||||
for ( int i=0 ; i<4 ; i=i+1 )
|
||||
{
|
||||
move(length);
|
||||
turn(90);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,18 +1,18 @@
|
|||
void object::Part(float length)
|
||||
{
|
||||
for ( int i=0 ; i<2 ; i=i+1 )
|
||||
{
|
||||
move(length);
|
||||
turn(90);
|
||||
}
|
||||
}
|
||||
|
||||
extern void object::Solution( )
|
||||
{
|
||||
float rest = 25;
|
||||
while ( rest > 0 )
|
||||
{
|
||||
Part(rest);
|
||||
rest = rest-5;
|
||||
}
|
||||
}
|
||||
void object::Part(float length)
|
||||
{
|
||||
for ( int i=0 ; i<2 ; i=i+1 )
|
||||
{
|
||||
move(length);
|
||||
turn(90);
|
||||
}
|
||||
}
|
||||
|
||||
extern void object::Solution( )
|
||||
{
|
||||
float rest = 25;
|
||||
while ( rest > 0 )
|
||||
{
|
||||
Part(rest);
|
||||
rest = rest-5;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,24 +1,24 @@
|
|||
extern void object::Solution( )
|
||||
{
|
||||
object item;
|
||||
float dir, dist;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
do
|
||||
{
|
||||
item = radar(AlienAnt, 0, 360, 0, 100);
|
||||
}
|
||||
while ( item == null );
|
||||
|
||||
dir = direction(item.position);
|
||||
turn(dir);
|
||||
|
||||
dist = distance(item.position, position);
|
||||
if ( dist < 40 )
|
||||
{
|
||||
fire(0.2);
|
||||
wait(2);
|
||||
}
|
||||
}
|
||||
}
|
||||
extern void object::Solution( )
|
||||
{
|
||||
object item;
|
||||
float dir, dist;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
do
|
||||
{
|
||||
item = radar(AlienAnt, 0, 360, 0, 100);
|
||||
}
|
||||
while ( item == null );
|
||||
|
||||
dir = direction(item.position);
|
||||
turn(dir);
|
||||
|
||||
dist = distance(item.position, position);
|
||||
if ( dist < 40 )
|
||||
{
|
||||
fire(0.2);
|
||||
wait(2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
106
ai/tprot1a.txt
106
ai/tprot1a.txt
|
@ -1,53 +1,53 @@
|
|||
extern void object::Attack( )
|
||||
{
|
||||
object p;
|
||||
float dist, prox;
|
||||
point nav1, nav2, dest;
|
||||
boolean advance = true;
|
||||
|
||||
wait(5);
|
||||
|
||||
while ( true )
|
||||
{
|
||||
p = radar(WheeledShooter);
|
||||
if ( p == null )
|
||||
{
|
||||
nav1.x = position.x-5;
|
||||
nav1.y = position.y;
|
||||
nav2.x = position.x+5;
|
||||
nav2.y = position.y;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
goto(nav1);
|
||||
p = radar(WheeledShooter);
|
||||
if ( p != null ) break;
|
||||
|
||||
goto(nav2);
|
||||
p = radar(WheeledShooter);
|
||||
if ( p != null ) break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
dist = distance(p.position, position);
|
||||
if ( dist <= 25 && !advance )
|
||||
{
|
||||
fire(p.position);
|
||||
advance = true;
|
||||
wait(2);
|
||||
}
|
||||
else
|
||||
{
|
||||
prox = dist-5;
|
||||
if ( prox > 25 ) prox = 25;
|
||||
if ( prox < 15 ) prox = 15;
|
||||
dest.x = (position.x-p.position.x)*prox/dist + p.position.x;
|
||||
dest.y = (position.y-p.position.y)*prox/dist + p.position.y;
|
||||
dest.z = (position.z-p.position.z)*prox/dist + p.position.z;
|
||||
goto(dest);
|
||||
advance = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
extern void object::Attack( )
|
||||
{
|
||||
object p;
|
||||
float dist, prox;
|
||||
point nav1, nav2, dest;
|
||||
boolean advance = true;
|
||||
|
||||
wait(5);
|
||||
|
||||
while ( true )
|
||||
{
|
||||
p = radar(WheeledShooter);
|
||||
if ( p == null )
|
||||
{
|
||||
nav1.x = position.x-5;
|
||||
nav1.y = position.y;
|
||||
nav2.x = position.x+5;
|
||||
nav2.y = position.y;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
goto(nav1);
|
||||
p = radar(WheeledShooter);
|
||||
if ( p != null ) break;
|
||||
|
||||
goto(nav2);
|
||||
p = radar(WheeledShooter);
|
||||
if ( p != null ) break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
dist = distance(p.position, position);
|
||||
if ( dist <= 25 && !advance )
|
||||
{
|
||||
fire(p.position);
|
||||
advance = true;
|
||||
wait(2);
|
||||
}
|
||||
else
|
||||
{
|
||||
prox = dist-5;
|
||||
if ( prox > 25 ) prox = 25;
|
||||
if ( prox < 15 ) prox = 15;
|
||||
dest.x = (position.x-p.position.x)*prox/dist + p.position.x;
|
||||
dest.y = (position.y-p.position.y)*prox/dist + p.position.y;
|
||||
dest.z = (position.z-p.position.z)*prox/dist + p.position.z;
|
||||
goto(dest);
|
||||
advance = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,26 +1,25 @@
|
|||
extern void object::Solution( )
|
||||
{
|
||||
while ( true )
|
||||
{
|
||||
object spot;
|
||||
float dir;
|
||||
|
||||
spot = radar(WayPoint);
|
||||
if ( spot == null ) // no more ?
|
||||
{
|
||||
motor(0, 0); // stops
|
||||
break;
|
||||
}
|
||||
|
||||
dir = direction(spot.position);
|
||||
if ( dir < 0 ) // on the right ?
|
||||
{
|
||||
motor(1, 1+dir/90);
|
||||
}
|
||||
else // on the left ?
|
||||
{
|
||||
motor(1-dir/90, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
extern void object::Solution( )
|
||||
{
|
||||
while ( true )
|
||||
{
|
||||
object spot;
|
||||
float dir;
|
||||
|
||||
spot = radar(WayPoint);
|
||||
if ( spot == null ) // no more ?
|
||||
{
|
||||
motor(0, 0); // stops
|
||||
break;
|
||||
}
|
||||
|
||||
dir = direction(spot.position);
|
||||
if ( dir < 0 ) // on the right ?
|
||||
{
|
||||
motor(1, 1+dir/90);
|
||||
}
|
||||
else // on the left ?
|
||||
{
|
||||
motor(1-dir/90, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,32 +1,32 @@
|
|||
extern void object::Sow( )
|
||||
{
|
||||
while ( true )
|
||||
{
|
||||
float x, y;
|
||||
x = 8+rand()*24;
|
||||
y = -89.5+rand()*24;
|
||||
goto(x,y,0);
|
||||
produce(position, 0, WayPoint, "");
|
||||
|
||||
while ( Compte(WayPoint) >= 20 )
|
||||
{
|
||||
wait(2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int Compte(int cat)
|
||||
{
|
||||
int i, total;
|
||||
object p;
|
||||
|
||||
total = 0;
|
||||
for ( i=0 ; i<10000 ; i++ )
|
||||
{
|
||||
p = retobject(i);
|
||||
if ( p == null ) break;
|
||||
if ( p.category == cat ) total ++;
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
extern void object::Sow( )
|
||||
{
|
||||
while ( true )
|
||||
{
|
||||
float x, y;
|
||||
x = 8+rand()*24;
|
||||
y = -89.5+rand()*24;
|
||||
goto(x,y,0);
|
||||
produce(position, 0, WayPoint, "");
|
||||
|
||||
while ( Compte(WayPoint) >= 20 )
|
||||
{
|
||||
wait(2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int Compte(int cat)
|
||||
{
|
||||
int i, total;
|
||||
object p;
|
||||
|
||||
total = 0;
|
||||
for ( i=0 ; i<10000 ; i++ )
|
||||
{
|
||||
p = retobject(i);
|
||||
if ( p == null ) break;
|
||||
if ( p.category == cat ) total ++;
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
|
|
|
@ -1,14 +1,14 @@
|
|||
extern void object::Remote( )
|
||||
{
|
||||
send("order", 1, 100); // send "grab" order
|
||||
wait(5);
|
||||
|
||||
send("order", 3, 100); // send "move(10)" order
|
||||
wait(5);
|
||||
|
||||
send("order", 2, 100); // send "drop" order
|
||||
wait(5);
|
||||
|
||||
send("order", 4, 100); // send "move(-10)" order
|
||||
wait(5);
|
||||
}
|
||||
extern void object::Remote( )
|
||||
{
|
||||
send("order", 1, 100); // send "grab" order
|
||||
wait(5);
|
||||
|
||||
send("order", 3, 100); // send "move(10)" order
|
||||
wait(5);
|
||||
|
||||
send("order", 2, 100); // send "drop" order
|
||||
wait(5);
|
||||
|
||||
send("order", 4, 100); // send "move(-10)" order
|
||||
wait(5);
|
||||
}
|
||||
|
|
|
@ -1,46 +1,46 @@
|
|||
extern void object::Slave( )
|
||||
{
|
||||
float order;
|
||||
|
||||
errmode(0); // don't stop on errors
|
||||
|
||||
while ( true )
|
||||
{
|
||||
// wait for order completion ...
|
||||
while ( !testinfo("order", 100) )
|
||||
{
|
||||
wait(1);
|
||||
}
|
||||
|
||||
// get the order
|
||||
order = receive("order", 100);
|
||||
|
||||
if ( order == 1 )
|
||||
{
|
||||
message("grab( )");
|
||||
grab();
|
||||
}
|
||||
else if ( order == 2 )
|
||||
{
|
||||
message("drop( )");
|
||||
drop();
|
||||
}
|
||||
else if ( order == 3 )
|
||||
{
|
||||
message("move(10)");
|
||||
move(10);
|
||||
}
|
||||
else if ( order == 4 )
|
||||
{
|
||||
message("move(-10)");
|
||||
move(-10);
|
||||
}
|
||||
else
|
||||
{
|
||||
message("Unknown order");
|
||||
}
|
||||
|
||||
// signal "end of work"
|
||||
deleteinfo("order", 100);
|
||||
}
|
||||
}
|
||||
extern void object::Slave( )
|
||||
{
|
||||
float order;
|
||||
|
||||
errmode(0); // don't stop on errors
|
||||
|
||||
while ( true )
|
||||
{
|
||||
// wait for order completion ...
|
||||
while ( !testinfo("order", 100) )
|
||||
{
|
||||
wait(1);
|
||||
}
|
||||
|
||||
// get the order
|
||||
order = receive("order", 100);
|
||||
|
||||
if ( order == 1 )
|
||||
{
|
||||
message("grab( )");
|
||||
grab();
|
||||
}
|
||||
else if ( order == 2 )
|
||||
{
|
||||
message("drop( )");
|
||||
drop();
|
||||
}
|
||||
else if ( order == 3 )
|
||||
{
|
||||
message("move(10)");
|
||||
move(10);
|
||||
}
|
||||
else if ( order == 4 )
|
||||
{
|
||||
message("move(-10)");
|
||||
move(-10);
|
||||
}
|
||||
else
|
||||
{
|
||||
message("Unknown order");
|
||||
}
|
||||
|
||||
// signal "end of work"
|
||||
deleteinfo("order", 100);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,25 +1,25 @@
|
|||
extern void object::Remote( )
|
||||
{
|
||||
SendToPost(1, 20); // move(20);
|
||||
SendToPost(2, 90); // turn(90);
|
||||
SendToPost(1, 20); // move(20);
|
||||
SendToPost(2, 90); // turn(90);
|
||||
SendToPost(1, 10); // move(10);
|
||||
SendToPost(2, 90); // turn(90);
|
||||
SendToPost(1, 10); // move(10);
|
||||
SendToPost(2,-90); // turn(-90);
|
||||
SendToPost(1, 10); // move(10);
|
||||
}
|
||||
|
||||
void object::SendToPost(float order, float param)
|
||||
{
|
||||
// send the order and the parameter
|
||||
send("order", order, 100);
|
||||
send("param", param, 100);
|
||||
|
||||
// wait for end of work
|
||||
while ( testinfo("order", 100) )
|
||||
{
|
||||
wait(1);
|
||||
}
|
||||
}
|
||||
extern void object::Remote( )
|
||||
{
|
||||
SendToPost(1, 20); // move(20);
|
||||
SendToPost(2, 90); // turn(90);
|
||||
SendToPost(1, 20); // move(20);
|
||||
SendToPost(2, 90); // turn(90);
|
||||
SendToPost(1, 10); // move(10);
|
||||
SendToPost(2, 90); // turn(90);
|
||||
SendToPost(1, 10); // move(10);
|
||||
SendToPost(2,-90); // turn(-90);
|
||||
SendToPost(1, 10); // move(10);
|
||||
}
|
||||
|
||||
void object::SendToPost(float order, float param)
|
||||
{
|
||||
// send the order and the parameter
|
||||
send("order", order, 100);
|
||||
send("param", param, 100);
|
||||
|
||||
// wait for end of work
|
||||
while ( testinfo("order", 100) )
|
||||
{
|
||||
wait(1);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,35 +1,35 @@
|
|||
extern void object::Slave( )
|
||||
{
|
||||
float order, param;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
// wait for order ...
|
||||
while ( !testinfo("order", 100) )
|
||||
{
|
||||
wait(1);
|
||||
}
|
||||
|
||||
// read the order and the parameter
|
||||
order = receive("order", 100);
|
||||
param = receive("param", 100);
|
||||
|
||||
if ( order == 1 )
|
||||
{
|
||||
message("move("+param+")");
|
||||
move(param);
|
||||
}
|
||||
else if ( order == 2 )
|
||||
{
|
||||
message("turn("+param+")");
|
||||
turn(param);
|
||||
}
|
||||
else
|
||||
{
|
||||
message("Unknown order");
|
||||
}
|
||||
|
||||
// signal "end of work"
|
||||
deleteinfo("order", 100);
|
||||
}
|
||||
}
|
||||
extern void object::Slave( )
|
||||
{
|
||||
float order, param;
|
||||
|
||||
while ( true )
|
||||
{
|
||||
// wait for order ...
|
||||
while ( !testinfo("order", 100) )
|
||||
{
|
||||
wait(1);
|
||||
}
|
||||
|
||||
// read the order and the parameter
|
||||
order = receive("order", 100);
|
||||
param = receive("param", 100);
|
||||
|
||||
if ( order == 1 )
|
||||
{
|
||||
message("move("+param+")");
|
||||
move(param);
|
||||
}
|
||||
else if ( order == 2 )
|
||||
{
|
||||
message("turn("+param+")");
|
||||
turn(param);
|
||||
}
|
||||
else
|
||||
{
|
||||
message("Unknown order");
|
||||
}
|
||||
|
||||
// signal "end of work"
|
||||
deleteinfo("order", 100);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,22 +1,22 @@
|
|||
extern void object::Remote3( )
|
||||
{
|
||||
SendOrder("move(20)");
|
||||
SendOrder("turn(90)");
|
||||
SendOrder("move(20)");
|
||||
SendOrder("turn(90)");
|
||||
SendOrder("move(10)");
|
||||
SendOrder("turn(90)");
|
||||
SendOrder("move(10)");
|
||||
SendOrder("turn(-90)");
|
||||
SendOrder("move(10)");
|
||||
}
|
||||
|
||||
void object::SendOrder(string order)
|
||||
{
|
||||
exchange list();
|
||||
|
||||
while ( list.put(order) == false )
|
||||
{
|
||||
wait(1);
|
||||
}
|
||||
}
|
||||
extern void object::Remote3( )
|
||||
{
|
||||
SendOrder("move(20)");
|
||||
SendOrder("turn(90)");
|
||||
SendOrder("move(20)");
|
||||
SendOrder("turn(90)");
|
||||
SendOrder("move(10)");
|
||||
SendOrder("turn(90)");
|
||||
SendOrder("move(10)");
|
||||
SendOrder("turn(-90)");
|
||||
SendOrder("move(10)");
|
||||
}
|
||||
|
||||
void object::SendOrder(string order)
|
||||
{
|
||||
exchange list();
|
||||
|
||||
while ( list.put(order) == false )
|
||||
{
|
||||
wait(1);
|
||||
}
|
||||
}
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue