111 lines
2.3 KiB
Plaintext
111 lines
2.3 KiB
Plaintext
extern void object::Attack( )
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{
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int list[], i;
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object p;
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float dist;
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point dest;
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errmode(0); // ne stoppe pas si erreur
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while ( ismovie() != 0 ) wait(1);
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i = 0;
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list[i++] = WingedGrabber;
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list[i++] = TrackedGrabber;
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list[i++] = WheeledGrabber;
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list[i++] = LeggedGrabber;
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list[i++] = WingedShooter;
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list[i++] = TrackedShooter;
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list[i++] = WheeledShooter;
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list[i++] = LeggedShooter;
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list[i++] = WingedOrgaShooter;
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list[i++] = TrackedOrgaShooter;
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list[i++] = WheeledOrgaShooter;
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list[i++] = LeggedOrgaShooter;
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list[i++] = WingedSniffer;
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list[i++] = TrackedSniffer;
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list[i++] = WheeledSniffer;
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list[i++] = LeggedSniffer;
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list[i++] = Thumper;
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list[i++] = PhazerShooter;
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list[i++] = Recycler;
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list[i++] = Shielder;
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list[i++] = Subber;
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list[i++] = Me;
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list[i++] = Derrick;
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list[i++] = BotFactory;
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list[i++] = PowerStation;
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list[i++] = Converter;
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list[i++] = RepairCenter;
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list[i++] = DefenseTower;
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list[i++] = ResearchCenter;
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list[i++] = RadarStation;
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list[i++] = ExchangePost;
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list[i++] = PowerPlant;
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list[i++] = AutoLab;
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list[i++] = NuclearPlant;
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list[i++] = Titanium;
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// list[i++] = PowerCell;
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list[i++] = NuclearCell;
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while ( true )
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{
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if ( load == null ) // ne porte rien ?
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{
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p = radar(OrgaMatter); // cherche matière
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if ( p == null )
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{
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jet(1); // monte
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dest = position;
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dest.x += (rand()-0.5)*10;
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dest.y += (rand()-0.5)*10;
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goto(dest); // va n'importe où
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wait(2);
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}
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else
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{
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dest = p.position;
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dest.z = position.z;
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dist = distance(dest, position);
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if ( dist > 1.25 )
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{
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jet(1); // monte
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goto(p.position); // va sur la matière
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}
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else
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{
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jet(-1); // descend
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while ( altitude > 0 );
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grab(); // prend la matière
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}
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}
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}
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else // porte matière ?
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{
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jet(1); // monte
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p = radar(list, 0, 360, 0, 1000, 1, FilterOnlyLanding);
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if ( p == null )
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{
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dest = position;
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dest.x += (rand()-0.5)*10;
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dest.y += (rand()-0.5)*10;
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goto(dest); // va n'importe où
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wait(2);
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}
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else
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{
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dest = p.position;
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dest.z = position.z;
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dist = distance(dest, position);
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if ( dist > 1.25 )
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{
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goto(p.position); // va sur la cible
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}
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else
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{
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drop(); // lâche la matière
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}
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}
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}
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}
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}
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