[WIP] Treballant en el jefe.
This commit is contained in:
@@ -346,3 +346,10 @@ function debug.write_tile(x, y, yplus, print_type, align )
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end
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draw.text(msg,scr_x+txt_offset+1,scr_y+1+yplus,2)
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end
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function empty_table(t)
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for _ in pairs(t) do
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return false
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end
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return true
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end
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440
data/imp.lua
440
data/imp.lua
@@ -67,11 +67,12 @@ function imp.new(_hab, _x, _y)
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scene_object=false,
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fight_modes=_fight_modes,
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mode="stop",
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mode_cooldown=1000,
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mode_cooldown=500,
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super_cooldown=2000,
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shot_cooldown=500,
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action="",
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movement="",
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movement_type="",
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enabled=true,
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disable_reason="",
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can_warp=false,
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@@ -81,6 +82,11 @@ function imp.new(_hab, _x, _y)
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hot_points={},
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target={},
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old_target={},
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path={},
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paths={},
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action_event="",
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path_curr_action=1,
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analisis={},
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invencible=false,
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-- direccio=imp.direccio,
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do_jump=imp.do_jump,
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@@ -95,7 +101,7 @@ function imp.new(_hab, _x, _y)
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update=imp.state_normal,
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land=imp.land,
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mode_controller=imp.mode_controller,
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movement=imp.movement,
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--movement=imp.movement,
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advance=imp.advance,
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reduce_cooldown=imp.reduce_cooldown,
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set_fight_mode=imp.set_fight_mode,
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@@ -103,11 +109,102 @@ function imp.new(_hab, _x, _y)
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controller_input=imp.controller_input,
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ia=imp.ia,
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analyze_env=imp.analyze_env,
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next_pattern_movement=imp.next_pattern_movement,
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reset_mode_cooldown=imp.reset_mode_cooldown,
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free_movement=imp.free_movement,
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free_move=imp.free_move,
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reset_pattern_movement=imp.reset_pattern_movement
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-- imp.enabled=false
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-- imp.counter=500
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}
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end
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function imp:reset_mode_cooldown( value )
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value = value or 500
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self.mode_cooldown = value
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return value
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end
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function imp:reset_pattern_movement()
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self.path={}
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self.path_curr_action=1;
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end
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function imp:next_pattern_movement( from )
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self.movement_type = "pattern"
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self:reset_mode_cooldown()
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from = from or self.path.next
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-- obtindre uno dels possibles camins des del punt "from"
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local next_path_idx = math.random(#self.paths[from])
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-- Activar següent target
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local next_path = self.paths[from][next_path_idx]
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self.target = self.hot_points[next_path.next]
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print("TARGET ID= "..self.target.id.." HOT POINT= "..next_path.next)
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self.path = next_path
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self.path_curr_action = 1
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action = self.path.actions[1].action
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self.action_event=""
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return action
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end
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function imp:free_move()
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-- Moviment horitzontal
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if self.target.x+self.target.bb.x>=self.x+self.bb.x then
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action="right"
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elseif self.target.x+self.target.bb.x<self.x+self.bb.x then
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action="left"
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end
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-- Els dos punts de baix pero un poc mes alt que el piso
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local x1_check = self.x+self.bb.x
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local x2_check = self.x+self.bb.x+self.bb.w
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local y_check = self.y+self.bb.h-4
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-- Tiles on esta
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local tile_type1, tile_code1= arc_check_tile(x1_check,y_check)
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local tile_type2, tile_code2= arc_check_tile(x2_check,y_check)
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-- debug
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local scr_x1, scr_y = viewp:screen_coords( x1_check, y_check )
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local scr_x2, scr_y = viewp:screen_coords( x2_check, y_check )
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draw.rect(scr_x1,scr_y,scr_x2-scr_x1,8,2)
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-- /debug
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--Comprovar si está en target
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if collision(self, self.target) then
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-- print("Next target "..tile_type1.." "..tile_code1)
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-- print("Next target "..tile_type2.." "..tile_code2)
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self:reset_mode_cooldown()
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-- Buscar quin es el target
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local idx = 1
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for i=1,#self.hot_points do
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if self.target==self.hot_points[i] then
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idx= i
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print("TARGET ID= "..self.target.id.." HOT POINT IDX= "..i.." Reached")
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end
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end
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-- Canviar a moviment per patro
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action = self:next_pattern_movement(idx)
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elseif half_collision(self, self.target)
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and tile_type1==tiletype.void
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and tile_type2==tiletype.void then -- and (self.y>self.target.y or self.y<self.target.y) ) then -- afegir que no hi haja tile per a escalar
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-- print("Next Target 2 "..tile_type1.." "..tile_code1)
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elseif tile_type1~=tiletype.void
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or tile_type2~=tiletype.void then
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action="jump"
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end
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return action
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end
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function imp:free_movement()
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self.movement_type = "free"
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print("Free")
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end
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function imp:fight()
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print("FIGHTING MODE")
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-- table.insert(self.hot_points, point.new(54,5,4,12,8,"P1"))
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@@ -117,15 +214,59 @@ function imp:fight()
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-- table.insert(self.hot_points, point.new(44,12,5,12,8,"P5"))
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-- table.insert(self.hot_points, point.new(54,12,4,12,8,"P6"))
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table.insert(self.hot_points, point.new(54, 5, 4, 0, 0,"P1"))
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table.insert(self.hot_points, point.new(44, 5, 3, 0, 0,"P2"))
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table.insert(self.hot_points, point.new(55, 8, 4, 0, 0,"P3"))
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table.insert(self.hot_points, point.new(45, 8, 3, 0, 0,"P4"))
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table.insert(self.hot_points, point.new(44,12, 5, 0, 0,"P5"))
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table.insert(self.hot_points, point.new(54,12, 4, 0, 0,"P6"))
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table.insert(self.hot_points, abad);
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self.target = self.hot_points[3]
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self.hot_points[1] = point.new(44, 5, 1, 0, 0,"P1")
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self.hot_points[2] = point.new(45, 8, 1, 0, 0,"P2")
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self.hot_points[3] = point.new(44,12, 5, 0, 0,"P3")
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self.hot_points[4] = point.new(54, 5, 4, -8, 0,"P4")
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self.hot_points[5] = point.new(54,12, 4, 8, 0,"P5")
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self.hot_points[6] = point.new(55, 8, 4, 8, 0,"P6")
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self.hot_points[7] = abad
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self.target = self.hot_points[6]
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self.path = {next=6, actions={{action="right",event="target"}}}
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self.paths[1] = {
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{next=3, actions= {{action="jumpfwd", event="land"},
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{action="right" , event="target"}}},
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{next=4, actions= {{action="right" , event="land"},
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{action="left" , event="target"}}},
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{next=5, actions= {{action="right" , event="target"}}}
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}
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self.paths[2] = {
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{next=3, actions={{action="jumpfwd", event="land"},
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{action="left" , event="target"}}},
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{next=6, actions={{action="left" , event="land"},
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{action="right" , event="target"}}},
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{next=5, actions={{action="left" , event="target"}}}
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}
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self.paths[3] = {
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{next=1, actions={{action="left" , event="prefall"},
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{action="jumpfwd", event="land"},
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{action="jump" , event="target"}}},
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{next=2, actions={{action="right" , event="prefall"},
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{action="jumpfwd", event="land"},
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{action="jump" , event="target"}}},
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{next=4, actions={{action="jumpfwd", event="land"},
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{action="left" , event="target"}}},
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{next=5, actions={{action="jumpfwd", event="land"},
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{action="right" , event="target"}}},
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{next=6, actions={{action="left" , event="land"},
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{action="right" , event="target"}}}
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}
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self.paths[4] = {
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{next=1, actions={{action="jump" , event="target"}}},
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{next=5, actions={{action="right", event="target"}}},
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{next=6, actions={{action="right", event="target"}}}
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}
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self.paths[5] = {
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{next=4, actions={{action="left" , event="target"}}},
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{next=6, actions={{action="right", event="target"}}}
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}
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self.paths[6] = {
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{next=2, actions={{action="jump", event="target"}}},
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{next=5, actions={{action="left", event="target"}}}
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}
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self.mode="chase"
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end
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@@ -143,6 +284,15 @@ function imp:draw()
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end
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end
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end
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-- print("DRAW path= "..#self.path)
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if #self.path>0 then
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for i=1,#self.path do
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local world_x, world_y = coords.room_to_world(self.path[i][1], self.path[i][2], self.path[i][3])
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local scr_x, scr_y = viewp:screen_coords( world_x, world_y )
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draw.rect(scr_x, scr_y, 16, 16, 14)
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end
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end
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end
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function imp:hit()
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@@ -180,10 +330,10 @@ function imp:analyze_env()
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dy = (self.y-abad.y)
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r = math.sqrt(dx*dx+dy*dy)
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-- msg_print(10,20,r,true)
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local can_chase_abad = false
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self.analisis.can_chase_abad = false
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if r<=100 then
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-- draw.circ(scr_x+self.bb.w/2,scr_y+self.bb.h/2,r,2)
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can_chase_abad=true
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self.analisis.can_chase_abad=true
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end
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-- Els dos punts de cintura per a saber si es pot escalar
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@@ -192,48 +342,131 @@ function imp:analyze_env()
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local y_check = self.y+self.bb.h-4
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local tile_type1, tile_code1= arc_check_tile(x1_check,y_check)
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local tile_type2, tile_code2= arc_check_tile(x2_check,y_check)
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local can_climb = false
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self.analisis.can_climb = false
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if tile_type1~=tiletype.void or tile_type2~=tiletype.void then
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can_climb = true
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self.analisis.can_climb = true
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end
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-- Abad a tir
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local can_shot = false
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if h_collision(self,abad) then can_shot=true end
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self.analisis.can_shot = false
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if h_collision(self,abad) then self.analisis.can_shot=true end
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-- Super preparat
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local can_super = false
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if self.super_cooldown<=0 then can_super=true end
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self.analisis.can_super = false
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if self.super_cooldown<=0 then self.analisis.can_super=true end
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-- Acces a la zona central
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x1_check = self.x+self.bb.x
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x2_check = self.x+self.bb.x+self.bb.w
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y_check = self.y+self.bb.h
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local can_go_altar = false
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self.analisis.can_go_altar = false
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local hab1, tx1, ty1 = coords.world_to_tile(x1_check, y_check)
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local hab2, tx2, ty2 = coords.world_to_tile(x2_check, y_check)
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if (hab1==44 and tx1==6 and ty1==4) or (hab2==44 and tx2==7 and ty2==4)
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or (hab1==45 and tx1==7 and ty1==3) or (hab2==45 and tx2==8 and ty2==3)then
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can_go_altar = true
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self.analisis.can_go_altar = true
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end
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-- Cau al següent moviment
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local going_to_fall = false
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self.analisis.going_to_fall = false
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local tile_type1, tile_code1= arc_check_tile(x1_check,y_check)
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local tile_type2, tile_code2= arc_check_tile(x2_check,y_check)
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if tile_type1==tiletype.void and tile_type2==tiletype.void then
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going_to_fall = true
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self.analisis.going_to_fall = true
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end
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local target_reached = false
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local target_aligned = false
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if #self.target>0 then
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self.analisis.target_reached = false
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-- local target_aligned = false
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-- self.path= {}
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-- -- print("ANALYZE => "..#self.target)
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if not empty_table(self.target) then
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-- Target reached
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if collision(self, self.target) then target_reached=true end
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-- Target aligned
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if half_collision(self, self.target) then target_aligned=true end
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if collision(self, self.target) then self.analisis.target_reached=true end
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--
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-- -- Target aligned
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-- if half_collision(self, self.target) then target_aligned=true end
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--
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-- local hab1, tx1, ty1 = coords.world_to_tile(self.x+self.bb.x, self.y+self.bb.y+self.h/2)
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-- local hab2, tx2, ty2 = coords.world_to_tile(self.target.x, self.target.y)
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-- -- print(hab1..", "..tx1..", "..ty1)
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-- -- print(hab2..", "..tx2..", "..ty2)
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-- local floorImp = math.floor(hab1 / 10)
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-- local floorTarget = math.floor(hab2 / 10)
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-- local roomImp = hab1 % 10
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-- local roomTarget = hab2 % 10
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--
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-- local sentit_y = 1
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-- if floorImp>floorTarget then
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-- sentit_y = -1
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-- elseif floorImp==floorTarget then
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-- sentit_y = 1
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-- if ty1>ty2 then
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-- sentit_y= -1
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-- elseif ty1==ty2 then
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-- sentit_y = 0
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-- end
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-- end
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--
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-- local sentit_x = 1
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-- if roomImp>roomTarget then
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-- sentit_x = -1
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-- elseif roomImp==roomTarget then
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-- sentit_x = 1
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-- if tx1>tx2 then
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-- sentit_x = -1
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-- elseif tx1==tx2 then
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-- sentit_x = 0
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-- end
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-- end
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--
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-- local max_steps = 50
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-- local found = false
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-- while not found and max_steps>0 do
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-- max_steps = max_steps -1
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-- end
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--
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-- if hab1==hab2 then
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-- local tx = 0
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-- local ty = 0
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-- if tx2<tx1 then
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-- for i=tx2,tx1 do
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-- tx = i
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-- self.path[#self.path+1] = {hab1, tx, ty1}
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-- end
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-- if ty2<ty1 then
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-- for j=ty2,ty1 do
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-- ty = j
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-- self.path[#self.path+1] = {hab1, tx, ty}
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-- end
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-- else
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-- for j=ty1,ty2 do
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-- ty = j
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-- self.path[#self.path+1] = {hab1, tx, ty}
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-- end
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-- end
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-- elseif tx1<tx2 then
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-- for i=tx1,tx2 do
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-- tx = i
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-- self.path[#self.path+1] = {hab1, tx, ty1}
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-- end
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-- if ty2<ty1 then
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-- for j=ty2,ty1 do
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-- ty = j
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-- self.path[#self.path+1] = {hab1, tx, ty}
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-- end
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-- else
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-- for j=ty1,ty2 do
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-- ty = j
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-- self.path[#self.path+1] = {hab1, tx, ty}
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-- end
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-- end
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-- end
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-- end
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--
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-- self.path[#self.path+1] = {hab1, tx1, ty1}
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-- self.path[#self.path+1] = {hab2, tx2, ty2}
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end
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-- if can_climb then print("Climb!") end
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-- if can_shot then print("Shot!") end
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-- if can_super then print("Super!") end
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@@ -367,6 +600,7 @@ function imp:state_falling()
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-- Si toca terra canviar el mode
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if self:land() then
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self.update=imp.state_normal
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self.action_event = "land"
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return
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end
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@@ -517,83 +751,26 @@ function imp:think( )
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if self.mode=="stop" then return action end
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if self.target.x+self.target.bb.x>=self.x+self.bb.x then
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action="right"
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elseif self.target.x+self.target.bb.x<self.x+self.bb.x then
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action="left"
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if self.analisis.going_to_fall then self.action_event="prefall" end
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if self.analisis.target_reached then self.action_event="target" end
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if self.movement_type=="free" then
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msg_print(10,20,"FREE",true)
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action = self:free_move()
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else
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msg_print(10,20,"PATTERN "..self.action_event,true)
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-- print("Pattern")
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if self.action_event~=self.path.actions[self.path_curr_action].event then
|
||||
action = self.path.actions[self.path_curr_action].action
|
||||
else
|
||||
if self.path_curr_action<#self.path then
|
||||
self.path_curr_action = self.path_curr_action + 1
|
||||
else
|
||||
action = self:next_pattern_movement()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Els dos punts de baix de l'abad
|
||||
local x1_check = self.x+self.bb.x
|
||||
local x2_check = self.x+self.bb.x+self.bb.w
|
||||
local y_check = self.y+self.bb.h-4
|
||||
local tile_type1, tile_code1= arc_check_tile(x1_check,y_check)
|
||||
local tile_type2, tile_code2= arc_check_tile(x2_check,y_check)
|
||||
|
||||
local scr_x1, scr_y = viewp:screen_coords( x1_check, y_check )
|
||||
local scr_x2, scr_y = viewp:screen_coords( x2_check, y_check )
|
||||
draw.rect(scr_x1,scr_y,scr_x2-scr_x1,8,2)
|
||||
if collision(self, self.target) then
|
||||
print("Next target "..tile_type1.." "..tile_code1)
|
||||
print("Next target "..tile_type2.." "..tile_code2)
|
||||
self.mode_cooldown = 0
|
||||
elseif half_collision(self, self.target) and tile_type1==tiletype.void and tile_type2==tiletype.void then -- and (self.y>self.target.y or self.y<self.target.y) ) then -- afegir que no hi haja tile per a escalar
|
||||
print("Next Target 2 "..tile_type1.." "..tile_code1)
|
||||
-- self.mode_cooldown = 0
|
||||
-- self:set_fight_mode()
|
||||
elseif tile_type1~=tiletype.void or tile_type2~=tiletype.void then
|
||||
-- print("jump "..tile_type1..", "..tile_type2)
|
||||
action="jump"
|
||||
end
|
||||
-- local scr_x, scr_y = viewp:screen_coords( self.x, self.y )
|
||||
-- draw.line(0,scr_y,256,scr_y,2)
|
||||
-- draw.line(scr_x,0,scr_x,192,2)
|
||||
-- if self.y+self.bb.y>=self.target.y+self.target.bb.y then
|
||||
-- local tile_type, tile_code = arc_check_tile(self.x+self.bb.x,self.y+self.bb.h, true)
|
||||
-- local tile_type2, tile_code2 = arc_check_tile(self.x+self.bb.x+self.bb.w,self.y+self.bb.h, true)
|
||||
-- msg_print(50, 50, tile_type..", "..tile_code, true )
|
||||
-- if tile_type ~=tiletype.void or tile_type2 ~=tiletype.void then
|
||||
-- print("JUMP")
|
||||
-- action = "jump"
|
||||
-- else
|
||||
-- if self.target.x+self.target.bb.x>=self.x+self.bb.x then
|
||||
-- print("sense eixida")
|
||||
-- -- self.mode_cooldown = 0
|
||||
-- -- self:set_fight_mode()
|
||||
-- end
|
||||
-- end
|
||||
-- -- elseif self.y==self.target.y and math.abs(self.x-self.target.x)<=8 then
|
||||
-- -- action = "jumpfwd"
|
||||
-- end
|
||||
-- local ix, iy = viewp:screen_coords( self.x, self.y )
|
||||
-- draw.rect(ix+(self.bb.x+(self.bb.w/2)), iy+(self.h/2), 2,2, 2)
|
||||
-- if self.fight_modes[self.mode]=="away" or self.fight_modes[self.mode]=="chase" then
|
||||
-- if self.y>=self.target.y
|
||||
-- and arc_check_tile(self.x+(self.bb.x+(self.bb.w/2)),(self.y+(self.h/2)))~=tiletype.void then
|
||||
-- action = "jump"
|
||||
-- elseif self.y==self.target.y and math.abs(self.x-self.target.x)<=8 then
|
||||
-- action = "jumpfwd"
|
||||
-- else
|
||||
-- if self.fight_modes[self.mode]=="away" then
|
||||
-- if self.target.x<=self.x then
|
||||
-- action="right"
|
||||
-- else
|
||||
-- action="left"
|
||||
-- end
|
||||
-- elseif self.fight_modes[self.mode]=="chase" then
|
||||
-- if self.target.x>=self.x then
|
||||
-- action="right"
|
||||
-- else
|
||||
-- action="left"
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
-- elseif self.fight_modes[self.mode]=="super" then
|
||||
-- action="super"
|
||||
-- elseif self.fight_modes[self.mode]=="shot" then
|
||||
-- action="shot"
|
||||
-- end
|
||||
|
||||
self.action = action
|
||||
|
||||
return action
|
||||
@@ -617,10 +794,12 @@ function imp:set_fight_mode()
|
||||
if self.mode=="stop" then return end
|
||||
|
||||
if self.mode_cooldown <= 0 then
|
||||
self:free_movement()
|
||||
-- seleccionar mode d'acció
|
||||
local last_mode=self.mode
|
||||
-- self.mode_cooldown = 150+math.random(50)-1
|
||||
self.mode_cooldown = 1000
|
||||
self:reset_mode_cooldown()
|
||||
self:reset_pattern_movement()
|
||||
-- self.mode=math.random(#self.fight_modes)
|
||||
--
|
||||
-- if self.mode==self.fight_modes["super"] and self.super_cooldown>0 then self.mode=self.fight_modes["shot"] end
|
||||
@@ -629,12 +808,19 @@ function imp:set_fight_mode()
|
||||
self.mode=self.fight_modes["chase"]
|
||||
|
||||
-- print("cambiar modo => "..self.fight_modes[self.mode])
|
||||
|
||||
local new_point = math.random(#self.hot_points)
|
||||
if self.target == self.hot_points[new_point] then new_point = ((new_point+1)%#self.hot_points)+1 end
|
||||
self.old_target = self.target
|
||||
self.target=self.hot_points[new_point]
|
||||
print("target => "..self.target.id)
|
||||
-- if self.movement_type == "free" then
|
||||
local new_point = math.random(#self.hot_points)
|
||||
if self.target == self.hot_points[new_point] then
|
||||
new_point = ((new_point+1)%#self.hot_points)+1
|
||||
end
|
||||
self.old_target = self.target
|
||||
self.target=self.hot_points[new_point]
|
||||
print("Next random target => "..self.target.id)
|
||||
-- else
|
||||
--if self.action_event=="target" then
|
||||
-- print(self.old_target.id)
|
||||
--end
|
||||
-- end
|
||||
end
|
||||
-- -- if self.mode==last_mode then self.mode=((last_mode+1)%#self.fight_modes)+1 end
|
||||
-- elseif self.mode_cooldown == 0 then
|
||||
@@ -690,31 +876,3 @@ function imp:collision()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- function imp:direccio( actor )
|
||||
-- -- msg_print(0,0,"direccio",true)
|
||||
-- local check_side = "L"
|
||||
-- -- definir el punts per a comprobar en el mapa
|
||||
-- if self.fight_modes[self.mode]=="away" then
|
||||
-- if actor.x>self.x then
|
||||
-- -- caminar cap "enrere", check costat esq
|
||||
-- check_side = "L"
|
||||
-- else
|
||||
-- -- caminar cap "endavant", check costat dret
|
||||
-- check_side = "R"
|
||||
-- end
|
||||
-- elseif self.fight_modes[self.mode]=="chase" then
|
||||
-- if actor.x>self.x then
|
||||
-- -- caminar cap "endavant", check costat dret
|
||||
-- check_side = "R"
|
||||
-- else
|
||||
-- -- caminar cap "enrere", check costat esq
|
||||
-- check_side = "L"
|
||||
-- end
|
||||
-- end
|
||||
--
|
||||
-- local step = 1
|
||||
-- if check_side=="L" then step = -step end
|
||||
--
|
||||
-- return step
|
||||
-- end
|
||||
Reference in New Issue
Block a user