Kampf um Resourcen. Programmieren von Gewusel: Unterschied zwischen den Versionen

aus dem Wiki des Entropia e.V., CCC Karlsruhe
Zeile 2: Zeile 2:


* Möglichkeit für *alle* spieler, sich die Punkte anzeigen zu lassen (evtl. per Kommando "p" an der Konsole?)
* Möglichkeit für *alle* spieler, sich die Punkte anzeigen zu lassen (evtl. per Kommando "p" an der Konsole?)
** Erm, "p" ist ja schon part game. Wie waers mit "s" (wie stats)? ''--codec''
* mehr farben
* mehr farben
* laengere kaempfe?
* laengere kaempfe?

Version vom 10. Juni 2006, 13:21 Uhr

Feature Requests

  • Möglichkeit für *alle* spieler, sich die Punkte anzeigen zu lassen (evtl. per Kommando "p" an der Konsole?)
    • Erm, "p" ist ja schon part game. Wie waers mit "s" (wie stats)? --codec
  • mehr farben
  • laengere kaempfe?
  • mehr essen?

Beispiel-Scripte

Blueloop V00

 --------------------------------------------------------------------------
 -- Blueloop V00 
 --
 -- Fuer jedes gespawnte Vieh wird eine eigene Creature Klasse instanziiert
 --------------------------------------------------------------------------

	function Creature:onSpawned()
		print("Creature " .. self.id .. " spawned")
	end
	
	function Creature:onAttacked(attacker)
		print("Help! Creature " .. self.id .. " is attacked by Creature " .. attacker)
	end
	
	function Creature:onKilled(killer)
		if killer == self.id then
			print("Creature " .. self.id .. " suicided")
		elseif killer then 
			print("Creature " .. self.id .. " killed by Creature " .. killer)
		else
			print("Creature " .. self.id .. " died")
		end
	end
	
	function Wait()
		while (get_state(self.id) ~= CREATURE_IDLE) do
			self:wait_for_next_round()	
		end;
	end
	
	function Creature:main()
		if self.dx == nil then self.dx = 256 end
		if self.dy == nil then self.dy = 0 end
		if victim  == nil then victim  = -1 end
		
		---------------------------------------------- Wenn ein globaler Angriff aktiv ist:
		if (victim ~= -1) and (get_type(self.id) == 1) then
			if exists(victim) then
			
				local x,y = get_pos(victim)                    -- Wo ist der angegriffene?
				self:moveto(x,y)                               -- hinlaufen
				self:attack(victim)                            -- angreifen!
			else
				victim = -1                                    -- Tot -> Angriff beenden
				print"Angriff beendet!"
			end
		end
		
	
		---------------------------------------------- Warten bis Creatur IDLE
		if get_state(self.id) ~= CREATURE_IDLE  then
			self:wait_for_next_round()
			return
		end
		
		---------------------------------------------- Wo ist der nächste Feind?
		local feind_id, feind_x, feind_y, feind_playernum, feind_dist = nearest_enemy(self.id)	
		
		---------------------------------------------- Wenn er nah genug ist und wir gesund sind -> angreifen
		
		if (feind_id ~= nil) and (victim == -1) then
			if (feind_dist < 8000) and (self:health() > 50) and (victim == -1) then
				print("Starte Angriff auf " .. feind_id )
				victim = feind_id
			end
		end
	
		---------------------------------------------- Fressen!
		
		if get_tile_food(self.id) > 0 then  
			set_state(self.id, CREATURE_EAT)
		else
			local x, y = self:pos()
			if not self:moveto(x+self.dx,y+self.dy) then
				self.dx = math.random(512)-256
				self.dy = math.random(512)-256
			end
		end
		
		
		if self:health() < 90 then 
			set_state(self.id, CREATURE_HEAL)
		end;
			
		if get_food(self.id) > 8000 then
			if get_type(self.id) == 0 then
				set_convert(self.id, 1)
				set_state(self.id,CREATURE_CONVERT)
			else
				set_state(self.id,CREATURE_SPAWN)
			end
		end
		
		if get_state(self.id) == CREATURE_IDLE then
			self:moveto(get_koth_pos())
		end
		
		self:wait_for_next_round()
	end
	
 ---------------------------------------------------------------------------------

Blueloop V01


--------------------------------------------------------------------------
-- Default Logik 
--
-- Fuer jedes gespawnte Vieh wird eine eigene Creature Klasse instanziiert
--------------------------------------------------------------------------

function Creature:onSpawned()
    print("Creature " .. self.id .. " spawned")
end

function Creature:onAttacked(attacker)
    print("Help! Creature " .. self.id .. " is attacked by Creature " .. attacker)
	
										-- Ich bin noch zu klein zum kämpfen
	if (get_type(self.id) == 0) or (self:health() > 20) then
		local x,y = self:pos()
		                                 -- weglaufen
		self:set_path(x-16000+math.random(8000),y-1600+math.random(8000)) 
		self:begin_walk_path()
	else								 -- Smack my Bit up!
		self:set_target(attacker)
		self:begin_attacking()		
	end
end

function Creature:onKilled(killer)
    if killer == self.id then
        print("Creature " .. self.id .. " suicided")
    elseif killer then 
        print("Creature " .. self.id .. " killed by Creature " .. killer)
    else
        print("Creature " .. self.id .. " died")
    end
end

function Creature:Wait()
	while (get_state(self.id) ~= CREATURE_IDLE) do
		self:wait_for_next_round()	
	end;
end

function Creature:Fressen()
	if get_tile_food(self.id) > 0 then  
		set_state(self.id, CREATURE_EAT)
		self:Wait()
	else
		local x, y = self:pos()
		if not self:moveto(x+self.dx,y+self.dy) then

			self.dx = math.random(256)-128
			self.dy = math.random(256)-128
			
			
		end
	end
	
	if self:health() < 90 then
		set_state(self.id, CREATURE_HEAL)
		self:Wait()
	end
end

function Creature:Angreifen()
	-- Wo ist der nächste Feind?
	local feind_id, feind_x, feind_y, feind_playernum, feind_dist = nearest_enemy(self.id)	
	
	-- Wenn er nah genug ist und wir gesund sind -> angreifen
	
	if (feind_id ~= nil) and (feind_dist < 500) and (self:health() > 60) then
		print("Starte Angriff auf " .. feind_id .. " Abstand: " .. feind_dist)

		while (exists(feind_id)) do
			local x,y = get_pos(feind_id)                  -- Wo ist der angegriffene?
			self:moveto(x,y)                               -- hinlaufen
			self:attack(feind_id)                          -- angreifen!
			self:Wait()
		end
	end
	
end

function Creature:main()
	if self.dx == nil then self.dx = 256 end
	if self.dy == nil then self.dy = 0 end
	if victim  == nil then victim  = -1 end
	
	if get_type(self.id) == 0 then
		print("Creature " .. self.id .. " soll fressen")
		while get_food(self.id) < 8000 do
			self:Fressen()
		end
		print("Creature " .. self.id .. " soll sich verwandeln")
		set_convert(self.id, 1)
		set_state(self.id,CREATURE_CONVERT)
		self:Wait()
	else
		print("Creature " .. self.id .. " soll fressen")
		while get_food(self.id) < 8000 do
			self:Fressen()
			self:Angreifen()
		end
		print("Creature " .. self.id .. " vermehrt sich")
		set_state(self.id,CREATURE_SPAWN)
		self:Wait()
		--print("Creature " .. self.id .. " soll zu King of the Hill")
		
		--self:moveto(get_koth_pos())
		--self:Wait()
		--print("Creature " .. self.id .. " ist King of the Hill")
		--while self:health() > 30 do
		--	local feind_id, feind_x, feind_y, feind_playernum, feind_dist = nearest_enemy(self.id)			
		--	self:attack(feind_id) 
		--end
	end
end

Updater

require 'socket'
require 'timeout'

class GameConn
  def initialize
    @sock = TCPSocket.new('23.42.2.254', 1234)

    while buf = read_with_timeout
      if buf =~ /Press \<enter\>/
        @sock.puts
      elsif buf =~ /enter '\?' for help/
        @sock.puts 'j'
      elsif buf =~ /enter \<playernum\> or press enter for new player: /
        return
      end
    end
  end

  def join_already(num, password)
    @sock.puts(num)
    while buf = read_with_timeout
      if buf =~ /password for player \d+: /
        @sock.puts(password)
      elsif buf =~ /joined\. /
        return
      elsif buf =~/could not attach to player/
        raise buf
      end
    end
  end

  def join_new(password)
    @sock.puts
    while buf = read_with_timeout
      if buf =~ /password for new player: /
        @sock.puts(password)
      elsif buf =~ /joined\. /
        puts buf
        return
      end
    end
  end

  def name=(n)
    @sock.puts 'n'
    while buf = read_with_timeout
      if buf =~ /Player Name: /
        @sock.puts n
      elsif buf =~ /\> /
        return
      elsif buf =~ /cannot set name/
        raise buf
      end
    end
  end

  def read_with_timeout
    buf = ''
    while buf.size == 0
      begin
        Timeout::timeout(0.1) {
          buf += @sock.read(1) while true
        }
      rescue Timeout::Error
      end
    end
    buf
  end

  def debug_loop!
    while buf = read_with_timeout
      print buf
    end
  end

  def batch(source)
    @sock.puts 'b'
    while buf = read_with_timeout
      if buf =~ /enter your lua code/
        @sock.puts source + "\n."
      elsif buf =~ /\> /
        return
      end
    end
  end
end

g = GameConn.new
if true  # Bei Bedarf zu false ändern
  g.join_already(6, '123')
else
  g.join_new('123')
end
g.name = 'CoolBot'
g.batch(IO::readlines('coolbot.lua').to_s)
g.debug_loop!