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!