Hier ein kleines Beispielscript:
-- 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