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- include('fonctionsUtiles');
- global offensive = false;
- global defensive = true;
- global couldAttack = false;
- if (getFightType() == FIGHT_TYPE_SOLO) {
- AISolo();
- } else {
- AISolo(); //a modifier
- }
- function AISolo() {
- var enemy = getNearestEnemy();
- if (getLife() < 0.5 * getTotalLife()) {
- useChip(CHIP_CURE, getLeek());
- useChip(CHIP_SHIELD, getLeek());
- }
- if (distanceWith(enemy) > 5 && getWeapon() != WEAPON_MAGNUM) setWeapon(WEAPON_MAGNUM);
- while (getMP() > 0 && distanceWith(enemy) >= 10 && getCell() != (getCellToUseChip(CHIP_SPARK, enemy))) {
- moveTowardCell(getCellToUseChip(CHIP_SPARK, enemy), 1);
- }
- if (distanceWith(enemy) > 10 && canUseChip(CHIP_SHIELD, getLeek())) useChip(CHIP_SHIELD, getLeek());
- else if (distanceWith(enemy) > 10 && !canUseChip(CHIP_WALL, getLeek())) useChip(CHIP_WALL, getLeek());
- else if (distanceWith(enemy) == 10) {
- while (getTP() >= getChipCost(CHIP_SPARK) && isAlive(enemy)) useChip(CHIP_SPARK, enemy);
- if (getMP() > 0) moveAwayFrom(enemy);
- } else if (distanceWith(enemy) <= 9 && distanceWith(enemy) > 5) {
- if (getTP() >= getWeaponCost(WEAPON_MAGNUM)) {
- if (!canUseWeapon(enemy) && getMP() > 0) moveTowardCell(getCellToUseWeapon(enemy));
- else {
- while (getTP() >= getWeaponCost(WEAPON_MAGNUM) && canUseWeapon(enemy)) useWeapon(enemy);
- if (getMP()>0) moveAwayFrom(enemy);
- }
- } else {
- if (getLife() < getTotalLife() && canUseChip(CHIP_BANDAGE, getLeek())) useChip(CHIP_BANDAGE, getLeek());
- moveAwayFrom(enemy);
- }
- } else {
- if (getWeapon() != WEAPON_SHOTGUN) setWeapon(WEAPON_SHOTGUN);
- if (getMP() > 0) moveTowardCell(getCellToUseWeapon(enemy));
- if (canUseWeapon(enemy)) {
- while (getTP() >= getWeaponCost(WEAPON_SHOTGUN) && isAlive(enemy)) useWeapon(enemy);
- if (getMP() > 0) moveAwayFrom(enemy);
- }
- }
- }
- function AITeam() {
- }
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