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en dvpt

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Oct 6th, 2015
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  1. include('fonctionsUtiles');
  2.  
  3. global offensive = false;
  4. global defensive = true;
  5. global couldAttack = false;
  6.  
  7. if (getFightType() == FIGHT_TYPE_SOLO) {
  8.     AISolo();
  9. } else {
  10.     AISolo(); //a modifier
  11. }
  12.  
  13. function AISolo() {
  14.     var enemy = getNearestEnemy();
  15.     if (getLife() < 0.5 * getTotalLife()) {
  16.         useChip(CHIP_CURE, getLeek());
  17.         useChip(CHIP_SHIELD, getLeek());
  18.     }
  19.     if (distanceWith(enemy) > 5 && getWeapon() != WEAPON_MAGNUM) setWeapon(WEAPON_MAGNUM);
  20.     while (getMP() > 0 && distanceWith(enemy) >= 10 && getCell() != (getCellToUseChip(CHIP_SPARK, enemy))) {
  21.         moveTowardCell(getCellToUseChip(CHIP_SPARK, enemy), 1);
  22.     }
  23.     if (distanceWith(enemy) > 10 && canUseChip(CHIP_SHIELD, getLeek())) useChip(CHIP_SHIELD, getLeek());
  24.     else if (distanceWith(enemy) > 10 && !canUseChip(CHIP_WALL, getLeek())) useChip(CHIP_WALL, getLeek());
  25.     else if (distanceWith(enemy) == 10) {
  26.         while (getTP() >= getChipCost(CHIP_SPARK) && isAlive(enemy)) useChip(CHIP_SPARK, enemy);
  27.         if (getMP() > 0) moveAwayFrom(enemy);
  28.     } else if (distanceWith(enemy) <= 9 && distanceWith(enemy) > 5) {
  29.         if (getTP() >= getWeaponCost(WEAPON_MAGNUM)) {
  30.             if (!canUseWeapon(enemy) && getMP() > 0) moveTowardCell(getCellToUseWeapon(enemy));
  31.             else {
  32.                 while (getTP() >= getWeaponCost(WEAPON_MAGNUM) && canUseWeapon(enemy)) useWeapon(enemy);
  33.                 if (getMP()>0) moveAwayFrom(enemy);
  34.             }
  35.         } else {
  36.             if (getLife() < getTotalLife() && canUseChip(CHIP_BANDAGE, getLeek())) useChip(CHIP_BANDAGE, getLeek());
  37.             moveAwayFrom(enemy);
  38.         }
  39.     } else {
  40.         if (getWeapon() != WEAPON_SHOTGUN) setWeapon(WEAPON_SHOTGUN);
  41.         if (getMP() > 0) moveTowardCell(getCellToUseWeapon(enemy));
  42.         if (canUseWeapon(enemy)) {
  43.             while (getTP() >= getWeaponCost(WEAPON_SHOTGUN) && isAlive(enemy)) useWeapon(enemy);
  44.             if (getMP() > 0) moveAwayFrom(enemy);
  45.         }
  46.     }
  47. }
  48.  
  49. function AITeam() {
  50.  
  51. }
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