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| 1 | //SS3 Goku (Buu) | |
| 2 | ||
| 3 | void switchToNearestTarget() | |
| 4 | {
| |
| 5 | int nearestDistance=2000; | |
| 6 | int nearestIndex=0; | |
| 7 | int distance=abs(self.x-target.x); | |
| 8 | for (int i = 0; i < 400; ++i){
| |
| 9 | - | if ( (loadTarget(i) == 0)){
|
| 9 | + | if ( (loadTarget(i) == 0) && target.team != self.team){
|
| 10 | - | if (target.team != self.team) |
| 10 | + | |
| 11 | if (distance < nearestDistance) | |
| 12 | {
| |
| 13 | nearestDistance=distance; | |
| 14 | nearestIndex=i; | |
| 15 | } | |
| 16 | } | |
| 17 | } | |
| 18 | print(nearestDistance+"\n"); | |
| 19 | loadTarget(nearestIndex); | |
| 20 | } | |
| 21 | bool facingTarget() | |
| 22 | {
| |
| 23 | return ((!self.facing && self.x < target.x) || (self.facing && self.x > target.x)); | |
| 24 | } | |
| 25 | ||
| 26 | bool xDistanceBetween(int min, int max) | |
| 27 | {
| |
| 28 | return abs(self.x-target.x)>=min && abs(self.x-target.x)<=max; | |
| 29 | } | |
| 30 | ||
| 31 | bool yDistanceBetween(int min, int max) | |
| 32 | {
| |
| 33 | return abs(self.y-target.y)>=min && abs(self.y-target.y)<=max; | |
| 34 | } | |
| 35 | ||
| 36 | bool zDistanceBetween(int min, int max) | |
| 37 | {
| |
| 38 | return abs(self.z-target.z)>=min && abs(self.z-target.z)<=max; | |
| 39 | } | |
| 40 | ||
| 41 | bool targetAttacking() | |
| 42 | {
| |
| 43 | int itrcount=game.objects[target.num].data.frames[game.objects[target.num].data.frames[game.objects[target.num].frame1].next].itr_count; | |
| 44 | for (int itrindx=0; itrindx < itrcount; itrindx++) | |
| 45 | {
| |
| 46 | return target.data.frames[target.data.frames[target.frame].next].itrs[itrindx].kind==0; | |
| 47 | //return target.data.frames[target.frame].itrs[itrindx].kind==0; | |
| 48 | } | |
| 49 | return false; | |
| 50 | } | |
| 51 | ||
| 52 | void changeDirection() | |
| 53 | {
| |
| 54 | if (self.facing) right(1,0); | |
| 55 | else left(1,0); | |
| 56 | } | |
| 57 | ||
| 58 | bool targetInvulnerable() | |
| 59 | {
| |
| 60 | return (target.state)==14; | |
| 61 | } | |
| 62 | ||
| 63 | void clearKeyClicks() | |
| 64 | {
| |
| 65 | up(0,0); down(0,0); left(0,0); right(0,0); A(0,0); D(0,0); J(0,0); | |
| 66 | } | |
| 67 | ||
| 68 | void DfJ() | |
| 69 | {
| |
| 70 | if (facingTarget() && self.facing) | |
| 71 | {
| |
| 72 | DlJ(); | |
| 73 | } | |
| 74 | else | |
| 75 | {
| |
| 76 | DrJ(); | |
| 77 | } | |
| 78 | } | |
| 79 | ||
| 80 | void DfA() | |
| 81 | {
| |
| 82 | if (facingTarget() && self.facing) | |
| 83 | {
| |
| 84 | DlA(); | |
| 85 | } | |
| 86 | else | |
| 87 | {
| |
| 88 | DrA(); | |
| 89 | } | |
| 90 | } | |
| 91 | ||
| 92 | ||
| 93 | void id() | |
| 94 | {
| |
| 95 | int abs_x_distance=abs(self.x-target.x); | |
| 96 | int abs_y_distance=abs(self.y-target.y); | |
| 97 | int abs_z_distance=abs(self.z-target.z); | |
| 98 | ||
| 99 | //----------------------Start writing your AI here---------------- | |
| 100 | clearKeyClicks(); | |
| 101 | switchToNearestTarget(); | |
| 102 | ||
| 103 | //face the target | |
| 104 | if (!facingTarget()) | |
| 105 | changeDirection(); | |
| 106 | ||
| 107 | //defend if attacked | |
| 108 | if (targetAttacking() && self.state==0) | |
| 109 | D(1,0); | |
| 110 | ||
| 111 | ||
| 112 | ||
| 113 | /* | |
| 114 | ||
| 115 | //Kamehameha | |
| 116 | if (abs(100*(self.z-target.z)/((self.x-target.x)*((self.facing?1:0)*2-1))) <= 4 && abs(self.x-target.x) < 500 && abs(self.x-target.x) > 300 && self.mp > 225) | |
| 117 | {
| |
| 118 | if (self.x-target.x > 0) | |
| 119 | {
| |
| 120 | DlJ(); | |
| 121 | } | |
| 122 | else if (self.x-target.x < 0) | |
| 123 | {
| |
| 124 | DrJ(); | |
| 125 | } | |
| 126 | } | |
| 127 | ||
| 128 | //KiBlasts | |
| 129 | if (abs(100*(self.z-target.z)/((self.x-target.x)*((self.facing?1:0)*2-1))) <= 15 && abs(self.x-target.x) < 600 && abs(self.x-target.x) > 450 && self.mp > 125) | |
| 130 | {
| |
| 131 | if (self.x-target.x > 0) | |
| 132 | {
| |
| 133 | DlA(); | |
| 134 | A(1,0); | |
| 135 | up(1,0); | |
| 136 | A(1,0); | |
| 137 | down(1,0); | |
| 138 | } | |
| 139 | else if (self.x-target.x < 0) | |
| 140 | {
| |
| 141 | DrA(); | |
| 142 | A(1,0); | |
| 143 | up(1,0); | |
| 144 | A(1,0); | |
| 145 | down(1,0); | |
| 146 | } | |
| 147 | } | |
| 148 | */ | |
| 149 | /* | |
| 150 | //Instant Kamehameha | |
| 151 | if (self.frame==266 || self.frame == 295 && abs(100*(self.z-target.z)/((self.x-target.x)*((self.facing?1:0)*2-1))) >= 6 || abs(self.x-target.x) > 500) {
| |
| 152 | if (self.x-target.x > 0){
| |
| 153 | DrA(); | |
| 154 | } | |
| 155 | else if (self.x-target.x < 0){
| |
| 156 | DlA(); | |
| 157 | } | |
| 158 | } | |
| 159 | */ | |
| 160 | ||
| 161 | /* | |
| 162 | if ((abs(self.x-target.x) > 500) && self.mp < 500 ) | |
| 163 | {
| |
| 164 | DJA(); | |
| 165 | A(1,0); | |
| 166 | } | |
| 167 | ||
| 168 | ||
| 169 | //IT Counter Attack | |
| 170 | if (self.frame==111) | |
| 171 | {
| |
| 172 | A(1,0); | |
| 173 | } | |
| 174 | ||
| 175 | //combo | |
| 176 | if (self.frame == 73) | |
| 177 | {
| |
| 178 | J(1,0); | |
| 179 | } | |
| 180 | ||
| 181 | ||
| 182 | //Explosive Wave | |
| 183 | if (abs(100*(self.z-target.z)/((self.x-target.x)*((self.facing?1:0)*2-1))) <= 30 && abs(self.x-target.x) < 200 && abs(self.x-target.x) > 50 && self.mp > 450 && self.hp < 250) | |
| 184 | {
| |
| 185 | DuJ(); | |
| 186 | } | |
| 187 | ||
| 188 | //Kiai Blast Combo | |
| 189 | if (abs(100*(self.z-target.z)/((self.x-target.x)*((self.facing?1:0)*2-1))) <= 1 && abs(self.x-target.x) < 225 && abs(self.x-target.x) > 100 && self.mp > 300) | |
| 190 | {
| |
| 191 | if (self.x-target.x > 0) | |
| 192 | {
| |
| 193 | left(1,0); | |
| 194 | DuA(); | |
| 195 | A(1,0); | |
| 196 | } | |
| 197 | if (self.x-target.x < 0) | |
| 198 | {
| |
| 199 | right(1,0); | |
| 200 | DuA(); | |
| 201 | A(1,0); | |
| 202 | } | |
| 203 | } | |
| 204 | ||
| 205 | //Kamehameha Finish on Combo end | |
| 206 | if (self.frame==169 && target.state==12) | |
| 207 | {
| |
| 208 | J(1,0); | |
| 209 | } | |
| 210 | ||
| 211 | if (target.state==3 && abs(self.x-target.x) > 200 && self.mp > 475 && self.hp < 250) | |
| 212 | {
| |
| 213 | if (self.x-target.x > 0) | |
| 214 | {
| |
| 215 | left(1,0) ; | |
| 216 | DdJ(); | |
| 217 | A(1,0); | |
| 218 | } | |
| 219 | else if (self.x-target.x < 0) | |
| 220 | {
| |
| 221 | right(1,0) ; | |
| 222 | DdJ(); | |
| 223 | A(1,0); | |
| 224 | } | |
| 225 | ||
| 226 | } | |
| 227 | ||
| 228 | //crazy | |
| 229 | if (difficulty == -1) | |
| 230 | {
| |
| 231 | ||
| 232 | //combo | |
| 233 | if (self.frame == 70 && self.mp > 400) | |
| 234 | {
| |
| 235 | J(1,0); | |
| 236 | } | |
| 237 | ||
| 238 | //combo | |
| 239 | if (self.frame == 28 || self.frame == 29) | |
| 240 | {
| |
| 241 | J(1,0); | |
| 242 | } | |
| 243 | ||
| 244 | } | |
| 245 | ||
| 246 | */ | |
| 247 | ||
| 248 | ||
| 249 | ||
| 250 | // return 0; | |
| 251 | } |