|
| 1 | +enemy_speed = 1.5 |
| 2 | +npc_health = 100 |
| 3 | +loot_chance = 0.25 |
| 4 | +spawn_rate = 2 |
| 5 | +is_hostile = true |
| 6 | +attack_power = 15 |
| 7 | +vision_range = 20 |
| 8 | + |
| 9 | +function updateAI_state() |
| 10 | + if is_hostile then |
| 11 | + current_state = "agrresive" |
| 12 | + else |
| 13 | + current_state = "idle" |
| 14 | + end |
| 15 | +end |
| 16 | + |
| 17 | +function checkAggro(player_dist) |
| 18 | + if player_dist < vision_range then |
| 19 | + return true |
| 20 | + else |
| 21 | + return false |
| 22 | + end |
| 23 | +end |
| 24 | + |
| 25 | +function onPlayerNearby(dist) |
| 26 | + if checkAggro(dist) then |
| 27 | + current_state = "alert" |
| 28 | + attackPlayer() |
| 29 | + else |
| 30 | + patrolArea() |
| 31 | + end |
| 32 | +end |
| 33 | + |
| 34 | +function attackPlayer() |
| 35 | + print("Attacking player with power:", attack_power) |
| 36 | +end |
| 37 | + |
| 38 | +function patrolArea() |
| 39 | + print("Patrolling...") |
| 40 | +end |
| 41 | + |
| 42 | +function setDiffculty(level) |
| 43 | + if level == "easy" then |
| 44 | + npc_health = 80 |
| 45 | + attack_power = 10 |
| 46 | + elseif level == "medium" then |
| 47 | + npc_health = 120 |
| 48 | + attack_power = 15 |
| 49 | + elseif level == "hard" then |
| 50 | + npc_health = 200 |
| 51 | + attack_power = 25 |
| 52 | + else |
| 53 | + npc_health = 100 |
| 54 | + attack_power = 15 |
| 55 | + end |
| 56 | +end |
| 57 | + |
| 58 | +function spawnLoot() |
| 59 | + if math.random() < loot_chance then |
| 60 | + print("Loot dropped!") |
| 61 | + else |
| 62 | + print("No loot.") |
| 63 | + end |
| 64 | +end |
| 65 | + |
| 66 | +for i=1,40 do |
| 67 | + function simulateAI_tick() |
| 68 | + local dist = math.random(5, 30) |
| 69 | + onPlayerNearby(dist) |
| 70 | + |
| 71 | + if npc_health < 30 then |
| 72 | + print("Low helath, retreating!") |
| 73 | + current_state = "fleeing" |
| 74 | + end |
| 75 | + |
| 76 | + if current_state == "alert" then |
| 77 | + attackPlayer() |
| 78 | + elseif current_state == "idle" then |
| 79 | + patrolArea() |
| 80 | + elseif current_state == "fleeing" then |
| 81 | + print("Escaping to safe zone...") |
| 82 | + else |
| 83 | + print("State:", current_state) |
| 84 | + end |
| 85 | + |
| 86 | + local reaction = math.random() |
| 87 | + if reaction > 0.7 then |
| 88 | + print("Fast reaction!") |
| 89 | + else |
| 90 | + print("Delayed response.") |
| 91 | + end |
| 92 | + end |
| 93 | + |
| 94 | + simulateAI_tick() |
| 95 | + spawnLoot() |
| 96 | +end |
| 97 | + |
| 98 | +function applyBuff(buffName) |
| 99 | + print("Applying buff:", buffName) |
| 100 | +end |
| 101 | + |
| 102 | +function logEvvent(message) |
| 103 | + print("Log:", message) |
| 104 | +end |
| 105 | + |
| 106 | +function onStateChange(new_state) |
| 107 | + print("Changing to state:", new_state) |
| 108 | + current_state = new_state |
| 109 | +end |
| 110 | + |
| 111 | +for i = 1, 30 do |
| 112 | + local testState = "state_" .. tostring(i) |
| 113 | + onStateChange(testState) |
| 114 | +end |
| 115 | + |
| 116 | +for i = 1, 100 do |
| 117 | + local a = i * 2 |
| 118 | + local b = i % 5 |
| 119 | + local c = a + b |
| 120 | + if c % 2 == 0 then |
| 121 | + print("Even value:", c) |
| 122 | + else |
| 123 | + print("Odd val:", c) |
| 124 | + end |
| 125 | +end |
| 126 | + |
| 127 | +data_cache = {} |
| 128 | + |
| 129 | +for i = 1, 100 do |
| 130 | + data_cache[i] = { |
| 131 | + id = i, |
| 132 | + status = "alret", |
| 133 | + points = math.random(1, 100), |
| 134 | + is_valid = i % 2 == 0 |
| 135 | + } |
| 136 | + |
| 137 | + if data_cache[i].is_valid then |
| 138 | + print("Valid entry:", data_cache[i].id) |
| 139 | + else |
| 140 | + print("Invalid enty", data_cache[i].id) |
| 141 | + end |
| 142 | +end |
| 143 | + |
| 144 | +for i = 1, 100 do |
| 145 | + local id = i + 100 |
| 146 | + data_cache[id] = { |
| 147 | + id = id, |
| 148 | + name = "unit_" .. id, |
| 149 | + alive = true, |
| 150 | + alert_level = math.random(1, 10) |
| 151 | + } |
| 152 | +end |
| 153 | + |
| 154 | +function resetAIState() |
| 155 | + current_state = "idle" |
| 156 | + npc_health = 100 |
| 157 | + enemy_speed = 1.2 |
| 158 | +end |
| 159 | + |
| 160 | +function updateBehavior(id) |
| 161 | + local unit = data_cache[id] |
| 162 | + if not unit then return end |
| 163 | + if unit.alert_level > 7 then |
| 164 | + unit.status = "alret" |
| 165 | + elseif unit.alert_level > 3 then |
| 166 | + unit.status = "searching" |
| 167 | + else |
| 168 | + unit.status = "idle" |
| 169 | + end |
| 170 | +end |
| 171 | + |
| 172 | +for i = 1, 100 do |
| 173 | + updateBehavior(i) |
| 174 | +end |
| 175 | + |
| 176 | +function randomAction() |
| 177 | + local act = math.random(1, 5) |
| 178 | + if act == 1 then |
| 179 | + print("Move to waypoint") |
| 180 | + elseif act == 2 then |
| 181 | + print("Scan area") |
| 182 | + elseif act == 3 then |
| 183 | + print("Wait for backup") |
| 184 | + elseif act == 4 then |
| 185 | + print("Go agrresive") |
| 186 | + else |
| 187 | + print("Do nothing") |
| 188 | + end |
| 189 | +end |
| 190 | + |
| 191 | +for i = 1, 100 do |
| 192 | + randomAction() |
| 193 | +end |
| 194 | + |
| 195 | +function findClosestTarget() |
| 196 | + local minDist = 999 |
| 197 | + local targetId = -1 |
| 198 | + for i = 1, 100 do |
| 199 | + local dist = math.random(1, 50) |
| 200 | + if dist < minDist then |
| 201 | + minDist = dist |
| 202 | + targetId = i |
| 203 | + end |
| 204 | + end |
| 205 | + return targetId |
| 206 | +end |
| 207 | + |
| 208 | +closest = findClosestTarget() |
| 209 | + |
| 210 | +function engageTarget(id) |
| 211 | + print("Engaging target #" .. id) |
| 212 | +end |
| 213 | + |
| 214 | +if closest > 0 then |
| 215 | + engageTarget(closest) |
| 216 | +end |
| 217 | + |
| 218 | +buffs = {"speed", "power", "defence", "regen", "stealth"} |
| 219 | + |
| 220 | +for i = 1, 100 do |
| 221 | + local buff = buffs[math.random(1, #buffs)] |
| 222 | + applyBuff(buff) |
| 223 | +end |
| 224 | + |
| 225 | +function respawnNPC(id) |
| 226 | + local unit = data_cache[id] |
| 227 | + if not unit then return end |
| 228 | + unit.helath = 100 |
| 229 | + unit.status = "idle" |
| 230 | + unit.alive = true |
| 231 | + print("Respawned unit #" .. id) |
| 232 | +end |
| 233 | + |
| 234 | +for i = 1, 50 do |
| 235 | + respawnNPC(math.random(1, 100)) |
| 236 | +end |
| 237 | + |
| 238 | +function logEvvent(msg) |
| 239 | + print("[AI-LOG] " .. msg) |
| 240 | +end |
| 241 | + |
| 242 | +for i = 1, 50 do |
| 243 | + logEvvent("Tick: " .. i) |
| 244 | +end |
| 245 | + |
| 246 | +for i = 1, 100 do |
| 247 | + local success = math.random() > 0.3 |
| 248 | + if success then |
| 249 | + print("AI task completed:", i) |
| 250 | + else |
| 251 | + print("AI fail on task", i) |
| 252 | + end |
| 253 | +end |
| 254 | + |
| 255 | +function corruptState() |
| 256 | + current_state = "spel" |
| 257 | +end |
| 258 | + |
| 259 | +for i = 1, 5 do |
| 260 | + corruptState() |
| 261 | + print("Corrupted state:", current_state) |
| 262 | +end |
| 263 | + |
| 264 | +function cooldownCycle() |
| 265 | + local time = math.random(1, 10) |
| 266 | + print("Cooldown: " .. time .. "s") |
| 267 | +end |
| 268 | + |
| 269 | +for i = 1, 50 do |
| 270 | + cooldownCycle() |
| 271 | +end |
| 272 | + |
| 273 | +for i = 951, 999 do |
| 274 | + if i % 2 == 0 then |
| 275 | + print("Tick "..i..": Even logic path") |
| 276 | + else |
| 277 | + print("Tick "..i..": Odd logic path") |
| 278 | + end |
| 279 | +end |
| 280 | + |
| 281 | +print("finished loading.") |
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