Adjust comms messages to distinguish attack messages a bit
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1dd51a6adf
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@ -518,6 +518,19 @@ PriorityAIController.prototype.allied = function(ship1,ship2)
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}
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PriorityAIController.prototype.broadcastAttackMessage = function(target,code,priority)
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{
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var msgcode = "oolite_"+code+"Attack";
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var scan = target.scanClass;
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if (scan == "CLASS_THARGOID") {
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msgcode += "Thargoid";
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} else if (scan == "CLASS_ROCK" || scan == "CLASS_CARGO" || scan == "CLASS_BUOY" || scan == "CLASS_MISSILE" || scan == "CLASS_MINE") {
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msgcode += "Inanimate";
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}
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this.communicate(msgcode,target,priority);
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}
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PriorityAIController.prototype.broadcastDistressMessage = function()
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{
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if (this.__ltcache.oolite_sentDistressMessage)
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@ -2697,12 +2710,12 @@ PriorityAIController.prototype.behaviourDestroyCurrentTarget = function()
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if (!this.ship.hasHostileTarget)
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{
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// entering attack mode
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this.communicate("oolite_beginningAttack",this.ship.target,3);
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this.broadcastAttackMessage(target,"beginning",3);
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this.ship.requestHelpFromGroup();
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}
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else
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{
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this.communicate("oolite_continuingAttack",this.ship.target,4);
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this.broadcastAttackMessage(target,"continuing",4);
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}
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}
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this.ship.performAttack();
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@ -3234,12 +3247,12 @@ PriorityAIController.prototype.behaviourRepelCurrentTarget = function()
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if (!this.ship.hasHostileTarget)
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{
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// entering attack mode
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this.communicate("oolite_beginningAttack",target,3);
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this.broadcastAttackMessage(target,"beginning",3);
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this.ship.requestHelpFromGroup();
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}
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else if (this.ship.target)
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{
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this.communicate("oolite_continuingAttack",target,4);
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this.broadcastAttackMessage(target,"continuing",4);
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}
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if (this.ship.energy == this.ship.maxEnergy && this.getParameter("oolite_flag_escortsCoverRetreat") && this.ship.escortGroup.count > 1)
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{
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@ -6174,6 +6187,7 @@ this.startUp = function()
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/* These are temporary for testing. Remove before release... */
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this.$commsSettings.generic.generic.oolite_continuingAttack = "I've got the [oolite_entityClass]";
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this.$commsSettings.generic.generic.oolite_beginningAttack = "Die, [oolite_entityName]!";
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this.$commsSettings.generic.generic.oolite_beginningAttackInanimate = "I've got you this time, [oolite_entityName]!";
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this.$commsSettings.generic.generic.oolite_hitTarget = "Take that, scum.";
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this.$commsSettings.generic.generic.oolite_killedTarget = "[oolite_entityClass] down!";
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this.$commsSettings.pirate.generic.oolite_hitTarget = "Where's the cargo, [oolite_entityName]?";
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@ -6188,8 +6202,9 @@ this.startUp = function()
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this.$commsSettings.generic.generic.oolite_startFleeing = "I can't take this much longer! I'm getting out of here.";
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this.$commsSettings.generic.generic.oolite_continueFleeing = "I'm still not clear. Someone please help!";
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this.$commsSettings.generic.generic.oolite_groupIsOutnumbered = "Please, let us go!";
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this.$commsSettings.pirate.generic.oolite_groupIsOutnumbered = "Argh! They're tougher than they looked. Break off the attack!";
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this.$commsSettings.pirate.generic.oolite_groupIsOutnumbered = "Argh! They're tougher than they looked. Break off the attack!"
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this.$commsSettings.generic.generic.oolite_dockingWait = "Bored now.";
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this.$commsSettings.generic.generic.oolite_mining = "Maybe this one has gems.";
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this.$commsSettings.generic.generic.oolite_quiriumCascade = "Cascade! %N! Get out of here!";
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this.$commsSettings.pirate.generic.oolite_scoopedCargo = "Ah, [oolite_goodsDescription]. We should have shaken them down for more.";
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this.$commsSettings.generic.generic.oolite_agreeingToDumpCargo = "Have it! But please let us go!";
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