def run(): print '--> mission The Score' if not ship.enableDefense(): return False if not overview.activateAccelerationGate(): return False # pocket 1 if not drones.launchSmall(): return False ship.enableAfterburn() overview.seekAndDestory() if not drones.back(): return False if not overview.activateAccelerationGate(): return False # pocket 2 if not overview.switchTo('battle'): return False for i in range(4): overview.lockTarget('s', 1) drones.launchSentry() time.sleep(20) begin = time.time() while time.time() - begin < 100: ship.fireOnce() drones.engage() overview.lockEnemy(1) drones.back() ship.enableAfterburn() if not drones.launchSmall(): return False ship.fireOnce() overview.seekAndDestory() if not drones.back(): return False print '<-- mission The Score\n' return True
def run(): print '--> mission Intercept The Sabateurs' if not ship.enableDefense(): return False if not drones.launchSmall(): return False overview.seekAndDestory() if not drones.back(): return False ship.enableAfterburn() if not overview.activateAccelerationGate(): return False # pocket 1 # main enemies are 90km away # approach for 85 secs # mean while clean up nearby enemy drones.launchSmall() if not overview.switchTo('battle'): return False if not overview.lockEnemy(20): return False ship.fireOnce() if not overview.lockTarget('transport', 1): return False ship.enableAfterburn() ship.approachFor(85) # wait for stop begin = time.time() while time.time() - begin < 20: ship.stop() key.pressEx(sc.Unlock) mouse.moveToP(panel.center(panel.Drones)) mouse.wheel(-100) while findAtDrones('fighting'): time.sleep(10) drones.back() # use sentry to destory all the smalls for i in range(6): overview.lockTarget('s', 1) drones.launchSentry() begin = time.time() while overview.lockTarget('s', 1) and time.time() - begin < 130: ship.fireOnce() drones.engage() drones.back() # do the rest ship.fireOnce() drones.launchSmall() overview.seekAndDestory() while not overview.pickCargo(): pass drones.back() print '<-- mission Intercept The Sabateurs\n' return True