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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/AI_Plan_Underworld_DeploySaboteur.lua#1 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (C) Petroglyph Games, Inc.
--
--
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--/////////////////////////////////////////////////////////////////////////////////////////////////
-- C O N F I D E N T I A L S O U R C E C O D E -- D O N O T D I S T R I B U T E
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- $File: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/AI_Plan_Underworld_DeploySaboteur.lua $
--
-- Original Author: James Yarrow
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("pgevents")
function Definitions()
--The mechanisms for corrupting a planet and for sabotaging it are identical - which we perform depends on
--the current corruption state of the target. This is assessed at the perception level and by the time
--we execute the plan it makes no difference to our behavior
Category = "Corrupt_Planet | Sabotage_Planet"
IgnoreTarget = true
TaskForce = {
{
"MainForce",
"DenyHeroAttach",
"Underworld_Saboteur_Team = 1"
}
}
end
function MainForce_Thread()
AssembleForce(MainForce)
BlockOnCommand(MainForce.Move_To(Target))
MainForce.Activate_Ability()
Sleep(10)
if MainForce.Get_Goal_Type_Name() == "Corrupt_Planet" then
if Target.Is_Corrupted() then
MainForce.Set_Plan_Result(true)
end
end
--Always treat sabotage as failing so that we won't repeatedly perform it on the same planet (cost goes up)
end
function MainForce_Production_Failed(tf, failed_object_type)
ScriptExit()
end