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