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DATA/SCRIPTS/AI/CONQUEROPPONENTPLAN.LUA
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DATA/SCRIPTS/AI/CONQUEROPPONENTPLAN.LUA
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-- $Id: //depot/Projects/StarWars_Expansion/Run/Data/Scripts/AI/ConquerOpponentPlan.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_Expansion/Run/Data/Scripts/AI/ConquerOpponentPlan.lua $
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--
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-- Original Author: Brian Hayes
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--
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-- $Author: Andre_Arsenault $
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--
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-- $Change: 37816 $
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--
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-- $DateTime: 2006/02/15 15:33:33 $
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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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-- Tell the script pooling system to pre-cache this number of scripts.
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ScriptPoolCount = 2
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--
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-- Galactic Mode Contrast Script
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--
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function Definitions()
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MinContrastScale = 1.25
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MaxContrastScale = 1.75
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Category = "Conquer_Opponent"
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TaskForce = {
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-- First Task Force
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{
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"SpaceForce"
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,"MinimumTotalSize = 8" -- SoaFE was 4
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,"MinimumTotalForce = 5000" -- SoaFE was 2500
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,"Frigate | Capital | Corvette | Bomber | Fighter = 100%"
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},
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{
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"GroundForce"
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,"MinimumTotalSize = 5" -- SoaFE was 4
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,"MinimumTotalForce = 800" -- SoaFE was 750
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,"Vehicle | Infantry | Air = 100%"
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}
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}
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RequiredCategories = { "Infantry", "Corvette | Frigate | Capital | Super" } --Must have at least one ground unit, also make sure space force is reasonable
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PerFailureContrastAdjust = 0.5
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SpaceSecured = true
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LandSecured = false
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MovingGroundForceToTarget = false
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WasConflict = false
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end
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function SpaceForce_Thread()
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-- Since we're using plan failure to adjust contrast, we're
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-- only concerned with failures in battle. Default the
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-- plan to successful and then
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-- only on the event of our task force being killed is the
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-- plan set to a failed state.
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SpaceForce.Set_Plan_Result(true)
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SpaceSecured = false
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if SpaceForce.Are_All_Units_On_Free_Store() == true then
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AssembleForce(SpaceForce)
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else
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BlockOnCommand(SpaceForce.Produce_Force());
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return
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end
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if SpaceForce.Get_Force_Count() == 0 then
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if EvaluatePerception("Is_Good_Ground_Grab_Target", PlayerObject, Target) == 0 then
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ScriptExit()
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else
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SpaceSecured = true
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end
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else
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BlockOnCommand(SpaceForce.Move_To(Target))
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WasConflict = true
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if SpaceForce.Get_Force_Count() == 0 then
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SpaceForce.Set_Plan_Result(false)
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Exit_Plan_With_Possible_Sleep()
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end
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SpaceSecured = true
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while not LandSecured do
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Sleep(5)
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end
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SpaceForce.Release_Forces(1.0)
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end
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end
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function GroundForce_Thread()
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--Needs to be done by both taskforces - sometimes we may only create a ground force, and if we
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--declare it a failure we'll just end up with crazy contrast escalation.
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GroundForce.Set_Plan_Result(true)
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if GroundForce.Are_All_Units_On_Free_Store() == true then
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AssembleForce(GroundForce)
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else
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BlockOnCommand(GroundForce.Produce_Force());
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return
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end
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LandUnits(GroundForce)
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while not SpaceSecured do
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if WasConflict then
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Exit_Plan_With_Possible_Sleep()
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end
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Sleep(5)
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end
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if not LaunchUnits(GroundForce) then
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Exit_Plan_With_Possible_Sleep()
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end
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if EvaluatePerception("Is_Good_Ground_Grab_Target", PlayerObject, Target) == 0 then
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Exit_Plan_With_Possible_Sleep()
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end
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MovingGroundForceToTarget = true
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BlockOnCommand(GroundForce.Move_To(Target))
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MovingGroundForceToTarget = false
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WasConflict = true
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if Invade(GroundForce) == false then
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GroundForce.Set_Plan_Result(false)
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Exit_Plan_With_Possible_Sleep()
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end
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-- This plan has all but succeeded; make sure AI systems don't remove it
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GroundForce.Set_As_Goal_System_Removable(false)
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GroundForce.Test_Target_Contrast(false)
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LandSecured = true
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GroundForce.Release_Forces(1.0)
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FundBases(PlayerObject, Target)
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Exit_Plan_With_Possible_Sleep()
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end
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function Exit_Plan_With_Possible_Sleep()
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difficulty = "Easy"
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if PlayerObject then
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difficulty = PlayerObject.Get_Difficulty()
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end
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sleep_duration = DifficultyBasedMinPause(difficulty)
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if SpaceForce then
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SpaceForce.Release_Forces(1.0)
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end
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GroundForce.Release_Forces(1.0)
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if WasConflict and (not GalacticAttackAllowed(difficulty, 2)) then
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Sleep(sleep_duration)
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end
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ScriptExit()
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end
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function SpaceForce_Production_Failed(tf, failed_object_type)
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ScriptExit()
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end
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function GroundForce_Production_Failed(tf, failed_object_type)
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ScriptExit()
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end
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function SpaceForce_Original_Target_Owner_Changed(tf, old_owner, new_owner)
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--Ignore changes to neutral - it might just be temporary on the way to
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--passing into my control.
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if new_owner ~= PlayerObject and new_owner.Is_Neutral() == false then
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if (not LandSecured) or (PlayerObject.Get_Difficulty() == "Hard") then
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ScriptExit()
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end
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end
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end
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function GroundForce_Original_Target_Owner_Changed(tf, old_owner, new_owner)
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--Ignore changes to neutral - it might just be temporary on the way to
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--passing into my control.
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if new_owner ~= PlayerObject and new_owner.Is_Neutral() == false then
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if (not LandSecured) or (PlayerObject.Get_Difficulty() == "Hard") then
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ScriptExit()
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end
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end
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end
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function SpaceForce_No_Units_Remaining()
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if not LandSecured then
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SpaceForce.Set_Plan_Result(false)
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--Don't exit since we need to sleep to enforce delays between AI attacks (can't be done inside an event handler)
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end
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end
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function GroundForce_No_Units_Remaining()
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if not LandSecured then
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GroundForce.Set_Plan_Result(false)
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--Don't exit since we need to sleep to enforce delays between AI attacks (can't be done inside an event handler)
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end
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end
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