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-- $Id: //depot/Projects/StarWars_Expansion/Run/Data/Scripts/AI/ConquerOpponentPlan.lua#1 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (C) Petroglyph Games, Inc.
--
--
-- ***** ** * *
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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
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- $File: //depot/Projects/StarWars_Expansion/Run/Data/Scripts/AI/ConquerOpponentPlan.lua $
--
-- Original Author: Brian Hayes
--
-- $Author: Andre_Arsenault $
--
-- $Change: 37816 $
--
-- $DateTime: 2006/02/15 15:33:33 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("pgevents")
-- Tell the script pooling system to pre-cache this number of scripts.
ScriptPoolCount = 2
--
-- Galactic Mode Contrast Script
--
function Definitions()
MinContrastScale = 1.25
MaxContrastScale = 1.75
Category = "Conquer_Opponent"
TaskForce = {
-- First Task Force
{
"SpaceForce"
,"MinimumTotalSize = 8" -- SoaFE was 4
,"MinimumTotalForce = 5000" -- SoaFE was 2500
,"Frigate | Capital | Corvette | Bomber | Fighter = 100%"
},
{
"GroundForce"
,"MinimumTotalSize = 5" -- SoaFE was 4
,"MinimumTotalForce = 800" -- SoaFE was 750
,"Vehicle | Infantry | Air = 100%"
}
}
RequiredCategories = { "Infantry", "Corvette | Frigate | Capital | Super" } --Must have at least one ground unit, also make sure space force is reasonable
PerFailureContrastAdjust = 0.5
SpaceSecured = true
LandSecured = false
MovingGroundForceToTarget = false
WasConflict = false
end
function SpaceForce_Thread()
-- Since we're using plan failure to adjust contrast, we're
-- only concerned with failures in battle. Default the
-- plan to successful and then
-- only on the event of our task force being killed is the
-- plan set to a failed state.
SpaceForce.Set_Plan_Result(true)
SpaceSecured = false
if SpaceForce.Are_All_Units_On_Free_Store() == true then
AssembleForce(SpaceForce)
else
BlockOnCommand(SpaceForce.Produce_Force());
return
end
if SpaceForce.Get_Force_Count() == 0 then
if EvaluatePerception("Is_Good_Ground_Grab_Target", PlayerObject, Target) == 0 then
ScriptExit()
else
SpaceSecured = true
end
else
BlockOnCommand(SpaceForce.Move_To(Target))
WasConflict = true
if SpaceForce.Get_Force_Count() == 0 then
SpaceForce.Set_Plan_Result(false)
Exit_Plan_With_Possible_Sleep()
end
SpaceSecured = true
while not LandSecured do
Sleep(5)
end
SpaceForce.Release_Forces(1.0)
end
end
function GroundForce_Thread()
--Needs to be done by both taskforces - sometimes we may only create a ground force, and if we
--declare it a failure we'll just end up with crazy contrast escalation.
GroundForce.Set_Plan_Result(true)
if GroundForce.Are_All_Units_On_Free_Store() == true then
AssembleForce(GroundForce)
else
BlockOnCommand(GroundForce.Produce_Force());
return
end
LandUnits(GroundForce)
while not SpaceSecured do
if WasConflict then
Exit_Plan_With_Possible_Sleep()
end
Sleep(5)
end
if not LaunchUnits(GroundForce) then
Exit_Plan_With_Possible_Sleep()
end
if EvaluatePerception("Is_Good_Ground_Grab_Target", PlayerObject, Target) == 0 then
Exit_Plan_With_Possible_Sleep()
end
MovingGroundForceToTarget = true
BlockOnCommand(GroundForce.Move_To(Target))
MovingGroundForceToTarget = false
WasConflict = true
if Invade(GroundForce) == false then
GroundForce.Set_Plan_Result(false)
Exit_Plan_With_Possible_Sleep()
end
-- This plan has all but succeeded; make sure AI systems don't remove it
GroundForce.Set_As_Goal_System_Removable(false)
GroundForce.Test_Target_Contrast(false)
LandSecured = true
GroundForce.Release_Forces(1.0)
FundBases(PlayerObject, Target)
Exit_Plan_With_Possible_Sleep()
end
function Exit_Plan_With_Possible_Sleep()
difficulty = "Easy"
if PlayerObject then
difficulty = PlayerObject.Get_Difficulty()
end
sleep_duration = DifficultyBasedMinPause(difficulty)
if SpaceForce then
SpaceForce.Release_Forces(1.0)
end
GroundForce.Release_Forces(1.0)
if WasConflict and (not GalacticAttackAllowed(difficulty, 2)) then
Sleep(sleep_duration)
end
ScriptExit()
end
function SpaceForce_Production_Failed(tf, failed_object_type)
ScriptExit()
end
function GroundForce_Production_Failed(tf, failed_object_type)
ScriptExit()
end
function SpaceForce_Original_Target_Owner_Changed(tf, old_owner, new_owner)
--Ignore changes to neutral - it might just be temporary on the way to
--passing into my control.
if new_owner ~= PlayerObject and new_owner.Is_Neutral() == false then
if (not LandSecured) or (PlayerObject.Get_Difficulty() == "Hard") then
ScriptExit()
end
end
end
function GroundForce_Original_Target_Owner_Changed(tf, old_owner, new_owner)
--Ignore changes to neutral - it might just be temporary on the way to
--passing into my control.
if new_owner ~= PlayerObject and new_owner.Is_Neutral() == false then
if (not LandSecured) or (PlayerObject.Get_Difficulty() == "Hard") then
ScriptExit()
end
end
end
function SpaceForce_No_Units_Remaining()
if not LandSecured then
SpaceForce.Set_Plan_Result(false)
--Don't exit since we need to sleep to enforce delays between AI attacks (can't be done inside an event handler)
end
end
function GroundForce_No_Units_Remaining()
if not LandSecured then
GroundForce.Set_Plan_Result(false)
--Don't exit since we need to sleep to enforce delays between AI attacks (can't be done inside an event handler)
end
end