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--/////////////////////////////////////////////////////////////////////////////////////////////////
-- (c) Galyana's Ultimate Empire at War Modifications
--
-- ****** *** *** ************ *** ***
-- * * * * * * * *
-- * * * * * * *
-- * * * * * * *
-- * * * * * **** * * *
-- * * * ****** * * * *
-- * **** * * * * * * * *** *
-- * * * * * * * * * *
-- * * * * * * * * * *
-- * * * * * * * ** * * *
-- ****** ****** ************ **** ** *******
--/////////////////////////////////////////////////////////////////////////////////////////////////
-- 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: GUEaW/Data/Scripts/AI/ContrastToReconnect.lua
--
-- Original Editor: Giovanni Galyana
--
-- Final Edit By: Giovanni Galyana
--
-- Date: 31 January, 2019
--
-- Revisions: 1
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("pgevents")
--
-- Galactic Mode Contrast To Reconnect Islands of Nodes Script
--
function Definitions()
DebugMessage("%s -- In Definitions", tostring(Script))
Category = "Conquer_To_Reconnect"
TaskForce = {
-- First Task Force
{
"SpaceForce"
,"MinimumTotalSize = 6" --SoaFE was 4
,"MinimumTotalForce = 3000" --SoaFE was 2500
,"Frigate | Capital | Corvette | Bomber | Fighter = 100%"
},
{
"GroundForce"
,"MinimumTotalSize = 4"
,"MinimumTotalForce = 600" --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
InSpaceConflict = false
WasConflict = false
sleep_duration = 150
DebugMessage("%s -- Done Definitions", tostring(Script))
end
function SpaceForce_Thread()
DebugMessage("%s -- In SpaceForce_Thread.", tostring(Script))
-- 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
DebugMessage("SpaceForce converged on target (disconnecting node)")
SynchronizedAssemble(SpaceForce)
WasConflict = true
else
DebugMessage("%s -- Can't freestore allocate all our units, so just allocating build tasks.", tostring(Script))
BlockOnCommand(SpaceForce.Produce_Force());
return
end
if SpaceForce.Get_Force_Count() == 0 then
if EvaluatePerception("Is_Good_Ground_Grab_Target", PlayerObject, Target) == 0 then
DebugMessage("%s -- No SpaceForce at target and enemies still present in space. Abandonning plan.", tostring(Script))
SpaceForce.Set_Plan_Result(false)
--Exit_Plan_With_Possible_Sleep()
else
DebugMessage("%s -- No SpaceForce, but Space at target appears clear anyway.", tostring(Script))
SpaceSecured = true
end
else
SpaceSecured = true
while not LandSecured do
Sleep(5)
end
SpaceForce.Release_Forces(1.0)
DebugMessage("%s -- SpaceForce Done! Exiting Script!", tostring(Script))
end
end
function GroundForce_Thread()
DebugMessage("%s -- In GroundForce_Thread.", tostring(Script))
GroundForce.Set_Plan_Result(true)
if GroundForce.Are_All_Units_On_Free_Store() == true then
DebugMessage("%s -- GroundForce waiting for the space force to succede.", tostring(Script))
while not SpaceSecured do
-- if WasConflict then
-- Exit_Plan_With_Possible_Sleep()
-- end
Sleep(5)
end
DebugMessage("%s -- converging ground units on the target.", tostring(Script))
SynchronizedAssemble(GroundForce)
else
DebugMessage("%s -- Can't freestore allocate all our units, so just allocating build tasks.", tostring(Script))
BlockOnCommand(GroundForce.Produce_Force());
return
end
WasConflict = true
if Invade(GroundForce) == false then
DebugMessage("%s -- Curses...The invasion failed! Exiting Script!", tostring(Script))
-- Exit_Plan_With_Possible_Sleep()
end
DebugMessage("%s -- Political control changed building Ground and Starbase.", tostring(Script))
LandSecured = true
GroundForce.Release_Forces(1.0)
GroundForce.Set_Plan_Result(true)
FundBases(PlayerObject, Target)
-- Exit_Plan_With_Possible_Sleep()
end
function Exit_Plan_With_Possible_Sleep()
if SpaceForce then
SpaceForce.Release_Forces(1.0)
end
GroundForce.Release_Forces(1.0)
if WasConflict then
Sleep(sleep_duration)
end
ScriptExit()
end
function SpaceForce_Production_Failed(tf, failed_object_type)
DebugMessage("%s -- Abandonning plan owing to production failure.", tostring(Script))
ScriptExit()
end
function GroundForce_Production_Failed(tf, failed_object_type)
DebugMessage("%s -- Abandonning plan owing to production failure.", tostring(Script))
ScriptExit()
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_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
DebugMessage("%s -- All units dead or non-buildable. Abandonning plan.", tostring(Script))
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
DebugMessage("%s -- All units dead or non-buildable. Abandonning plan.", tostring(Script))
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