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DATA/SCRIPTS/AI/CONTRASTTORECONNECT.LUA
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205
DATA/SCRIPTS/AI/CONTRASTTORECONNECT.LUA
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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-- (c) Galyana's Ultimate Empire at War Modifications
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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: GUEaW/Data/Scripts/AI/ContrastToReconnect.lua
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--
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-- Original Editor: Giovanni Galyana
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--
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-- Final Edit By: Giovanni Galyana
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--
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-- Date: 31 January, 2019
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--
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-- Revisions: 1
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--
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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require("pgevents")
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--
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-- Galactic Mode Contrast To Reconnect Islands of Nodes Script
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--
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function Definitions()
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DebugMessage("%s -- In Definitions", tostring(Script))
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Category = "Conquer_To_Reconnect"
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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 = 6" --SoaFE was 4
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,"MinimumTotalForce = 3000" --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 = 4"
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,"MinimumTotalForce = 600" --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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InSpaceConflict = false
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WasConflict = false
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sleep_duration = 150
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DebugMessage("%s -- Done Definitions", tostring(Script))
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end
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function SpaceForce_Thread()
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DebugMessage("%s -- In SpaceForce_Thread.", tostring(Script))
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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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DebugMessage("SpaceForce converged on target (disconnecting node)")
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SynchronizedAssemble(SpaceForce)
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WasConflict = true
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else
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DebugMessage("%s -- Can't freestore allocate all our units, so just allocating build tasks.", tostring(Script))
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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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DebugMessage("%s -- No SpaceForce at target and enemies still present in space. Abandonning plan.", tostring(Script))
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SpaceForce.Set_Plan_Result(false)
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--Exit_Plan_With_Possible_Sleep()
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else
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DebugMessage("%s -- No SpaceForce, but Space at target appears clear anyway.", tostring(Script))
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SpaceSecured = true
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end
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else
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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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DebugMessage("%s -- SpaceForce Done! Exiting Script!", tostring(Script))
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end
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end
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function GroundForce_Thread()
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DebugMessage("%s -- In GroundForce_Thread.", tostring(Script))
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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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DebugMessage("%s -- GroundForce waiting for the space force to succede.", tostring(Script))
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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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DebugMessage("%s -- converging ground units on the target.", tostring(Script))
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SynchronizedAssemble(GroundForce)
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else
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DebugMessage("%s -- Can't freestore allocate all our units, so just allocating build tasks.", tostring(Script))
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BlockOnCommand(GroundForce.Produce_Force());
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return
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end
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WasConflict = true
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if Invade(GroundForce) == false then
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DebugMessage("%s -- Curses...The invasion failed! Exiting Script!", tostring(Script))
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-- Exit_Plan_With_Possible_Sleep()
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end
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DebugMessage("%s -- Political control changed building Ground and Starbase.", tostring(Script))
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LandSecured = true
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GroundForce.Release_Forces(1.0)
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GroundForce.Set_Plan_Result(true)
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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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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 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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DebugMessage("%s -- Abandonning plan owing to production failure.", tostring(Script))
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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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DebugMessage("%s -- Abandonning plan owing to production failure.", tostring(Script))
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ScriptExit()
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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_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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DebugMessage("%s -- All units dead or non-buildable. Abandonning plan.", tostring(Script))
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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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DebugMessage("%s -- All units dead or non-buildable. Abandonning plan.", tostring(Script))
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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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