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-- $Id: //depot/Projects/StarWars_Expansion/Run/Data/Scripts/AI/CrushPlan.lua#1 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (C) Petroglyph Games, Inc.
--
--
-- ***** ** * *
-- * ** * * *
-- * * * * *
-- * * * * * * * *
-- * * *** ****** * ** **** *** * * * ***** * ***
-- * ** * * * ** * ** ** * * * * ** ** ** *
-- *** ***** * * * * * * * * ** * * * *
-- * * * * * * * * * * * * * * *
-- * * * * * * * * * * ** * * * *
-- * ** * * ** * ** * * ** * * * *
-- ** **** ** * **** ***** * ** *** * *
-- * * *
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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/CrushPlan.lua $
--
-- Original Author: James Yarrow
--
-- $Author: Andre_Arsenault $
--
-- $Change: 37816 $
--
-- $DateTime: 2006/02/15 15:33:33 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("PGTaskForce")
-- Tell the script pooling system to pre-cache this number of scripts.
ScriptPoolCount = 2
function Definitions()
DebugMessage("%s -- In Definitions", tostring(Script))
GlobalContrastScale = 3.0
PerFailureContrastAdjust = 0.5
Category = "Conquer_Opponent"
TaskForce = {
{
"MainForce"
,"MinimumTotalSize = 15" --SoaFE was 10
,"MinimumTotalForce = 12000" --SoaFE was 8000
, "Infantry | Vehicle | Air | Fighter | Bomber | Corvette | Frigate | Super | Capital = 100%"
}
}
RequiredCategories = {
"Infantry",
"Corvette | Frigate | Capital | Super"
}
DebugMessage("%s -- Done Definitions", tostring(Script))
LandSecured = false
end
function MainForce_Thread()
difficulty = "Easy"
if PlayerObject then
difficulty = PlayerObject.Get_Difficulty()
end
sleep_duration = DifficultyBasedMinPause(difficulty)
--Let's not even do this on easy: the AI force can just be too overwhelming
if not difficulty == "Hard" then ScriptExit() end
-- 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.
MainForce.Set_Plan_Result(true)
if MainForce.Are_All_Units_On_Free_Store() == true then
AssembleForce(MainForce)
else
BlockOnCommand(MainForce.Produce_Force());
return
end
BlockOnCommand(MainForce.Move_To(Target))
if MainForce.Get_Force_Count() == 0 then
MainForce.Set_Plan_Result(false)
Sleep(sleep_duration)
ScriptExit()
end
if Invade(MainForce) == false then
MainForce.Set_Plan_Result(false)
Sleep(sleep_duration)
ScriptExit()
end
-- This plan has all but succeeded; make sure AI systems don't remove it
MainForce.Set_As_Goal_System_Removable(false)
MainForce.Test_Target_Contrast(false)
FundBases(PlayerObject, Target)
LandSecured = true
MainForce.Release_Forces(1.0)
if (not GalacticAttackAllowed(difficulty, 2)) then
Sleep(sleep_duration)
end
ScriptExit()
end
function MainForce_Production_Failed(failed_object_type)
ScriptExit()
end
function MainForce_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 MainForce_No_Units_Remaining()
if not LandSecured then
MainForce.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