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DATA/SCRIPTS/AI/DEATHSTARUSEPLAN.LUA
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DATA/SCRIPTS/AI/DEATHSTARUSEPLAN.LUA
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-- $Id: //depot/Projects/StarWars_Expansion/Run/Data/Scripts/AI/DeathStarUsePlan.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/DeathStarUsePlan.lua $
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--
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-- Original Author: Steve_Copeland
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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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-- Death Star Usage
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function Definitions()
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Category = "Death_Star_Use"
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MinContrastScale = 0.75
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MaxContrastScale = 1.75
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TaskForce = {
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{
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"DeathStarForce"
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,"Frigate | Capital | Corvette | Bomber | Fighter | Super = 100%"
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}
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}
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RequiredCategories = { "Super" }
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end
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function DeathStarForce_Thread()
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AssembleForce(DeathStarForce)
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BlockOnCommand(DeathStarForce.Move_To(Target))
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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 DeathStarForce.Get_Force_Count() == 0 then
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Sleep(sleep_duration)
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ScriptExit()
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end
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-- Landing a hero deploys it, removing it from the game and killing the script. So,
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-- we have to indicate success before we land the unit, even though it hasn't deployed.
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-- If a hero killer gets her before she deploys, the plan should die before setting itself successful.
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DeathStarForce.Set_Plan_Result(true)
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BlockOnCommand(LandUnits(DeathStarForce))
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-- This plan has all but succeeded; make sure AI systems don't remove it
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DeathStarForce.Set_As_Goal_System_Removable(false)
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DeathStarForce.Test_Target_Contrast(false)
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if (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 DeathStarForce_No_Units_Remaining(tf)
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--Do nothing
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end
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function DeathStarForce_Original_Target_Owner_Changed(tf, old_owner, new_owner)
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--Do nothing
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end
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