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--/////////////////////////////////////////////////////////////////////////////////////////////////
-- (c) Galyana's Ultimate Empire at War Modifications
--
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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: GUEaW/Data/Scripts/AI/LandMode/AI_Plan_ExpansionGeneric_BuildBunker.LUA
--
-- Original Editor: Giovanni Galyana
--
-- Final Edit By: Giovanni Galyana
--
-- Date: 6 May, 2018
--
-- Revisions: 2
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("pgevents")
-- Build a bunker
-- Disabling: | FCU_UC_Empire_Bunker | FCU_UC_Rebel_Bunker | FCU_UC_Underworld_Bunker | FCU_UC_Hutts_Bunker | FCU_UC_Empire_Bunker_Pad | FCU_UC_Rebel_Bunker_Pad | FCU_UC_Underworld_Bunker_Pad | FCU_UC_Hutts_Bunker_Pad
function Definitions()
Category = "Build_Bunker"
TaskForce = {
{
"MainForce"
,"TaskForceRequired"
,"UC_Empire_Bunker_Pad | UC_Rebel_Bunker_Pad | UC_Underworld_Bunker_Pad | UC_Hutts_Bunker_Pad | UC_Pirates_Bunker_Pad = 1"
}
}
end
function MainForce_Thread()
-- Make sure we've ended up with a build location that's reasonably close to our original target
pad_table = MainForce.Get_Reserved_Build_Pads()
for i,pad in pad_table do
if pad.Get_Distance(AITarget) > 120 then
ScriptExit()
end
end
-- Build the task force
-- Blocking shouldn't be necessary, but we'll use it to ease watching the script
MainForce.Set_Plan_Result(true)
BlockOnCommand(MainForce.Build_All())
ScriptExit()
end