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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/AI_Plan_ExpansionGeneric_GarrisonTarget.lua#1 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (C) Petroglyph Games, Inc.
--
--
-- ***** ** * *
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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
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- $File: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/AI_Plan_ExpansionGeneric_GarrisonTarget.lua $
--
-- Original Author: James Yarrow
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("pgevents")
function Definitions()
Category = "Garrison_Bunker | Garrison_Transport"
IgnoreTarget = true
TaskForce =
{
{
"MainForce"
,"Infantry = 1,5"
,"-Vornskr_Wolf"
}
}
AllowEngagedUnits = false
end
function MainForce_Thread()
BlockOnCommand(MainForce.Produce_Force())
QuickReinforce(PlayerObject, AITarget, MainForce, nil)
if not MainForce.Can_Garrison(AITarget) then
ScriptExit()
end
MainForce.Activate_Ability("SPREAD_OUT", false)
difficulty = PlayerObject.Get_Difficulty()
if difficulty == "Easy" then
BlockOnCommand(MainForce.Attack_Move(Target.Get_Position(), MainForce.Get_Self_Threat_Max()))
else
BlockOnCommand(MainForce.Move_To(Target.Get_Position(), MainForce.Get_Self_Threat_Max()))
end
Sleep(5)
ScriptExit()
end
-- Override default handling, which will kill the plan
function MainForce_Original_Target_Owner_Changed(tf, old_player, new_player)
--If someone else captures the bunker then I need to assault it with anti-structure
--units rather than capture it with infantry
if new_player ~= PlayerObject and new_player.Is_Neutral() == false then
ScriptExit()
end
end
function MainForce_Unit_Move_Finished(tf, unit)
MainForce.Set_Plan_Result(true)
Create_Thread("Finalize_Garrison", unit)
end
function Finalize_Garrison(unit)
unit.Guard_Target(Target)
while TestValid(Target) and (not Target.Has_Garrison()) and (Target.Get_Owner() ~= PlayerObject) do
Sleep(2)
unit.Guard_Target(Target)
end
if TestValid(Target) and unit.Can_Garrison(Target) then
unit.Garrison(Target)
end
MainForce.Release_Unit(unit)
end