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DATA/SCRIPTS/AI/LANDMODE/AI_PLAN_UNDERWORLD_TYBERMANAGERLAND.LUA
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152
DATA/SCRIPTS/AI/LANDMODE/AI_PLAN_UNDERWORLD_TYBERMANAGERLAND.LUA
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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/AI_Plan_Underworld_TyberManagerLand.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_Steam/FOC/Run/Data/Scripts/AI/LandMode/AI_Plan_Underworld_TyberManagerLand.lua $
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--
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-- Original Author: James Yarrow
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--
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-- $Author: Brian_Hayes $
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--
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-- $Change: 637819 $
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--
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-- $DateTime: 2017/03/22 10:16:16 $
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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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function Definitions()
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Category = "Tyber_Manager_Land"
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TaskForce = {
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{
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"MainForce"
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,"DenyHeroAttach"
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,"Tyber_Zann = 1"
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}
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}
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IgnoreTarget = true
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AllowEngagedUnits = true
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attack_attention_span = 30
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defend_attention_span = 30
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end
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function MainForce_Thread()
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BlockOnCommand(MainForce.Produce_Force())
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QuickReinforce(PlayerObject, AITarget, MainForce)
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MainForce.Set_As_Goal_System_Removable(false)
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tyber = MainForce.Get_Unit_Table()[1]
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if not TestValid(tyber) then
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ScriptExit()
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end
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tyber.Set_Single_Ability_Autofire("TACTICAL_BRIBE", false)
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-- Continuously try to attack, assist the most significant nearby unit, and heal up
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while true do
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threat_threshold = "Any_Threat"
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if tyber.Get_Hull() < 0.5 then
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threat_threshold = "Low_Threat"
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end
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if not ConsiderHeal(tyber) then
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if not Try_Bribe(tyber, threat_threshold) then
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if not Try_Defend(tyber, threat_threshold) then
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if not Try_Attack(tyber, threat_threshold) then
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Try_Ability(tyber, "STEALTH")
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Sleep(5)
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end
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end
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end
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end
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-- Make sure the loop always yields
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Sleep(1)
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end
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end
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function Try_Bribe(tyber, threat_threshold)
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if tyber.Is_Ability_Ready("TACTICAL_BRIBE") then
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bribe_target = FindTarget.Reachable_Target(PlayerObject, "Bribe_Target_Score", "Enemy_Unit", threat_threshold, 1.0, tyber)
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if TestValid(bribe_target) then
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bribe_cost = bribe_target.Get_Game_Object().Get_Type().Get_Bribe_Cost(tyber)
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if bribe_cost > 0.0 and bribe_cost < PlayerObject.Get_Credits() then
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tyber.Activate_Ability("STEALTH", true)
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BlockOnCommand(tyber.Activate_Ability("TACTICAL_BRIBE", bribe_target))
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return true
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end
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end
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end
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return false
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end
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function Try_Defend(tyber, threat_threshold)
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if EvaluatePerception("Allowed_As_Defender_Land", PlayerObject) <= 0.0 then
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structure_to_defend = FindTarget.Reachable_Target(PlayerObject, "Need_To_Defend_Structure", "Friendly_Structure", threat_threshold, 1.0, tyber)
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if TestValid(structure_to_defend) then
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BlockOnCommand(MainForce.Guard_Target(structure_to_defend), defend_attention_span)
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return true
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end
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end
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return false
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end
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function Try_Attack(tyber, threat_threshold)
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enemy = FindDeadlyEnemy(tyber)
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if not TestValid(enemy) then
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enemy = Find_Nearest(tyber, PlayerObject, false)
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end
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if TestValid(enemy) then
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BlockOnCommand(tyber.Attack_Move(enemy), attack_attention_span)
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return true
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end
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return false
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end
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