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DATA/SCRIPTS/AI/LANDMODE/BOBAFETTFLAMEINFANTRY.LUA
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208
DATA/SCRIPTS/AI/LANDMODE/BOBAFETTFLAMEINFANTRY.LUA
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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/BobaFettFlameInfantry.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/BobaFettFlameInfantry.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 = "Flame_Infantry"
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TaskForce = {
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{
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"MainForce"
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,"DenyHeroAttach"
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,"Boba_Fett = 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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time_to_transition_reinforcement_point = 10
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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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fett = MainForce.Get_Unit_Table()[1]
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if not TestValid(fett) then
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MessageBox("unexpected state; fett unavailable")
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end
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-- Make sure he doesn't autonomousely use his flamethrower
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--fett.Set_Single_Ability_Autofire("FLAME_THROWER", false)
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--MessageBox("Start")
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-- Don't let Fett waste the landing party on Easy or Normal difficlties
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difficulty = PlayerObject.Get_Difficulty()
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if (EvaluatePerception("Is_Skirmish_Mode", PlayerObject) == 0)
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and (difficulty == "Normal" or difficulty == "Easy") then
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friendly_structure = Find_Nearest(MainForce, "Structure", PlayerObject, true)
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if TestValid(friendly_structure) then
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BlockOnCommand(MainForce.Guard_Target(friendly_structure), 80)
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else
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Sleep(80)
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end
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end
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while true do
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ConsiderFettHeal()
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-- Capture a reinforcement point
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lz_table = PruneFriendlyObjects(Find_All_Objects_Of_Type("IsRushTarget"))
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--DebugPrintTable(lz_table)
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if TestValid(lz_table[1]) then
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FettMove(lz_table[1])
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BlockOnCommand(fett.Guard_Target(lz_table[1]), time_to_transition_reinforcement_point)
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end
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ConsiderFettHeal()
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-- Chase down infantry and flame them
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closest_infantry = Find_Nearest(fett, "Infantry", PlayerObject, false)
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if TestValid(closest_infantry) then
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FettMove(closest_infantry, true)
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-- Walk the last bit so we can attack more appropriately
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if TestValid(closest_infantry) then
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DebugMessage("%s-- finally attack moving on %s", tostring(Script), tostring(closest_infantry))
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BlockOnCommand(fett.Attack_Move(closest_infantry))
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end
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end
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MainForce.Set_Plan_Result(true)
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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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ScriptExit()
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end
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function ConsiderFettHeal()
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if fett.Get_Hull() < 0.4 then
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bacta = Find_Nearest(fett, "HealsInfantry", PlayerObject, true)
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if TestValid(bacta) then
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FettMove(bacta)
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while fett.Get_Hull() < 0.9 do
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DebugMessage("%s-- Waiting to heal", tostring(Script))
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BlockOnCommand(fett.Guard_Target(bacta), 2)
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end
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end
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end
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end
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-- Try to use the jet pack to get around, but run if we have to while the ability is recharging.
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function FettMove(target, use_attack_move)
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DebugMessage("%s-- starting FettMove", tostring(Script))
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if use_attack_move then
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change_up_duration = 4
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else
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change_up_duration = 30
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end
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if TestValid(target) and fett.Get_Distance(target) > 150 then
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if JetPackReady() then
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BlockOnCommand(fett.Activate_Ability("JET_PACK", target), change_up_duration)
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MoveUntilDone(target, change_up_duration)
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else
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if use_attack_move then
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BlockOnCommand(fett.Attack_Move(target, -1, JetPackReady))
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else
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BlockOnCommand(fett.Move_To(target.Get_Position(), -1, JetPackReady))
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end
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-- Apparently needed so that the following jet pack usage will detect that the ability is ready
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Sleep(1)
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if TestValid(target) then
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DebugMessage("%s-- activating jet pack because it came on line", tostring(Script))
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BlockOnCommand(fett.Activate_Ability("JET_PACK", target), change_up_duration)
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MoveUntilDone(target, change_up_duration)
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end
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end
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else
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end
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DebugMessage("%s-- finished FettMove", tostring(Script))
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end
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-- This moves fett, periodically reissuing the order, while allowing to finish if we get close
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-- enough or the block naturally finishes (because we've collided with the structure or whatever)
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-- This is to fix a bug where Fett would get stuck trying to move to the center of a building, and
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-- still think he's not close enough. The block should finish when we hit the building.
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function MoveUntilDone(target, max_duration)
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DebugMessage("%s-- starting MoveUntilDone", tostring(Script))
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if not TestValid(target) then
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return
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end
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ThreadValue.Set("BlockStartFettMove", GetCurrentTime())
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block = fett.Move_To(target)
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while TestValid(target) and fett.Get_Distance(target) > 30 and block and (block.IsFinished() ~= true) do
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DebugMessage("%s-- servicing MoveUntilDone", tostring(Script))
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PumpEvents()
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if (GetCurrentTime() - ThreadValue("BlockStartFettMove") > max_duration) then
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DebugMessage("%s-- reissuing move order", tostring(Script))
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block = fett.Move_To(target)
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end
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end
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DebugMessage("%s-- finished MoveUntilDone", tostring(Script))
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end
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function JetPackReady()
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return fett.Is_Ability_Ready("JET_PACK")
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end
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