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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/BobaFettFlameInfantry.lua#1 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (C) Petroglyph Games, Inc.
--
--
-- ***** ** * *
-- * ** * * *
-- * * * * *
-- * * * * * * * *
-- * * *** ****** * ** **** *** * * * ***** * ***
-- * ** * * * ** * ** ** * * * * ** ** ** *
-- *** ***** * * * * * * * * ** * * * *
-- * * * * * * * * * * * * * * *
-- * * * * * * * * * * ** * * * *
-- * ** * * ** * ** * * ** * * * *
-- ** **** ** * **** ***** * ** *** * *
-- * * *
-- * * *
-- * * *
-- * * * *
-- **** * *
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
-- 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/BobaFettFlameInfantry.lua $
--
-- Original Author: James Yarrow
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("pgevents")
function Definitions()
Category = "Flame_Infantry"
TaskForce = {
{
"MainForce"
,"DenyHeroAttach"
,"Boba_Fett = 1"
}
}
IgnoreTarget = true
AllowEngagedUnits = true
time_to_transition_reinforcement_point = 10
end
function MainForce_Thread()
BlockOnCommand(MainForce.Produce_Force())
QuickReinforce(PlayerObject, AITarget, MainForce)
MainForce.Set_As_Goal_System_Removable(false)
fett = MainForce.Get_Unit_Table()[1]
if not TestValid(fett) then
MessageBox("unexpected state; fett unavailable")
end
-- Make sure he doesn't autonomousely use his flamethrower
--fett.Set_Single_Ability_Autofire("FLAME_THROWER", false)
--MessageBox("Start")
-- Don't let Fett waste the landing party on Easy or Normal difficlties
difficulty = PlayerObject.Get_Difficulty()
if (EvaluatePerception("Is_Skirmish_Mode", PlayerObject) == 0)
and (difficulty == "Normal" or difficulty == "Easy") then
friendly_structure = Find_Nearest(MainForce, "Structure", PlayerObject, true)
if TestValid(friendly_structure) then
BlockOnCommand(MainForce.Guard_Target(friendly_structure), 80)
else
Sleep(80)
end
end
while true do
ConsiderFettHeal()
-- Capture a reinforcement point
lz_table = PruneFriendlyObjects(Find_All_Objects_Of_Type("IsRushTarget"))
--DebugPrintTable(lz_table)
if TestValid(lz_table[1]) then
FettMove(lz_table[1])
BlockOnCommand(fett.Guard_Target(lz_table[1]), time_to_transition_reinforcement_point)
end
ConsiderFettHeal()
-- Chase down infantry and flame them
closest_infantry = Find_Nearest(fett, "Infantry", PlayerObject, false)
if TestValid(closest_infantry) then
FettMove(closest_infantry, true)
-- Walk the last bit so we can attack more appropriately
if TestValid(closest_infantry) then
DebugMessage("%s-- finally attack moving on %s", tostring(Script), tostring(closest_infantry))
BlockOnCommand(fett.Attack_Move(closest_infantry))
end
end
MainForce.Set_Plan_Result(true)
-- Make sure the loop always yields
Sleep(1)
end
ScriptExit()
end
function ConsiderFettHeal()
if fett.Get_Hull() < 0.4 then
bacta = Find_Nearest(fett, "HealsInfantry", PlayerObject, true)
if TestValid(bacta) then
FettMove(bacta)
while fett.Get_Hull() < 0.9 do
DebugMessage("%s-- Waiting to heal", tostring(Script))
BlockOnCommand(fett.Guard_Target(bacta), 2)
end
end
end
end
-- Try to use the jet pack to get around, but run if we have to while the ability is recharging.
function FettMove(target, use_attack_move)
DebugMessage("%s-- starting FettMove", tostring(Script))
if use_attack_move then
change_up_duration = 4
else
change_up_duration = 30
end
if TestValid(target) and fett.Get_Distance(target) > 150 then
if JetPackReady() then
BlockOnCommand(fett.Activate_Ability("JET_PACK", target), change_up_duration)
MoveUntilDone(target, change_up_duration)
else
if use_attack_move then
BlockOnCommand(fett.Attack_Move(target, -1, JetPackReady))
else
BlockOnCommand(fett.Move_To(target.Get_Position(), -1, JetPackReady))
end
-- Apparently needed so that the following jet pack usage will detect that the ability is ready
Sleep(1)
if TestValid(target) then
DebugMessage("%s-- activating jet pack because it came on line", tostring(Script))
BlockOnCommand(fett.Activate_Ability("JET_PACK", target), change_up_duration)
MoveUntilDone(target, change_up_duration)
end
end
else
end
DebugMessage("%s-- finished FettMove", tostring(Script))
end
-- This moves fett, periodically reissuing the order, while allowing to finish if we get close
-- enough or the block naturally finishes (because we've collided with the structure or whatever)
-- This is to fix a bug where Fett would get stuck trying to move to the center of a building, and
-- still think he's not close enough. The block should finish when we hit the building.
function MoveUntilDone(target, max_duration)
DebugMessage("%s-- starting MoveUntilDone", tostring(Script))
if not TestValid(target) then
return
end
ThreadValue.Set("BlockStartFettMove", GetCurrentTime())
block = fett.Move_To(target)
while TestValid(target) and fett.Get_Distance(target) > 30 and block and (block.IsFinished() ~= true) do
DebugMessage("%s-- servicing MoveUntilDone", tostring(Script))
PumpEvents()
if (GetCurrentTime() - ThreadValue("BlockStartFettMove") > max_duration) then
DebugMessage("%s-- reissuing move order", tostring(Script))
block = fett.Move_To(target)
end
end
DebugMessage("%s-- finished MoveUntilDone", tostring(Script))
end
function JetPackReady()
return fett.Is_Ability_Ready("JET_PACK")
end