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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/CleanUpDumb.lua#1 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (C) Petroglyph Games, Inc.
--
--
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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/CleanUpDumb.lua $
--
-- Original Author: Steve_Copeland
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("pgevents")
--
-- This should be a low desirability plan, to engage otherwise idle units after all enemies are being handled.
-- This plan does not consider much and should only be enacted once the tactical outcome is obvious.
--
function Definitions()
Category = "Clean_Up"
TaskForce = {
{
"MainForce"
,"DenyHeroAttach"
,"Infantry | Vehicle | Air = 1,50"
,"LandHero = 0,10"
}
}
IgnoreTarget = true
AllowEngagedUnits = false
closest_enemy = nil
kill_target = nil
start_loc = nil
end
function MainForce_Thread()
BlockOnCommand(MainForce.Produce_Force())
QuickReinforce(PlayerObject, AITarget, MainForce)
Set_Land_AI_Targeting_Priorities(MainForce)
-- This is a global plan, so we must find our own target
closest_enemy = Find_Nearest(MainForce, PlayerObject, false)
if TestValid(closest_enemy) then
-- Assign appropriate targeting priorities here, once we get the ability to do this per unit type
BlockOnCommand(MainForce.Attack_Move(closest_enemy))
end
ScriptExit()
end
-- Make sure that units don't sit idle at the end of their move order, waiting for others
function MainForce_Unit_Move_Finished(tf, unit)
Default_Unit_Move_Finished(tf, unit)
-- We want this unit to release and attack something, whatever is attacking us or just something close
kill_target = FindDeadlyEnemy(tf)
if not TestValid(kill_target) then
kill_target = Find_Nearest(unit, PlayerObject, false)
end
if TestValid(kill_target) then
unit.Attack_Move(kill_target)
tf.Release_Unit(unit)
DebugMessage("%s-- Unit %s only Attack_Move to %s", tostring(Script), tostring(unit), tostring(kill_target))
end
end