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-- $Id: //depot/Projects/StarWars_Expansion/Run/Data/Scripts/AI/LandMode/DefendStructure.lua#5 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (C) Petroglyph Games, Inc.
--
--
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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_Expansion/Run/Data/Scripts/AI/LandMode/DefendStructure.lua $
--
-- Original Author: James Yarrow
--
-- $Author: James_Yarrow $
--
-- $Change: 56734 $
--
-- $DateTime: 2006/10/24 14:15:48 $
--
-- $Revision: #5 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("pgevents")
ScriptPoolCount = 16
function Definitions()
Category = "Defend_Structure"
AllowEngagedUnits = true
MinContrastScale = 1.2
MaxContrastScale = 1.8
TaskForce = {
{
"MainForce"
,"DenyHeroAttach"
,"EscortForce" -- This should force a good RPS match for the enemies in our target's zone
,"Infantry = 0,20"
,"Vehicle | Air = 0,20"
,"LandHero = 0,3"
,"-Gallofree_HTT_Company"
,"-HAV_Juggernaut_Company"
,"-F9TZ_Cloaking_Transport_Company"
,"-Hutt_SailBarge_Company"
,"-Fanblade_Fighter"
,"-AALL6"
,"-AT_AA_Walker"
}
}
RequiredCategories = {"Infantry | Vehicle | Air"}
structure = nil
kill_target = nil
end
function MainForce_Thread()
BlockOnCommand(MainForce.Produce_Force())
Set_Land_AI_Targeting_Priorities(MainForce)
-- form up any spread out infantry
MainForce.Activate_Ability("SPREAD_OUT", false)
structure = AITarget.Get_Game_Object()
DebugMessage("%s -- Found structure: %s.", tostring(Script), tostring(structure))
if TestValid(structure) then
kill_target = FindDeadlyEnemy(structure)
DebugMessage("%s -- Found deadly enemy: %s.", tostring(Script), tostring(kill_target))
if TestValid(kill_target) and (kill_target.Get_Distance(AITarget) < 500) then
BlockOnCommand(MainForce.Attack_Target(kill_target, MainForce.Get_Self_Threat_Sum()))
end
BlockOnCommand(MainForce.Attack_Move(AITarget))
BlockOnCommand(MainForce.Guard_Target(AITarget))
end
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)
if TestValid(AITarget) then
-- As each unit arrives, guard the structure
unit.Guard_Target(AITarget)
end
end