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DATA/SCRIPTS/AI/LANDMODE/DEFENDSTRUCTURE.LUA
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DATA/SCRIPTS/AI/LANDMODE/DEFENDSTRUCTURE.LUA
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-- $Id: //depot/Projects/StarWars_Expansion/Run/Data/Scripts/AI/LandMode/DefendStructure.lua#5 $
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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_Expansion/Run/Data/Scripts/AI/LandMode/DefendStructure.lua $
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--
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-- Original Author: James Yarrow
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--
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-- $Author: James_Yarrow $
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--
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-- $Change: 56734 $
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--
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-- $DateTime: 2006/10/24 14:15:48 $
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--
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-- $Revision: #5 $
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--
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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require("pgevents")
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ScriptPoolCount = 16
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function Definitions()
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Category = "Defend_Structure"
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AllowEngagedUnits = true
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MinContrastScale = 1.2
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MaxContrastScale = 1.8
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TaskForce = {
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{
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"MainForce"
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,"DenyHeroAttach"
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,"EscortForce" -- This should force a good RPS match for the enemies in our target's zone
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,"Infantry = 0,20"
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,"Vehicle | Air = 0,20"
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,"LandHero = 0,3"
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,"-Gallofree_HTT_Company"
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,"-HAV_Juggernaut_Company"
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,"-F9TZ_Cloaking_Transport_Company"
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,"-Hutt_SailBarge_Company"
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,"-Fanblade_Fighter"
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,"-AALL6"
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,"-AT_AA_Walker"
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}
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}
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RequiredCategories = {"Infantry | Vehicle | Air"}
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structure = nil
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kill_target = nil
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end
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function MainForce_Thread()
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BlockOnCommand(MainForce.Produce_Force())
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Set_Land_AI_Targeting_Priorities(MainForce)
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-- form up any spread out infantry
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MainForce.Activate_Ability("SPREAD_OUT", false)
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structure = AITarget.Get_Game_Object()
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DebugMessage("%s -- Found structure: %s.", tostring(Script), tostring(structure))
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if TestValid(structure) then
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kill_target = FindDeadlyEnemy(structure)
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DebugMessage("%s -- Found deadly enemy: %s.", tostring(Script), tostring(kill_target))
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if TestValid(kill_target) and (kill_target.Get_Distance(AITarget) < 500) then
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BlockOnCommand(MainForce.Attack_Target(kill_target, MainForce.Get_Self_Threat_Sum()))
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end
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BlockOnCommand(MainForce.Attack_Move(AITarget))
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BlockOnCommand(MainForce.Guard_Target(AITarget))
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end
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end
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-- Make sure that units don't sit idle at the end of their move order, waiting for others
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function MainForce_Unit_Move_Finished(tf, unit)
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Default_Unit_Move_Finished(tf, unit)
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if TestValid(AITarget) then
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-- As each unit arrives, guard the structure
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unit.Guard_Target(AITarget)
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end
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end
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