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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/DefensiveRush.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/DefensiveRush.lua $
--
-- Original Author: James Yarrow
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
-- This plan is to send a limited amount of force to try to initially push the attacker off a planet.
-- It should only be invoked if the defender can spare some units and still have a strong base defense.
-- This is to provide a middle ground between the all out rush (when the AI decides that it has overwhelming
-- force) and the total defensive posture (when AI doesn't clearly have overwhelming force).
require("pgevents")
ScriptPoolCount = 16
function Definitions()
Category = "Defensive_Rush"
AllowEngagedUnits = true
IgnoreTarget = true
TaskForce = {
{
"MainForce"
,"DenyHeroAttach"
,"Infantry | Vehicle | Air = 5,12"
}
}
guard_duration = 20
end
function MainForce_Thread()
BlockOnCommand(MainForce.Produce_Force())
MainForce.Set_As_Goal_System_Removable(false)
Set_Land_AI_Targeting_Priorities(MainForce)
-- Rush the LZ
lz_table = PruneFriendlyObjects(Find_All_Objects_Of_Type("IsRushTarget"))
if TestValid(lz_table[1]) then
--MessageBox("guarding the LZ")
BlockOnCommand(MainForce.Attack_Move(lz_table[1]))
BlockOnCommand(MainForce.Guard_Target(lz_table[1]), guard_duration)
end
-- Rush any attackers that we might be able to see
nearest_enemy = Find_Nearest(MainForce, PlayerObject, false)
while TestValid(nearest_enemy) do
BlockOnCommand(MainForce.Attack_Move(nearest_enemy))
nearest_enemy = Find_Nearest(MainForce, PlayerObject, false)
end
-- This plan should only be allowed to occur once
while true do
Sleep(200)
end
end