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