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134
DATA/SCRIPTS/AI/LANDMODE/DROIDS.LUA
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134
DATA/SCRIPTS/AI/LANDMODE/DROIDS.LUA
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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/Droids.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/Droids.lua $
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--
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-- Original Author: Steve_Copeland
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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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require("pgevents")
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function Definitions()
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Category = "Droids"
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TaskForce = {
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{
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"MainForce"
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,"DenyHeroAttach"
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,"Tactical_R2_3PO_Team = 1"
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}
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}
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IgnoreTarget = true
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AllowEngagedUnits = true
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turret_seek_range = 500
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repair_seek_range = 500
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end
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function MainForce_Thread()
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BlockOnCommand(MainForce.Produce_Force())
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QuickReinforce(PlayerObject, AITarget, MainForce)
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MainForce.Set_As_Goal_System_Removable(false)
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droids = MainForce.Get_Unit_Table()[1]
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if not TestValid(droids) then
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MessageBox("unexpected state; droids unavailable")
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end
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-- Continuously try to use abilities and recharge or heal
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while true do
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ConsiderRepair(droids)
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-- If we're ready and there is a turret nearby, hack it
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if droids.Is_Ability_Ready("TARGETED_HACK") then
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nearest_turret = Find_Nearest(MainForce, "Turret", PlayerObject, false)
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if TestValid(nearest_turret) and MainForce.Get_Distance(nearest_turret) < turret_seek_range then
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BlockOnCommand(MainForce.Activate_Ability("TARGETED_HACK", nearest_turret))
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end
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end
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ConsiderRepair(droids)
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-- Are we ready to find a vehicle to repair?
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if droids.Is_Ability_Ready("TARGETED_REPAIR") then
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-- Try a nearby one first
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repair_target = FindTarget(MainForce, "Needs_Repair", "Friendly_Unit", 1.0, repair_seek_range)
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if TestValid(repair_target) then
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BlockOnCommand(MainForce.Activate_Ability("TARGETED_REPAIR", repair_target))
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else
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-- Find any vehicle to repair
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repair_target = FindTarget(MainForce, "Needs_Repair", "Friendly_Unit", 1.0)
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if TestValid(repair_target) then
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BlockOnCommand(MainForce.Activate_Ability("TARGETED_REPAIR", repair_target))
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end
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end
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end
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ConsiderRepair(droids)
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-- Generally move toward the most significant friendly vehicle
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big_vehicle = FindTarget(MainForce, "Vehicle_Needs_Escort", "Friendly_Unit", 1.0)
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if TestValid(big_vehicle) then
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-- Time out frequently, so that we can acquire other targets
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BlockOnCommand(MainForce.Move_To(big_vehicle), 5)
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end
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MainForce.Set_Plan_Result(true)
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-- Make sure that they have at least some non-offensive orders (because the above may cause no behavior)
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flee_loc = FindTarget(MainForce, "Space_Area_Is_Hidden", "Tactical_Location", 1.0, 5000.0)
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if flee_loc then
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BlockOnCommand(MainForce.Move_To(flee_loc))
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end
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-- Make sure the loop always yields
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Sleep(1)
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end
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end
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