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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/Droids.lua#1 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (C) Petroglyph Games, Inc.
--
--
-- ***** ** * *
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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
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- $File: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/Droids.lua $
--
-- Original Author: Steve_Copeland
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("pgevents")
function Definitions()
Category = "Droids"
TaskForce = {
{
"MainForce"
,"DenyHeroAttach"
,"Tactical_R2_3PO_Team = 1"
}
}
IgnoreTarget = true
AllowEngagedUnits = true
turret_seek_range = 500
repair_seek_range = 500
end
function MainForce_Thread()
BlockOnCommand(MainForce.Produce_Force())
QuickReinforce(PlayerObject, AITarget, MainForce)
MainForce.Set_As_Goal_System_Removable(false)
droids = MainForce.Get_Unit_Table()[1]
if not TestValid(droids) then
MessageBox("unexpected state; droids unavailable")
end
-- Continuously try to use abilities and recharge or heal
while true do
ConsiderRepair(droids)
-- If we're ready and there is a turret nearby, hack it
if droids.Is_Ability_Ready("TARGETED_HACK") then
nearest_turret = Find_Nearest(MainForce, "Turret", PlayerObject, false)
if TestValid(nearest_turret) and MainForce.Get_Distance(nearest_turret) < turret_seek_range then
BlockOnCommand(MainForce.Activate_Ability("TARGETED_HACK", nearest_turret))
end
end
ConsiderRepair(droids)
-- Are we ready to find a vehicle to repair?
if droids.Is_Ability_Ready("TARGETED_REPAIR") then
-- Try a nearby one first
repair_target = FindTarget(MainForce, "Needs_Repair", "Friendly_Unit", 1.0, repair_seek_range)
if TestValid(repair_target) then
BlockOnCommand(MainForce.Activate_Ability("TARGETED_REPAIR", repair_target))
else
-- Find any vehicle to repair
repair_target = FindTarget(MainForce, "Needs_Repair", "Friendly_Unit", 1.0)
if TestValid(repair_target) then
BlockOnCommand(MainForce.Activate_Ability("TARGETED_REPAIR", repair_target))
end
end
end
ConsiderRepair(droids)
-- Generally move toward the most significant friendly vehicle
big_vehicle = FindTarget(MainForce, "Vehicle_Needs_Escort", "Friendly_Unit", 1.0)
if TestValid(big_vehicle) then
-- Time out frequently, so that we can acquire other targets
BlockOnCommand(MainForce.Move_To(big_vehicle), 5)
end
MainForce.Set_Plan_Result(true)
-- Make sure that they have at least some non-offensive orders (because the above may cause no behavior)
flee_loc = FindTarget(MainForce, "Space_Area_Is_Hidden", "Tactical_Location", 1.0, 5000.0)
if flee_loc then
BlockOnCommand(MainForce.Move_To(flee_loc))
end
-- Make sure the loop always yields
Sleep(1)
end
end