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DATA/SCRIPTS/AI/LANDMODE/EWOKHUNTPLAN.LUA
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121
DATA/SCRIPTS/AI/LANDMODE/EWOKHUNTPLAN.LUA
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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/EwokHuntPlan.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/EwokHuntPlan.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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--
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-- One basic plan, since there are only infantry units and probably not many of them.
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-- They will attack with very low contrast ratio, but learn and eventually rally troops to escalate the attack.
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function Definitions()
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Category = "Ewok_Hunt"
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MinContrastScale = 0.0001
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TaskForce = {
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{
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"MainForce"
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,"DenyHeroAttach"
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,"Infantry= 1,50"
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}
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}
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--IgnoreTarget = false
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PerFailureContrastAdjust = 0.2
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AllowEngagedUnits = false
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closest_enemy = nil
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kill_target = nil
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start_loc = nil
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staging = false
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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_Plan_Result(true)
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-- Don't seem to be getting an effective stage
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--DebugMessage("%s -- Got Stage: %s", tostring(Script), tostring(MainForce.Get_Stage()))
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--BlockOnCommand(MainForce.Move_To(MainForce.Get_Stage()), 10)
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-- Just stage at the spawner nearest the plan's target, if there is one.
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spawner = Find_Nearest(AITarget, "Ewok_Spawn_House")
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if TestValid(spawner) then
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staging = true
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BlockOnCommand(MainForce.Attack_Move(spawner), 10)
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staging = false
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end
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BlockOnCommand(MainForce.Attack_Move(AITarget))
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-- Give the Unit_Move_Finished a chance to find further targets near the AITarget zone
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Sleep(10)
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ScriptExit()
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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 to let the BlockOn finish
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function MainForce_Unit_Move_Finished(tf, unit)
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-- Only perform attack move fix-up behavior if we're not trying to stage units.
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if staging then
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return
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end
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DebugMessage("%s -- %s reached end of move, giving new order", tostring(Script), tostring(unit))
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-- We want this unit to release and attack something, whatever is attacking us or just something close
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kill_target = FindDeadlyEnemy(tf)
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if not TestValid(kill_target) then
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kill_target = Find_Nearest(unit, PlayerObject, false)
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end
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if TestValid(kill_target) then
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unit.Attack_Move(kill_target)
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tf.Release_Unit(unit)
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DebugMessage("%s-- Unit %s only Attack_Move to %s", tostring(Script), tostring(unit), tostring(kill_target))
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end
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end
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function MainForce_No_Units_Remaining()
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--MessageBox("%s -- All units dead or non-buildable. RAISING CONTRAST. Abandonning plan.", tostring(Script))
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MainForce.Set_Plan_Result(false)
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ScriptExit()
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end
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