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116
DATA/SCRIPTS/AI/LANDMODE/HANSOLOASSISTS.LUA
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116
DATA/SCRIPTS/AI/LANDMODE/HANSOLOASSISTS.LUA
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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/HanSoloAssists.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/HanSoloAssists.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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-- This plan simply puts Han in the right places.
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-- It relies on the object script HanSolo.lua to activate abilities.
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require("pgevents")
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function Definitions()
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Category = "HanSoloAssists"
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TaskForce = {
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{
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"MainForce"
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,"DenyHeroAttach"
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,"Han_Solo = 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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duration_to_fight = 60
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time_to_transition_reinforcement_point = 5
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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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han = MainForce.Get_Unit_Table()[1]
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if not TestValid(han) then
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MessageBox("unexpected state; han unavailable")
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ScriptExit()
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end
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-- Continuously try to attack, assist the most significant nearby unit, and heal up
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while true do
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-- Make sure the loop always yields
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Sleep(1)
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ConsiderHeal(han)
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-- Grab a reinforcement point
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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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Try_Ability(han, "SPRINT")
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BlockOnCommand(han.Move_To(lz_table[1]))
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BlockOnCommand(han.Guard_Target(lz_table[1]), time_to_transition_reinforcement_point)
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end
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ConsiderHeal(han)
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-- Try to get near a good EMP stun target
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enemy_location = FindTarget.Reachable_Target(PlayerObject, "Area_Needs_Han_Solo_Assist", "Tactical_Location", "Any_Threat", 0.5)
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if TestValid(enemy_location) then
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DebugMessage("%s-- moving toward enemy concentration", tostring(Script))
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BlockOnCommand(MainForce.Attack_Move(enemy_location))
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if han.Is_Ability_Ready("AREA_EFFECT_STUN") then
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enemy_vehicle = Find_Nearest(han, "Vehicle", PlayerObject, false)
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if TestValid(enemy_vehicle) then
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BlockOnCommand(MainForce.Move_To(enemy_vehicle))
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end
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end
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end
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MainForce.Set_Plan_Result(true)
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end
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end
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