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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/HanSoloAssists.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/HanSoloAssists.lua $
--
-- Original Author: Steve_Copeland
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
-- This plan simply puts Han in the right places.
-- It relies on the object script HanSolo.lua to activate abilities.
require("pgevents")
function Definitions()
Category = "HanSoloAssists"
TaskForce = {
{
"MainForce"
,"DenyHeroAttach"
,"Han_Solo = 1"
}
}
IgnoreTarget = true
AllowEngagedUnits = true
duration_to_fight = 60
time_to_transition_reinforcement_point = 5
end
function MainForce_Thread()
BlockOnCommand(MainForce.Produce_Force())
QuickReinforce(PlayerObject, AITarget, MainForce)
MainForce.Set_As_Goal_System_Removable(false)
han = MainForce.Get_Unit_Table()[1]
if not TestValid(han) then
MessageBox("unexpected state; han unavailable")
ScriptExit()
end
-- Continuously try to attack, assist the most significant nearby unit, and heal up
while true do
-- Make sure the loop always yields
Sleep(1)
ConsiderHeal(han)
-- Grab a reinforcement point
lz_table = PruneFriendlyObjects(Find_All_Objects_Of_Type("IsRushTarget"))
if TestValid(lz_table[1]) then
Try_Ability(han, "SPRINT")
BlockOnCommand(han.Move_To(lz_table[1]))
BlockOnCommand(han.Guard_Target(lz_table[1]), time_to_transition_reinforcement_point)
end
ConsiderHeal(han)
-- Try to get near a good EMP stun target
enemy_location = FindTarget.Reachable_Target(PlayerObject, "Area_Needs_Han_Solo_Assist", "Tactical_Location", "Any_Threat", 0.5)
if TestValid(enemy_location) then
DebugMessage("%s-- moving toward enemy concentration", tostring(Script))
BlockOnCommand(MainForce.Attack_Move(enemy_location))
if han.Is_Ability_Ready("AREA_EFFECT_STUN") then
enemy_vehicle = Find_Nearest(han, "Vehicle", PlayerObject, false)
if TestValid(enemy_vehicle) then
BlockOnCommand(MainForce.Move_To(enemy_vehicle))
end
end
end
MainForce.Set_Plan_Result(true)
end
end