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DATA/SCRIPTS/AI/LANDMODE/LANDHEROES.LUA
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DATA/SCRIPTS/AI/LANDMODE/LANDHEROES.LUA
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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/LandHeroes.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/LandHeroes.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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-- This plan just tries to land any purchased heroes for skirmish (they don't count toward unit cap)
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function Definitions()
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Category = "Land_Heroes"
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TaskForce = {
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{
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"MainForce"
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,"DenyHeroAttach"
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,"LandHero = 1,5"
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}
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}
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IgnoreTarget = true
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AllowEngagedUnits = 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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--Immediately release anybody that was already landed
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MainForce.Release_Forces(1.0)
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-- find something to reinforce near
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friendly_loc = FindTarget(MainForce, "Space_Area_Is_Hidden", "Tactical_Location", 1.0)
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if not TestValid(friendly_loc) then
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friendly_loc = FindTarget(MainForce, "Is_Friendly_Start", "Tactical_Location", 1.0)
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end
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if not TestValid(friendly_loc) then
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ScriptExit()
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end
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WaitForAllReinforcements(MainForce, friendly_loc)
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MainForce.Release_Forces(1)
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MainForce.Set_Plan_Result(true)
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Sleep(15)
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end
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