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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/PalpatineManager.lua#1 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (C) Petroglyph Games, Inc.
--
--
-- ***** ** * *
-- * ** * * *
-- * * * * *
-- * * * * * * * *
-- * * *** ****** * ** **** *** * * * ***** * ***
-- * ** * * * ** * ** ** * * * * ** ** ** *
-- *** ***** * * * * * * * * ** * * * *
-- * * * * * * * * * * * * * * *
-- * * * * * * * * * * ** * * * *
-- * ** * * ** * ** * * ** * * * *
-- ** **** ** * **** ***** * ** *** * *
-- * * *
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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/PalpatineManager.lua $
--
-- Original Author: Steve_Copeland
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
-- This plan simply puts palpatine in the right places.
-- It relies on the object script darthpalpatine.lua to activate abilities.
require("pgevents")
function Definitions()
Category = "PalpatineManager"
TaskForce = {
{
"MainForce"
,"DenyHeroAttach"
,"Emperor_Palpatine = 1"
}
}
IgnoreTarget = true
AllowEngagedUnits = true
attack_attention_span = 30
defend_attention_span = 60
end
function MainForce_Thread()
BlockOnCommand(MainForce.Produce_Force())
QuickReinforce(PlayerObject, AITarget, MainForce)
MainForce.Set_As_Goal_System_Removable(false)
palpatine = MainForce.Get_Unit_Table()[1]
if not TestValid(palpatine) then
MessageBox("unexpected state; palpatine unavailable")
ScriptExit()
end
-- Don't let Palpatine waste the landing party on Easy or Normal difficlties
difficulty = PlayerObject.Get_Difficulty()
if (EvaluatePerception("Is_Skirmish_Mode", PlayerObject) == 0)
and (difficulty == "Normal" or difficulty == "Easy") then
friendly_structure = Find_Nearest(MainForce, "Structure", PlayerObject, true)
if TestValid(friendly_structure) then
BlockOnCommand(MainForce.Guard_Target(friendly_structure), 40)
else
Sleep(40)
end
end
-- Continuously try to attack, assist the most significant nearby unit, and heal up
while true do
ConsiderHeal(palpatine)
-- Occasionally, Palpatine will join the front line battle on harder difficulties
if difficulty == "Hard" or (difficulty == "Normal" and GameRandom.Get_Float() < 0.5) then
if not palpatine.Has_Attack_Target() then
enemy_location = FindTarget.Reachable_Target(PlayerObject, "Current_Enemy_Location", "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), attack_attention_span)
end
nearest_enemy = Find_Nearest(MainForce, PlayerObject, false)
if TestValid(nearest_enemy) then
DebugMessage("%s-- attack_moving to nearest enemy %s", tostring(Script), tostring(nearest_enemy))
BlockOnCommand(MainForce.Attack_Move(nearest_enemy), attack_attention_span)
end
end
end
ConsiderHeal(palpatine)
-- Palpatine spends most of his time defending structures needing help
structure_to_defend = FindTarget(MainForce, "Need_To_Defend_Structure", "Friendly_Structure", 1.0)
while TestValid(structure_to_defend) and structure_to_defend.Is_Category("Structure") and (structure_to_defend.Get_Hull() < 0.9) do
DebugMessage("%s-- guarding %s", tostring(Script), tostring(structure_to_defend))
BlockOnCommand(MainForce.Guard_Target(structure_to_defend), defend_attention_span, Defended_Structure_Is_Gone)
structure_to_defend = FindTarget(MainForce, "Need_To_Defend_Structure", "Friendly_Unit", 1.0)
end
MainForce.Set_Plan_Result(true)
-- Make sure the loop always yields
Sleep(1)
end
end
function ConsiderDefending()
end
function Defended_Structure_Is_Gone()
-- DELME
-- if TestValid(structure_to_defend) then
-- DebugMessage("%s-- structure %s is still alive", tostring(String), tostring(structure_to_defend))
-- end
return not TestValid(structure_to_defend)
end