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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/PreDefendStructure.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/PreDefendStructure.lua $
--
-- Original Author: James Yarrow
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
-- This plan serves to head off the main attacking force by placing an RPS appropriate forces
-- in the vicinity of the main base structure that will receive the enemy first.
require("pgevents")
ScriptPoolCount = 5
function Definitions()
Category = "PreDefend_Structure"
AllowEngagedUnits = true
MinContrastScale = 0.5
MaxContrastScale = 1.2
TaskForce = {
{
"MainForce"
,"DenyHeroAttach"
,"Infantry = 0,10"
,"Vehicle | Air = 0,10"
,"LandHero = 0,3"
},
{
"GuardForce"
,"EscortForce" -- This should force a good RPS match for the enemies in our target's zone
,"Infantry = 0,10"
,"Vehicle | Air = 0,10"
,"LandHero = 0,3"
}
}
RequiredCategories = {"Infantry | Vehicle | Air"}
structure = nil
end
function MainForce_Thread()
-- We don't actually want the forces for contrast to AITarget, this plan
-- is only concerned with the forces surrounding the AITarget. We have
-- to produce and release them to get them back on the freestore, however.
BlockOnCommand(MainForce.Produce_Force())
--MainForce.Release_Forces(1.0)
QuickReinforce(PlayerObject, AITarget, MainForce, GuardForce)
Set_Land_AI_Targeting_Priorities(MainForce)
-- Find our structure nearest the enemy
structure = Find_Nearest(AITarget, "Structure", PlayerObject, true)
DebugMessage("%s -- PreDefending structure: %s.", tostring(Script), tostring(structure))
if TestValid(structure) then
BlockOnCommand(MainForce.Attack_Move(structure), 20)
end
ScriptExit()
end
-- Make sure that units don't sit idle at the end of their move order, waiting for others
function MainForce_Unit_Move_Finished(tf, unit)
Default_Unit_Move_Finished(tf, unit)
-- As each unit arrives, guard the structure
if TestValid(structure) then
unit.Guard_Target(structure)
end
end
function GuardForce_Thread()
BlockOnCommand(GuardForce.Produce_Force())
QuickReinforce(PlayerObject, AITarget, GuardForce, MainForce)
Set_Land_AI_Targeting_Priorities(GuardForce)
-- Find our structure nearest the enemy
structure = Find_Nearest(AITarget, "Structure", PlayerObject, true)
DebugMessage("%s -- PreDefending structure: %s.", tostring(Script), tostring(structure))
if TestValid(structure) then
BlockOnCommand(GuardForce.Attack_Move(structure), 20)
end
ScriptExit()
end
-- Make sure that units don't sit idle at the end of their move order, waiting for others
function GuardForce_Unit_Move_Finished(tf, unit)
Default_Unit_Move_Finished(tf, unit)
-- As each unit arrives, guard the structure
if TestValid(structure) then
unit.Guard_Target(structure)
end
end
function MainForce_Original_Target_Destroyed()
ScriptExit()
end
function GuardForce_Original_Target_Destroyed()
ScriptExit()
end