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151
DATA/SCRIPTS/AI/LANDMODE/PREDEFENDSTRUCTURE.LUA
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151
DATA/SCRIPTS/AI/LANDMODE/PREDEFENDSTRUCTURE.LUA
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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/PreDefendStructure.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/PreDefendStructure.lua $
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--
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-- Original Author: James Yarrow
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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 serves to head off the main attacking force by placing an RPS appropriate forces
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-- in the vicinity of the main base structure that will receive the enemy first.
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require("pgevents")
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ScriptPoolCount = 5
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function Definitions()
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Category = "PreDefend_Structure"
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AllowEngagedUnits = true
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MinContrastScale = 0.5
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MaxContrastScale = 1.2
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TaskForce = {
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{
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"MainForce"
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,"DenyHeroAttach"
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,"Infantry = 0,10"
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,"Vehicle | Air = 0,10"
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,"LandHero = 0,3"
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},
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{
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"GuardForce"
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,"EscortForce" -- This should force a good RPS match for the enemies in our target's zone
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,"Infantry = 0,10"
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,"Vehicle | Air = 0,10"
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,"LandHero = 0,3"
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}
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}
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RequiredCategories = {"Infantry | Vehicle | Air"}
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structure = nil
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end
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function MainForce_Thread()
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-- We don't actually want the forces for contrast to AITarget, this plan
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-- is only concerned with the forces surrounding the AITarget. We have
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-- to produce and release them to get them back on the freestore, however.
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BlockOnCommand(MainForce.Produce_Force())
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--MainForce.Release_Forces(1.0)
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QuickReinforce(PlayerObject, AITarget, MainForce, GuardForce)
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Set_Land_AI_Targeting_Priorities(MainForce)
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-- Find our structure nearest the enemy
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structure = Find_Nearest(AITarget, "Structure", PlayerObject, true)
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DebugMessage("%s -- PreDefending structure: %s.", tostring(Script), tostring(structure))
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if TestValid(structure) then
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BlockOnCommand(MainForce.Attack_Move(structure), 20)
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end
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ScriptExit()
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end
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-- Make sure that units don't sit idle at the end of their move order, waiting for others
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function MainForce_Unit_Move_Finished(tf, unit)
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Default_Unit_Move_Finished(tf, unit)
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-- As each unit arrives, guard the structure
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if TestValid(structure) then
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unit.Guard_Target(structure)
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end
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end
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function GuardForce_Thread()
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BlockOnCommand(GuardForce.Produce_Force())
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QuickReinforce(PlayerObject, AITarget, GuardForce, MainForce)
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Set_Land_AI_Targeting_Priorities(GuardForce)
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-- Find our structure nearest the enemy
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structure = Find_Nearest(AITarget, "Structure", PlayerObject, true)
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DebugMessage("%s -- PreDefending structure: %s.", tostring(Script), tostring(structure))
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if TestValid(structure) then
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BlockOnCommand(GuardForce.Attack_Move(structure), 20)
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end
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ScriptExit()
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end
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-- Make sure that units don't sit idle at the end of their move order, waiting for others
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function GuardForce_Unit_Move_Finished(tf, unit)
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Default_Unit_Move_Finished(tf, unit)
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-- As each unit arrives, guard the structure
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if TestValid(structure) then
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unit.Guard_Target(structure)
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end
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end
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function MainForce_Original_Target_Destroyed()
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ScriptExit()
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end
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function GuardForce_Original_Target_Destroyed()
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ScriptExit()
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end
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