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--/////////////////////////////////////////////////////////////////////////////////////////////////
-- (c) Galyana's Ultimate Empire at War Modifications
--
-- ****** *** *** ************ *** ***
-- * * * * * * * *
-- * * * * * * *
-- * * * * * * *
-- * * * * * **** * * *
-- * * * ****** * * * *
-- * **** * * * * * * * *** *
-- * * * * * * * * * *
-- * * * * * * * * * *
-- * * * * * * * ** * * *
-- ****** ****** ************ **** ** *******
--/////////////////////////////////////////////////////////////////////////////////////////////////
-- 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: GUEaW/Data/Scripts/AI/LandMode/SecureBuildPadEscorted.LUA
--
-- Original Editor: Giovanni Galyana
--
-- Final Edit By: Giovanni Galyana
--
-- Date: 2 January, 2018
--
-- Revisions: 0
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("pgevents")
function Definitions()
Category = "Secure_Contestable_Escorted"
IgnoreTarget = true
TaskForce =
{
{
"MainForce"
,"Infantry | LandHero = 1"
,"-Veers_AT_AT_Walker"
,"-Gargantuan_Battle_Platform"
,"-Pestelous_the_Hutt"
,"-Nikomer"
},
{
"EscortForce"
,"Infantry | Vehicle | LandHero = 1,3"
,"-Gallofree_HTT_Company"
,"-HAV_Juggernaut_Company"
,"-F9TZ_Cloaking_Transport_Company"
,"-AT_AA_Walker"
,"-Hutt_SailBarge"
}
}
AllowEngagedUnits = false
wait_for_build_time = 30
end
function MainForce_Thread()
BlockOnCommand(MainForce.Produce_Force())
QuickReinforce(PlayerObject, AITarget, MainForce, EscortForce)
MainForce.Activate_Ability("SPREAD_OUT", false)
Set_Land_AI_Targeting_Priorities(MainForce)
-- move to contestables
faction_name = PlayerObject.Get_Faction_Name()
if PlayerObject.Get_Difficulty() == "Easy" or faction_name == "PIRATES" then -- or faction_name == "HUTTS"
BlockOnCommand(MainForce.Attack_Move(AITarget))
else
BlockOnCommand(MainForce.Move_To(AITarget, MainForce.Get_Self_Threat_Max()))
end
MainForce.Set_As_Goal_System_Removable(false)
if TestValid(Target) then
if (EvaluatePerception("Is_Build_Pad", PlayerObject, Target) == 1) then
-- Build pads may have an existing enemy structure that needs to be removed
-- Note that the enemy player can build structures late or rebuild destroyed structures, thus the need to repeat.
structure = Target.Get_Build_Pad_Contents()
if (structure == nil) or
(TestValid(structure) and PlayerObject.Get_Faction_Name() ~= structure.Get_Owner().Get_Faction_Name()) then
-- Attack any structure that might be there
if TestValid(structure) then
BlockOnCommand(MainForce.Attack_Target(structure))
end
--Wait for control to transition
BlockOnCommand(MainForce.Guard_Target(AITarget), 60, Target_Has_Structure)
--It's been a minute. If we still don't have control then give up
if Target.Get_Owner() ~= PlayerObject then
ScriptExit()
end
-- Guard the spot to give another plan the chance to can something here
-- Wait indefinately, if this is a refinery pad and we have no refineries.
if (EvaluatePerception("Is_Refinery_Pad", PlayerObject, Target) == 1 or
EvaluatePerception("Is_Outpost_Pad", PlayerObject, Target) == 1) then
wait_for_build_time = -1
end
--MessageBox("%s, %s--Guarding for %d", tostring(Script), tostring(Target), wait_for_build_time)
BlockOnCommand(MainForce.Guard_Target(AITarget), wait_for_build_time, Target_Has_Structure)
end
else
-- Stand guard so that we can retain usage of this structure
MainForce.Guard_Target(AITarget)
Sleep(10)
end
end
MainForce.Set_Plan_Result(true)
ScriptExit()
end
-- Does the plan's original Target have a friendlystructure on it?
function Target_Has_Structure()
if TestValid(Target) then
structure = Target.Get_Build_Pad_Contents()
if TestValid(structure) then
--MessageBox("%s, %s-- Target has structure, abandonning guard.", tostring(Script), tostring(Target))
return true
end
end
return false
end
-- Override default handling, which will kill the plan
function MainForce_Original_Target_Owner_Changed(tf, old_player, new_player)
end
function EscortForce_Thread()
BlockOnCommand(EscortForce.Produce_Force())
QuickReinforce(PlayerObject, AITarget, EscortForce, MainForce)
Set_Land_AI_Targeting_Priorities(EscortForce)
Try_Ability(EscortForce, "FORCE_CLOAK")
-- Give an initial order to put the escorts in a state that the Escort function expects
EscortForce.Guard_Target(MainForce)
EscortAlive = true
while EscortAlive do
Escort(EscortForce, MainForce)
end
end
function EscortForce_No_Units_Remaining()
EscortAlive = false
end
-- Override default handling, which will kill the plan
function EscortForce_Original_Target_Owner_Changed(tf, old_player, new_player)
end