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DATA/SCRIPTS/AI/LANDMODE/SECUREVICTORYCONTROLPOINT.LUA
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111
DATA/SCRIPTS/AI/LANDMODE/SECUREVICTORYCONTROLPOINT.LUA
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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/SecureVictoryControlPoint.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/SecureVictoryControlPoint.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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require("pgevents")
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function Definitions()
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Category = "Secure_Victory_Control_Point"
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IgnoreTarget = false
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MinContrastScale = 0.5
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MaxContrastScale = 1.5
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TaskForce =
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{
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{
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"MainForce"
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,"Infantry = 100%"
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},
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{
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"EscortForce"
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,"Vehicle | LandHero = 100%"
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,"EscortForce"
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}
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}
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RequiredCategories = { "Infantry" }
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end
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function MainForce_Thread()
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BlockOnCommand(MainForce.Produce_Force())
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QuickReinforce(PlayerObject, AITarget, MainForce, EscortForce)
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-- move to contestables
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BlockOnCommand(MainForce.Move_To(AITarget, MainForce.Get_Self_Threat_Max()))
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MainForce.Set_As_Goal_System_Removable(false)
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-- Stand guard so that we can retain usage of this structure
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MainForce.Guard_Target(AITarget)
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Sleep(30)
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MainForce.Set_Plan_Result(true)
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ScriptExit()
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end
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-- Override default handling, which will kill the plan
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function MainForce_Original_Target_Owner_Changed(tf, old_player, new_player)
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end
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function EscortForce_Thread()
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BlockOnCommand(EscortForce.Produce_Force())
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QuickReinforce(PlayerObject, AITarget, EscortForce, MainForce)
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-- Give an initial order to put the escorts in a state that the Escort function expects
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Try_Ability(EscortForce, "FORCE_CLOAK")
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EscortForce.Guard_Target(MainForce)
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EscortAlive = true
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while EscortAlive do
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Escort(EscortForce, MainForce)
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end
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end
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function EscortForce_No_Units_Remaining()
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EscortAlive = false
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end
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-- Override default handling, which will kill the plan
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function EscortForce_Original_Target_Owner_Changed(tf, old_player, new_player)
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end
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