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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/SecureVictoryControlPoint.lua#1 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (C) Petroglyph Games, Inc.
--
--
-- ***** ** * *
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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
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- $File: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/SecureVictoryControlPoint.lua $
--
-- Original Author: James Yarrow
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("pgevents")
function Definitions()
Category = "Secure_Victory_Control_Point"
IgnoreTarget = false
MinContrastScale = 0.5
MaxContrastScale = 1.5
TaskForce =
{
{
"MainForce"
,"Infantry = 100%"
},
{
"EscortForce"
,"Vehicle | LandHero = 100%"
,"EscortForce"
}
}
RequiredCategories = { "Infantry" }
end
function MainForce_Thread()
BlockOnCommand(MainForce.Produce_Force())
QuickReinforce(PlayerObject, AITarget, MainForce, EscortForce)
-- move to contestables
BlockOnCommand(MainForce.Move_To(AITarget, MainForce.Get_Self_Threat_Max()))
MainForce.Set_As_Goal_System_Removable(false)
-- Stand guard so that we can retain usage of this structure
MainForce.Guard_Target(AITarget)
Sleep(30)
MainForce.Set_Plan_Result(true)
ScriptExit()
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)
-- Give an initial order to put the escorts in a state that the Escort function expects
Try_Ability(EscortForce, "FORCE_CLOAK")
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