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118
DATA/SCRIPTS/AI/SPACEMODE/AREASWEEP.LUA
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118
DATA/SCRIPTS/AI/SPACEMODE/AREASWEEP.LUA
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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/SpaceMode/AreaSweep.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/SpaceMode/AreaSweep.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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--
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-- Space Mode Test Script
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--
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function Definitions()
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DebugMessage("%s -- In Definitions", tostring(Script))
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Category = "Sweep_Area"
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MinContrastScale = 0.01
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MaxContrastScale = 1.3
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TaskForce = {
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-- First Task Force
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{
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"MainForce"
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,"Fighter | Corvette | Frigate | SpaceHero = 1, 10"
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}
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}
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AllowEngagedUnits = false
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kill_target = nil
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DebugMessage("%s -- Done Definitions", tostring(Script))
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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)
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MainForce.Collect_All_Free_Units("Fighter | Corvette | Frigate")
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SetClassPriorities(MainForce, "Attack_Move")
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MainForce.Activate_Ability("Turbo", true)
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MainForce.Activate_Ability("SPOILER_LOCK", true)
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Try_Ability(MainForce, "STEALTH")
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BlockOnCommand(MainForce.Attack_Move(AITarget))
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MainForce.Activate_Ability("Turbo", false)
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MainForce.Activate_Ability("SPOILER_LOCK", false)
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-- Try to at least find something, since we bothered coming over here
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-- There may be an enemy unit exposed, but the initial attack_move to the cell didn't find it.
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MainForce.Set_As_Goal_System_Removable(false)
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Target = Find_Nearest(MainForce, "Transport", PlayerObject, false)
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if TestValid(Target) then
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BlockOnCommand(MainForce.Attack_Move(Target))
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else
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Target = Find_Nearest(MainForce, "Fighter | Bomber | Corvette", PlayerObject, false)
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if TestValid(Target) then
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BlockOnCommand(MainForce.Attack_Move(Target))
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else
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Target = FindDeadlyEnemy(MainForce)
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if TestValid(Target) then
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BlockOnCommand(MainForce.Attack_Move(Target))
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end
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end
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end
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MainForce.Set_Plan_Result(true)
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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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DebugMessage("%s -- %s reached end of move, giving new order", tostring(Script), tostring(unit))
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-- Assist the tf with whatever is holding it up
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kill_target = FindDeadlyEnemy(tf)
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if TestValid(kill_target) then
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unit.Attack_Move(kill_target)
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else
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unit.Attack_Move(tf)
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end
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end
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