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DATA/SCRIPTS/AI/SPACEMODE/DESTROYUNIT.LUA
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DATA/SCRIPTS/AI/SPACEMODE/DESTROYUNIT.LUA
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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/SpaceMode/DestroyUnit.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/DestroyUnit.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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DebugMessage("%s -- In Definitions", tostring(Script))
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AllowEngagedUnits = false
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MinContrastScale = 1.1
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MaxContrastScale = 3.0
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Category = "Destroy_Unit"
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TaskForce = {
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{
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"MainForce"
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,"Fighter = 0, 2" -- don't take too many fighters because we allow engaged units
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,"Fighter | Corvette | Frigate | Capital | Super | SpaceHero = 1, 20"
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}
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}
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ChangedTarget = false
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AttackingShields = false
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DropCurrentTarget = 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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DebugMessage("%s -- In MainForce_Thread.", tostring(Script))
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BlockOnCommand(MainForce.Produce_Force())
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QuickReinforce(PlayerObject, AITarget, MainForce)
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MainForce.Enable_Attack_Positioning(true)
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DebugMessage("MainForce constructed at stage area!")
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DebugMessage("%s -- Attack-moving to %s", tostring(Script), tostring (AITarget))
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SetClassPriorities(MainForce, "Attack_Move")
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BlockOnCommand(MainForce.Attack_Move(AITarget, MainForce.Get_Self_Threat_Max()))
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MainForce.Set_Plan_Result(true)
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DebugMessage("%s -- MainForce Done! Exiting Script!", tostring(Script))
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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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