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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/SpaceMode/FlankPlan.lua#1 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (C) Petroglyph Games, Inc.
--
--
-- ***** ** * *
-- * ** * * *
-- * * * * *
-- * * * * * * * *
-- * * *** ****** * ** **** *** * * * ***** * ***
-- * ** * * * ** * ** ** * * * * ** ** ** *
-- *** ***** * * * * * * * * ** * * * *
-- * * * * * * * * * * * * * * *
-- * * * * * * * * * * ** * * * *
-- * ** * * ** * ** * * ** * * * *
-- ** **** ** * **** ***** * ** *** * *
-- * * *
-- * * *
-- * * *
-- * * * *
-- **** * *
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
-- 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/SpaceMode/FlankPlan.lua $
--
-- Original Author: James Yarrow
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("pgevents")
function Definitions()
DebugMessage("%s -- In Definitions", tostring(Script))
AllowEngagedUnits = false
MinContrastScale = 0.75
Category = "Destroy_Unit"
TaskForce = {
{
"MainForce"
,"Corvette | Frigate | Capital | Super = 2,6"
},
{
"FlankForce"
,"Fighter = 1,4"
}
}
ExecuteFlank = true
flank_block = nil
flank_dist = 1000.0
DebugMessage("%s -- Done Definitions", tostring(Script))
end
function MainForce_Thread()
DebugMessage("%s -- In MainForce_Thread.", tostring(Script))
ExecuteFlank = false
BlockOnCommand(MainForce.Produce_Force());
QuickReinforce(PlayerObject, AITarget, MainForce, FlankForce)
DebugMessage("MainForce constructed at stage area!")
MainForce.Enable_Attack_Positioning(true)
SetClassPriorities(MainForce, "Attack_Move")
BlockOnCommand(MainForce.Attack_Move(AITarget, MainForce.Get_Self_Threat_Max()))
DebugMessage("%s -- MainForce Done! Exiting Script!", tostring(Script))
ScriptExit()
end
function FlankForce_Thread()
BlockOnCommand(FlankForce.Produce_Force())
QuickReinforce(PlayerObject, AITarget, FlankForce, MainForce)
-- Parameters = target, direction ("left", "right", "front", "back"), minimum distance from target, threat tolerance
flank_block = FlankForce.Prepare_Ambush(AITarget, "back", flank_dist, 500.0)
if not flank_block then
DebugMessage("Unable to reach BACK flank, trying right.")
flank_block = FlankForce.Prepare_Ambush(AITarget, "right", flank_dist, 500.0)
end
if not flank_block then
DebugMessage("Unable to reach RIGHT flank, trying right.")
flank_block = FlankForce.Prepare_Ambush(AITarget, "left", flank_dist, 500.0)
end
if not flank_block then
DebugMessage("Unable to reach a flank. Abandonning plan.")
ScriptExit()
end
-- Try to stay in position to perform the flank
while not ExecuteFlank do
if flank_block.IsFinished() then
if TestValid(AITarget) and FlankForce.Get_Distance(AITarget) < flank_dist then
DebugMessage("%s -- Attempting to stay out of range and safe.", tostring(Script))
FlankForce.Move_To(Project_By_Unit_Range(AITarget.Get_Game_Object(), FlankForce), FlankForce.Get_Self_Threat_Max())
end
end
Sleep(5)
end
BlockOnCommand(FlankForce.Attack_Target(AITarget))
FlankForce.Enable_Attack_Positioning(false)
ScriptExit()
end
function MainForce_No_Units_Remaining()
DebugMessage("%s -- All units dead or non-buildable. Abandonning plan.", tostring(Script))
ScriptExit()
end
function MainForce_Original_Target_Destroyed()
DebugMessage("%s -- Target destroyed! Exiting Script.", tostring(Script))
ScriptExit()
end
function MainForce_Target_In_Range()
ExecuteFlank = true
MainForce.Enable_Attack_Positioning(true)
end
function FlankForce_Target_In_Range()
FlankForce.Enable_Attack_Positioning(true)
end
function FlankForce_Original_Target_Destroyed()
ScriptExit()
end