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145
DATA/SCRIPTS/AI/SPACEMODE/FLANKPLAN.LUA
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145
DATA/SCRIPTS/AI/SPACEMODE/FLANKPLAN.LUA
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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/SpaceMode/FlankPlan.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/FlankPlan.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 = 0.75
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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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,"Corvette | Frigate | Capital | Super = 2,6"
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},
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{
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"FlankForce"
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,"Fighter = 1,4"
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}
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}
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ExecuteFlank = true
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flank_block = nil
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flank_dist = 1000.0
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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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ExecuteFlank = false
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BlockOnCommand(MainForce.Produce_Force());
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QuickReinforce(PlayerObject, AITarget, MainForce, FlankForce)
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DebugMessage("MainForce constructed at stage area!")
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MainForce.Enable_Attack_Positioning(true)
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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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DebugMessage("%s -- MainForce Done! Exiting Script!", tostring(Script))
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ScriptExit()
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end
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function FlankForce_Thread()
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BlockOnCommand(FlankForce.Produce_Force())
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QuickReinforce(PlayerObject, AITarget, FlankForce, MainForce)
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-- Parameters = target, direction ("left", "right", "front", "back"), minimum distance from target, threat tolerance
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flank_block = FlankForce.Prepare_Ambush(AITarget, "back", flank_dist, 500.0)
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if not flank_block then
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DebugMessage("Unable to reach BACK flank, trying right.")
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flank_block = FlankForce.Prepare_Ambush(AITarget, "right", flank_dist, 500.0)
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end
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if not flank_block then
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DebugMessage("Unable to reach RIGHT flank, trying right.")
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flank_block = FlankForce.Prepare_Ambush(AITarget, "left", flank_dist, 500.0)
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end
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if not flank_block then
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DebugMessage("Unable to reach a flank. Abandonning plan.")
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ScriptExit()
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end
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-- Try to stay in position to perform the flank
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while not ExecuteFlank do
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if flank_block.IsFinished() then
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if TestValid(AITarget) and FlankForce.Get_Distance(AITarget) < flank_dist then
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DebugMessage("%s -- Attempting to stay out of range and safe.", tostring(Script))
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FlankForce.Move_To(Project_By_Unit_Range(AITarget.Get_Game_Object(), FlankForce), FlankForce.Get_Self_Threat_Max())
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end
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end
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Sleep(5)
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end
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BlockOnCommand(FlankForce.Attack_Target(AITarget))
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FlankForce.Enable_Attack_Positioning(false)
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ScriptExit()
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end
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function MainForce_No_Units_Remaining()
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DebugMessage("%s -- All units dead or non-buildable. Abandonning plan.", tostring(Script))
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ScriptExit()
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end
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function MainForce_Original_Target_Destroyed()
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DebugMessage("%s -- Target destroyed! Exiting Script.", tostring(Script))
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ScriptExit()
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end
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function MainForce_Target_In_Range()
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ExecuteFlank = true
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MainForce.Enable_Attack_Positioning(true)
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end
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function FlankForce_Target_In_Range()
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FlankForce.Enable_Attack_Positioning(true)
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end
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function FlankForce_Original_Target_Destroyed()
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ScriptExit()
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end
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