Initial commit

This commit is contained in:
2026-02-28 14:00:45 -06:00
commit 16d3170787
1134 changed files with 589134 additions and 0 deletions

View File

@@ -0,0 +1,119 @@
--/////////////////////////////////////////////////////////////////////////////////////////////////
-- (c) Galyana's Ultimate Empire at War Modifications
--
-- ****** *** *** ************ *** ***
-- * * * * * * * *
-- * * * * * * *
-- * * * * * * *
-- * * * * * **** * * *
-- * * * ****** * * * *
-- * **** * * * * * * * *** *
-- * * * * * * * * * *
-- * * * * * * * * * *
-- * * * * * * * ** * * *
-- ****** ****** ************ **** ** *******
--/////////////////////////////////////////////////////////////////////////////////////////////////
-- 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: GUEaW/Data/Scripts/AI/SpaceMode/HideSurpriseUnits.LUA
--
-- Original Editor: Giovanni Galyana
--
-- Final Edit By: Giovanni Galyana
--
-- Date: 7 March, 2019
--
-- Revisions: 0
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("pgevents")
function Definitions()
AllowEngagedUnits = false
Category = "Hide_Surprise_Units"
IgnoreTarget = true
TaskForce =
{
{
"MainForce",
"Marauder_Missile_Cruiser | Broadside_Class_Cruiser | Ultor_Beam_Cruiser = 0,2",
"Bomber = 0,2"
},
{
"EscortForce",
"Fighter = 0,2"
}
}
-- Make sure we don't have an EscortForce only
RequiredCategories = {"Bomber | Corvette"}
end
function MainForce_Thread()
BlockOnCommand(MainForce.Produce_Force())
-- What easier way to keep units hidden than simply not bringing them to the map?
if MainForce.Are_All_Units_On_Free_Store() == false then
ScriptExit()
end
obscured = false
repeat
if obscured and not FindDeadlyEnemy(MainForce) then
Sleep(10)
MainForce.Set_Plan_Result(true)
else
Sleep(1)
end
Try_Ability(MainForce, "STEALTH")
BlockOnCommand(MainForce.Move_To(AITarget, 10))
obscured = Obscure(MainForce, 1500, true, "ASTEROID | NEBULA")
-- Try to find a nearby hiding spot, but look farther if none found
AITarget = FindTarget(MainForce, "Desire_To_Hide_At_Location", "Tactical_Location", 0.8, 1000)
if not AITarget then
AITarget = FindTarget(MainForce, "Desire_To_Hide_At_Location", "Tactical_Location", 0.8, 4000)
end
-- For some reason zeroed desirability isn't propagating to this plan and cancelling it, so use a failsafe
until (not AITarget)-- or (EvaluatePerception("Game_Age", PlayerObject) > 80)
ScriptExit()
end
-- Always run away from any attacker
function MainForce_Unit_Damaged(tf, unit, attacker, deliberate)
if TestValid(unit) and TestValid(attacker) then
GoKite(tf, unit, Project_By_Unit_Range(attacker, unit), false)
end
end
function EscortForce_Thread()
BlockOnCommand(EscortForce.Produce_Force())
-- Give an initial order to put the escorts in a state that the Escort function expects
EscortForce.Guard_Target(MainForce)
EscortAlive = true
while EscortAlive do
Escort(EscortForce, MainForce)
end
end
function MainForce_No_Units_Remaining()
DebugMessage("%s -- All units dead or non-buildable. Abandonning plan.", tostring(Script))
ScriptExit()
end
function EscortForce_No_Units_Remaining()
EscortAlive = false
end