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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/SpaceMode/TurboAttack.lua#1 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (C) Petroglyph Games, Inc.
--
--
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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
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- $File: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/SpaceMode/TurboAttack.lua $
--
-- Original Author: James Yarrow
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("pgevents")
--
-- Plan for corvettes to exploit their turbo or power to weapons abilities in a quick strike on a vulnerable unit.
--
function Definitions()
DebugMessage("%s -- In Definitions", tostring(Script))
Category = "Turbo_Attack_Unit"
TaskForce = {
-- First Task Force
{
"MainForce"
,"DenyHeroAttach"
,"Corellian_Corvette | Corellian_Gunboat | Tartan_Patrol_Cruiser | Slave_I | Sundered_Heart = 1, 10"
}
}
IgnoreTarget = true
AllowEngagedUnits = true
needs_turbo = false
DebugMessage("%s -- Done Definitions", tostring(Script))
end
function MainForce_Thread()
BlockOnCommand(MainForce.Produce_Force());
QuickReinforce(PlayerObject, AITarget, MainForce)
MainForce.Enable_Attack_Positioning(false)
-- Move into position while avoiding threat and without stopping for attacks on the way
needs_turbo = true
Try_Ability(MainForce, "Turbo")
BlockOnCommand(MainForce.Move_To(AITarget, 10, "ASTEROID"))
MainForce.Activate_Ability("Turbo", false)
needs_turbo = false
-- Nah, let attack location plans steal units away
-- MainForce.Set_As_Goal_System_Removable(false)
-- Make a tactical strike on one particular unit (and verify that there's still a good target here).
enemy = FindTarget(MainForce, "Good_Turbo_Attack_Unit_Opportunity", "Enemy_Unit", 1.0)
if TestValid(enemy) then
BlockOnCommand(MainForce.Attack_Target(enemy, 10, "ASTEROID"), 10) -- Timeout after 10 seconds.
end
-- Try to flee to a safe spot after the tactical strike
escape_loc = FindTarget(MainForce, "Space_Area_Is_Hidden", "Tactical_Location", 1.0, 5000.0)
if escape_loc then
needs_turbo = true
MainForce.Activate_Ability("Turbo", true)
BlockOnCommand(MainForce.Move_To(escape_loc, 10, "ASTEROID"))
end
ScriptExit()
end
-- Make sure that units don't sit idle at the end of their move order, waiting for others
function MainForce_Unit_Move_Finished(tf, unit)
if Attacking and not unit.Has_Attack_Target() then
DebugMessage("%s -- %s reached end of move, giving new order", tostring(Script), tostring(unit))
-- Assist the tf with whatever is holding it up
kill_target = FindDeadlyEnemy(tf)
if TestValid(kill_target) then
unit.Attack_Target(kill_target)
else
unit.Attack_Move(tf)
end
end
end
-- Try to recover use of turbo or power to weapons if it was lost while we were trying to use it.
function MainForce_Unit_Ability_Ready(tf, unit, ability)
--MessageBox("%s -- Recovering %s for %s!", tostring(Script), ability, tostring(unit))
if ability == "Turbo" and needs_turbo then
unit.Activate_Ability("Turbo", true)
end
-- Default handler behavior is still desired
Default_Unit_Ability_Ready(tf, unit, ability)
end