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146
DATA/SCRIPTS/AI/SPACEMODE/TURBOATTACKLOCATION.LUA
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146
DATA/SCRIPTS/AI/SPACEMODE/TURBOATTACKLOCATION.LUA
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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/SpaceMode/TurboAttackLocation.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/TurboAttackLocation.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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--
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-- Plan for corvettes to exploit their anti-fighter capabilities while using turbo or power to weapons.
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--
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function Definitions()
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DebugMessage("%s -- In Definitions", tostring(Script))
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Category = "Turbo_Attack_Location"
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TaskForce = {
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-- First Task Force
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{
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"MainForce"
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,"DenyHeroAttach"
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,"Corellian_Corvette | Corellian_Gunboat | Tartan_Patrol_Cruiser | Slave_I | Sundered_Heart = 1, 3"
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}
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}
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IgnoreTarget = true
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AllowEngagedUnits = true
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needs_turbo = false
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was_attacked = false
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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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BlockOnCommand(MainForce.Produce_Force());
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QuickReinforce(PlayerObject, AITarget, MainForce)
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MainForce.Enable_Attack_Positioning(false)
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-- Move into position while avoiding threat and without stopping for attacks on the way
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needs_turbo = true
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Try_Ability(MainForce, "Turbo")
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BlockOnCommand(MainForce.Move_To(AITarget))
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MainForce.Activate_Ability("Turbo", false)
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needs_turbo = false
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-- Clear out the area, while it remains favorable for this type of attack.
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MainForce.Set_As_Goal_System_Removable(false)
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while (EvaluatePerception("Good_Turbo_Attack_Location_Opportunity", PlayerObject, AITarget) > 0) do
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enemy = Find_Nearest(MainForce, "SmallShip", PlayerObject, false)
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--enemy = Find_Nearest(MainForce, "Fighter", PlayerObject, false)
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if TestValid(enemy) then -- FIX and (MainForce.Get_Distance(enemy) < 1000) then
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BlockOnCommand(MainForce.Attack_Target(enemy))
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else
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break
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end
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end
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-- Try to flee to a safe spot after the tactical strike
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if was_attacked then
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escape_loc = FindTarget(MainForce, "Space_Area_Is_Hidden", "Tactical_Location", 1.0, 5000.0)
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if escape_loc then
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needs_turbo = true
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MainForce.Activate_Ability("Turbo", true)
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BlockOnCommand(MainForce.Move_To(escape_loc))
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end
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end
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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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if Attacking and not unit.Has_Attack_Target() then
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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_Target(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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end
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-- Try to recover use of turbo or power to weapons if it was lost while we were trying to use it.
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function MainForce_Unit_Ability_Ready(tf, unit, ability)
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--MessageBox("%s -- Recovering %s for %s!", tostring(Script), ability, tostring(unit))
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if ability == "Turbo" and needs_turbo then
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unit.Activate_Ability("Turbo", true)
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end
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-- Default handler behavior is still desired
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Default_Unit_Ability_Ready(tf, unit, ability)
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end
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-- Register if we were attacked, and use default behavior as well.
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function MainForce_Unit_Damaged(tf, unit, attacker, deliberate)
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if deliberate then
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was_attacked = true
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end
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-- Default handler behavior is still desired
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Default_Unit_Damaged(tf, unit, attacker, deliberate)
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end
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