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73
DATA/SCRIPTS/EVALUATORS/OPENINGMOVESRELEVANT.LUA
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73
DATA/SCRIPTS/EVALUATORS/OPENINGMOVESRELEVANT.LUA
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-- $Id: //depot/Projects/StarWars/Run/Data/Scripts/Evaluators/OpeningMovesRelevant.lua#6 $
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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/Run/Data/Scripts/Evaluators/OpeningMovesRelevant.lua $
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--
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-- Original Author: Steve_Copeland
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--
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-- $Author: Brian_Hayes $
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--
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-- $Change: 25932 $
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--
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-- $DateTime: 2005/09/05 11:53:29 $
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--
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-- $Revision: #6 $
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--
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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require("PGBaseDefinitions")
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function Clean_Up()
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-- any temporary object pointers need to be set to nil in this function.
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-- ie: Target = nil
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end
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function Evaluate()
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-- DebugMessage("%s -- Evaluating.", tostring(Script))
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-- This can't be done by an XML perception because it's a global perception that
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-- needs to examine targets in a generic/portable way.
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-- Using the Reachable_Target function not because we care about reachability, but
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-- because it's a FindTarget variant that doesn't require a task force parameter (which we don't have).
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-- If there is not an enemy presence on one of the opening moves planets
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if not FindTarget.Reachable_Target(PlayerObject, "Opponent_Present_On_Rush_System", "Friendly | Enemy | Neutral", "Any_Threat", 1.0) then
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-- DebugMessage("%s -- No enemy presence at a rush system.", tostring(Script))
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-- And if there is at least one rush system which we don't own
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if FindTarget.Reachable_Target(PlayerObject, "Unowned_Rush_System", "Enemy | Neutral", "Any_Threat", 1.0) then
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DebugMessage("%s -- At least one rush system unowned by us.", tostring(Script))
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GlobalValue.Set(PlayerSpecificName(PlayerObject, "OPENING_MOVES_UNDERWAY"), 1.0)
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return 1.0
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end
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end
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GlobalValue.Set(PlayerSpecificName(PlayerObject, "OPENING_MOVES_UNDERWAY"), 0.0)
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return 0.0
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end
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