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DATA/SCRIPTS/FREESTORE/GALACTICFREESTORE.LUA
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313
DATA/SCRIPTS/FREESTORE/GALACTICFREESTORE.LUA
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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-- (c) Galyana's Ultimate Empire at War Modifications
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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: GUEaW/Data/Scripts/FreeStore/GalacticFreeStore.LUA
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--
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-- Original Editor: Giovanni Galyana
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--
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-- Final Edit By: Giovanni Galyana
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--
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-- Date: 7 March, 2019
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--
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-- Revisions: 0
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--
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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require("pgcommands")
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require("GalacticHeroFreeStore")
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function Base_Definitions()
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DebugMessage("%s -- In Base_Definitions", tostring(Script))
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-- how often does this script get serviced?
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ServiceRate = 8
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UnitServiceRate = 8
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Common_Base_Definitions()
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-- Percentage of units to move on each service.
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SpaceMovePercent = 0.10
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GroundMovePercent = 0.10
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if Definitions then
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Definitions()
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end
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end
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function main()
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DebugMessage("%s -- In main for %s", tostring(Script), tostring(FreeStore))
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if FreeStoreService then
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while 1 do
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FreeStoreService()
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PumpEvents()
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end
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end
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ScriptExit()
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end
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function MoveUnit(object)
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dest_target = nil
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object_type = object.Get_Type()
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if object_type.Is_Hero() then
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dest_target = Find_Custom_Target(object)
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end
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if not TestValid(dest_target) then
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if object.Is_Transport() then
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dest_target = Find_Ground_Unit_Target(object)
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else
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dest_target = Find_Space_Unit_Target(object)
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end
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end
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if dest_target then
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FreeStore.Move_Object(object, dest_target)
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return true
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else
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DebugMessage("%s -- Object: %s, unable to find a suitable destination for this object.", tostring(Script), tostring(object))
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return false
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end
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end
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function On_Unit_Service(object)
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-- If this unit isn't in a safe spot move him regardless of the MovedUnitsThisService
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-- Also, Heroes need to be where they most want to be asap
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if (FreeStore.Is_Unit_Safe(object) == false) or (object.Get_Type().Is_Hero()) then
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MoveUnit(object)
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return
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end
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if object.Is_Transport() then
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if GameRandom.Get_Float() < GroundAvailablePercent and GroundUnitsMoved < GroundUnitsToMove then
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if FreeStore.Is_Unit_In_Transit(object) == false then
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DebugMessage("%s -- Object: %s service move order issued", tostring(Script), tostring(object))
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if MoveUnit(object) then
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GroundUnitsMoved = GroundUnitsMoved + 1
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end
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end
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end
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else
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if GameRandom.Get_Float() < SpaceAvailablePercent and SpaceUnitsMoved < SpaceUnitsToMove then
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if FreeStore.Is_Unit_In_Transit(object) == false then
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DebugMessage("%s -- Object: %s service move order issued", tostring(Script), tostring(object))
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if MoveUnit(object) then
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SpaceUnitsMoved = SpaceUnitsMoved + 1
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end
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end
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end
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end
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end
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-- // param 1: playerwrapper.
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-- // param 2: perception function name
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-- // param 3: goal application type string
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-- // param 4: reachability type string
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-- // param 5: The probability of selecting the target with highest desire
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-- // param 6: The source from which the find target should search for relative targets.
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-- // param 7: The maximum distance from source to target.
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function On_Unit_Added(object)
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DebugMessage("%s -- Object: %s added to freestore", tostring(Script), tostring(object))
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obj_type = object.Get_Type()
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if obj_type.Is_Hero() then
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DebugMessage("%s -- Hero Object: %s added to freestore", tostring(Script), obj_type.Get_Name())
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end
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MoveUnit(object)
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end
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function FreeStoreService()
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if PlayerObject.Get_Faction_Name() == "REBEL" then
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leader_object = Find_First_Object("MON_MOTHMA")
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elseif PlayerObject.Get_Faction_Name() == "EMPIRE" then
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leader_object = Find_First_Object("EMPEROR_PALPATINE")
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end
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MovedUnitsThisService = 0
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GroundUnitsMoved = 0
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GroundUnitsToMove = 0
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SpaceUnitsMoved = 0
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SpaceUnitsToMove = 0
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SpaceAvailablePercent = 0
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GroundAvailablePercent = 0
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object_count = FreeStore.Get_Object_Count()
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if object_count ~= 0 then
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-- get the count of space force in the freestore
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scnt = FreeStore.Get_Object_Count(true)
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-- get the count of ground force in the freestore
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gcnt = FreeStore.Get_Object_Count(false)
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SpaceAvailablePercent = scnt / object_count
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GroundAvailablePercent = gcnt / object_count
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SpaceUnitsToMove = SpaceMovePercent * scnt
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GroundUnitsToMove = GroundMovePercent * gcnt
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DebugMessage("%s -- SpaceAvailablePercent: %f, GroundAvailablePercent: %f, SpaceUnitsToMove: %f, GroundUnitsToMove: %f, scnt: %f, gcnt: %f",
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tostring(Script), SpaceAvailablePercent, GroundAvailablePercent, SpaceUnitsToMove, GroundUnitsToMove, scnt, gcnt)
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end
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end
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function Find_Ground_Unit_Target(object)
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my_planet = object.Get_Planet_Location()
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if FreeStore.Is_Unit_Safe(object) == false then
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my_planet = nil
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end
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if leader_object then
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leader_planet = leader_object.Get_Planet_Location()
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end
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max_force_target = 1000 * (PlayerObject.Get_Tech_Level() + 1)
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force_target = EvaluatePerception("Friendly_Global_Land_Unit_Raw_Total", PlayerObject)
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if not force_target then
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return nil
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end
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force_target = force_target / 4.0
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if force_target > max_force_target then
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force_target = max_force_target
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end
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if leader_planet then
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if leader_planet == my_planet then
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return nil
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elseif leader_planet.Get_Is_Planet_AI_Usable() and object.Can_Land_On_Planet(leader_planet) then
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if EvaluatePerception("Friendly_Land_Unit_Raw_Total", PlayerObject, leader_planet) < force_target then
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return leader_planet
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end
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end
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end
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priority_planet = FindTarget.Reachable_Target(PlayerObject, "Ground_Priority_Defense_Score", "Friendly", "Friendly_Only", 0.1, object)
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if priority_planet then
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priority_planet = priority_planet.Get_Game_Object()
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end
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if priority_planet then
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if priority_planet == my_planet then
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return nil
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elseif priority_planet.Get_Is_Planet_AI_Usable() and object.Can_Land_On_Planet(priority_planet) then
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if EvaluatePerception("Friendly_Land_Unit_Raw_Total", PlayerObject, priority_planet) < force_target then
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return priority_planet
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end
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end
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end
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if my_planet and EvaluatePerception("Low_Ground_Defense_Score", PlayerObject, my_planet) > 0.5 then
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return nil
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end
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poorly_defended_planet = FindTarget.Reachable_Target(PlayerObject, "Low_Ground_Defense_Score", "Friendly", "Friendly_Only", 1.0, object)
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if poorly_defended_planet then
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poorly_defended_planet = poorly_defended_planet.Get_Game_Object()
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end
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if poorly_defended_planet and poorly_defended_planet.Get_Is_Planet_AI_Usable() and object.Can_Land_On_Planet(poorly_defended_planet) then
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return poorly_defended_planet
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end
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if not my_planet then
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fallback_planet = FindTarget.Reachable_Target(PlayerObject, "One", "Friendly", "Friendly_Only", 0.1, object)
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if fallback_planet then
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return fallback_planet.Get_Game_Object()
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end
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end
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return nil
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end
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function Find_Space_Unit_Target(object)
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my_planet = object.Get_Planet_Location()
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if not my_planet then
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return nil
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end
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if leader_object then
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leader_planet = leader_object.Get_Planet_Location()
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end
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max_force_target = 3000 * (PlayerObject.Get_Tech_Level() + 1)
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force_target = EvaluatePerception("Friendly_Global_Space_Unit_Raw_Total", PlayerObject)
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if not force_target then
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return nil
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end
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force_target = force_target / 4.0
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if force_target > max_force_target then
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force_target = max_force_target
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end
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if leader_planet and leader_planet.Get_Is_Planet_AI_Usable() then
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if leader_planet == my_planet then
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if EvaluatePerception("Friendly_Space_Unit_Raw_Total", PlayerObject, leader_planet) < 1.5 * force_target then
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return leader_planet
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end
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elseif EvaluatePerception("Friendly_Space_Unit_Raw_Total", PlayerObject, leader_planet) < force_target then
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if EvaluatePerception("Enemy_Present", PlayerObject, leader_planet) == 0.0 then
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return leader_planet
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end
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end
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end
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priority_planet = FindTarget.Reachable_Target(PlayerObject, "Space_Priority_Defense_Score", "Friendly", "Friendly_Only", 0.1, object)
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if priority_planet then
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priority_planet = priority_planet.Get_Game_Object()
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end
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if priority_planet and priority_planet.Get_Is_Planet_AI_Usable() then
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if priority_planet == my_planet then
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if EvaluatePerception("Friendly_Space_Unit_Raw_Total", PlayerObject, priority_planet) < 1.5 * force_target then
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return priority_planet
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end
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elseif EvaluatePerception("Friendly_Space_Unit_Raw_Total", PlayerObject, priority_planet) < force_target then
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if EvaluatePerception("Enemy_Present", PlayerObject, priority_planet) == 0.0 then
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return priority_planet
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end
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end
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end
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if my_planet and EvaluatePerception("Low_Space_Defense_Score", PlayerObject, my_planet) > 0.5 then
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return nil
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end
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poorly_defended_planet = FindTarget.Reachable_Target(PlayerObject, "Low_Space_Defense_Score", "Friendly", "Friendly_Only", 1.0, object)
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if poorly_defended_planet then
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poorly_defended_planet = poorly_defended_planet.Get_Game_Object()
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end
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if poorly_defended_planet and poorly_defended_planet.Get_Is_Planet_AI_Usable() then
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if EvaluatePerception("Friendly_Space_Unit_Raw_Total", PlayerObject, poorly_defended_planet) < force_target then
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if EvaluatePerception("Enemy_Present", PlayerObject, poorly_defended_planet) == 0.0 then
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return poorly_defended_planet
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end
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end
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end
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return nil
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end
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