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DATA/SCRIPTS/GAMEOBJECT/FIELDCOMMANDER.LUA
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72
DATA/SCRIPTS/GAMEOBJECT/FIELDCOMMANDER.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/GameObject/FieldCommander.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: 05 January, 2014
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--
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-- Revisions: 0
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--
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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require("HeroPlanAttach")
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-- Tell the script pooling system to pre-cache this number of scripts.
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ScriptPoolCount = 4
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function Definitions()
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DebugMessage("%s -- In Definitions", tostring(Script))
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-- only join plans that meet our expense requirements.
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MinPlanAttachCost = 2000
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MaxPlanAttachCost = 0
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-- Commander hit list.
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Attack_Ability_Type_Names = {
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"Infantry", "Vehicle", "Air", -- Attack these types.
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"Bounty_Hunter_Team_E", "Bounty_Hunter_Team_R" -- Stay away from these types.
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}
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Attack_Ability_Weights = {
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1, 1, 1, -- attack type weights.
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BAD_WEIGHT, BAD_WEIGHT -- feared type weights.
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}
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Attack_Ability_Types = WeightedTypeList.Create()
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Attack_Ability_Types.Parse(Attack_Ability_Type_Names, Attack_Ability_Weights)
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-- Prefer task forces with these units.
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Escort_Ability_Type_Names = { "Infantry", "Vehicle", "Air", "Field_Com_Rebel_Team", "Field_Com_Empire_Team", "Field_Com_Hutts_Team" }
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Escort_Ability_Weights = { 10, 10, 10, BAD_WEIGHT, BAD_WEIGHT, BAD_WEIGHT }
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Escort_Ability_Types = WeightedTypeList.Create()
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Escort_Ability_Types.Parse(Escort_Ability_Type_Names, Escort_Ability_Weights)
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end
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function Evaluate_Attack_Ability(target, goal)
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return Get_Target_Weight(target, Attack_Ability_Types, Attack_Ability_Weights)
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end
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function Get_Escort_Ability_Weights(goal)
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return Escort_Ability_Types
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end
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function HeroService()
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end
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