-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/CleanUpDumb.lua#1 $ --///////////////////////////////////////////////////////////////////////////////////////////////// -- -- (C) Petroglyph Games, Inc. -- -- -- ***** ** * * -- * ** * * * -- * * * * * -- * * * * * * * * -- * * *** ****** * ** **** *** * * * ***** * *** -- * ** * * * ** * ** ** * * * * ** ** ** * -- *** ***** * * * * * * * * ** * * * * -- * * * * * * * * * * * * * * * -- * * * * * * * * * * ** * * * * -- * ** * * ** * ** * * ** * * * * -- ** **** ** * **** ***** * ** *** * * -- * * * -- * * * -- * * * -- * * * * -- **** * * -- --///////////////////////////////////////////////////////////////////////////////////////////////// -- 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/LandMode/CleanUpDumb.lua $ -- -- Original Author: Steve_Copeland -- -- $Author: Brian_Hayes $ -- -- $Change: 637819 $ -- -- $DateTime: 2017/03/22 10:16:16 $ -- -- $Revision: #1 $ -- --///////////////////////////////////////////////////////////////////////////////////////////////// require("pgevents") -- -- This should be a low desirability plan, to engage otherwise idle units after all enemies are being handled. -- This plan does not consider much and should only be enacted once the tactical outcome is obvious. -- function Definitions() Category = "Clean_Up" TaskForce = { { "MainForce" ,"DenyHeroAttach" ,"Infantry | Vehicle | Air = 1,50" ,"LandHero = 0,10" } } IgnoreTarget = true AllowEngagedUnits = false closest_enemy = nil kill_target = nil start_loc = nil end function MainForce_Thread() BlockOnCommand(MainForce.Produce_Force()) QuickReinforce(PlayerObject, AITarget, MainForce) Set_Land_AI_Targeting_Priorities(MainForce) -- This is a global plan, so we must find our own target closest_enemy = Find_Nearest(MainForce, PlayerObject, false) if TestValid(closest_enemy) then -- Assign appropriate targeting priorities here, once we get the ability to do this per unit type BlockOnCommand(MainForce.Attack_Move(closest_enemy)) 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) Default_Unit_Move_Finished(tf, unit) -- We want this unit to release and attack something, whatever is attacking us or just something close kill_target = FindDeadlyEnemy(tf) if not TestValid(kill_target) then kill_target = Find_Nearest(unit, PlayerObject, false) end if TestValid(kill_target) then unit.Attack_Move(kill_target) tf.Release_Unit(unit) DebugMessage("%s-- Unit %s only Attack_Move to %s", tostring(Script), tostring(unit), tostring(kill_target)) end end