-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/HanSoloAssists.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/HanSoloAssists.lua $ -- -- Original Author: Steve_Copeland -- -- $Author: Brian_Hayes $ -- -- $Change: 637819 $ -- -- $DateTime: 2017/03/22 10:16:16 $ -- -- $Revision: #1 $ -- --///////////////////////////////////////////////////////////////////////////////////////////////// -- This plan simply puts Han in the right places. -- It relies on the object script HanSolo.lua to activate abilities. require("pgevents") function Definitions() Category = "HanSoloAssists" TaskForce = { { "MainForce" ,"DenyHeroAttach" ,"Han_Solo = 1" } } IgnoreTarget = true AllowEngagedUnits = true duration_to_fight = 60 time_to_transition_reinforcement_point = 5 end function MainForce_Thread() BlockOnCommand(MainForce.Produce_Force()) QuickReinforce(PlayerObject, AITarget, MainForce) MainForce.Set_As_Goal_System_Removable(false) han = MainForce.Get_Unit_Table()[1] if not TestValid(han) then MessageBox("unexpected state; han unavailable") ScriptExit() end -- Continuously try to attack, assist the most significant nearby unit, and heal up while true do -- Make sure the loop always yields Sleep(1) ConsiderHeal(han) -- Grab a reinforcement point lz_table = PruneFriendlyObjects(Find_All_Objects_Of_Type("IsRushTarget")) if TestValid(lz_table[1]) then Try_Ability(han, "SPRINT") BlockOnCommand(han.Move_To(lz_table[1])) BlockOnCommand(han.Guard_Target(lz_table[1]), time_to_transition_reinforcement_point) end ConsiderHeal(han) -- Try to get near a good EMP stun target enemy_location = FindTarget.Reachable_Target(PlayerObject, "Area_Needs_Han_Solo_Assist", "Tactical_Location", "Any_Threat", 0.5) if TestValid(enemy_location) then DebugMessage("%s-- moving toward enemy concentration", tostring(Script)) BlockOnCommand(MainForce.Attack_Move(enemy_location)) if han.Is_Ability_Ready("AREA_EFFECT_STUN") then enemy_vehicle = Find_Nearest(han, "Vehicle", PlayerObject, false) if TestValid(enemy_vehicle) then BlockOnCommand(MainForce.Move_To(enemy_vehicle)) end end end MainForce.Set_Plan_Result(true) end end