-- $Id: //depot/Projects/StarWars_Expansion/Run/Data/Scripts/AI/DeathStarUsePlan.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_Expansion/Run/Data/Scripts/AI/DeathStarUsePlan.lua $ -- -- Original Author: Steve_Copeland -- -- $Author: Andre_Arsenault $ -- -- $Change: 37816 $ -- -- $DateTime: 2006/02/15 15:33:33 $ -- -- $Revision: #1 $ -- --///////////////////////////////////////////////////////////////////////////////////////////////// require("pgevents") -- Death Star Usage function Definitions() Category = "Death_Star_Use" MinContrastScale = 0.75 MaxContrastScale = 1.75 TaskForce = { { "DeathStarForce" ,"Frigate | Capital | Corvette | Bomber | Fighter | Super = 100%" } } RequiredCategories = { "Super" } end function DeathStarForce_Thread() AssembleForce(DeathStarForce) BlockOnCommand(DeathStarForce.Move_To(Target)) difficulty = "Easy" if PlayerObject then difficulty = PlayerObject.Get_Difficulty() end sleep_duration = DifficultyBasedMinPause(difficulty) if DeathStarForce.Get_Force_Count() == 0 then Sleep(sleep_duration) ScriptExit() end -- Landing a hero deploys it, removing it from the game and killing the script. So, -- we have to indicate success before we land the unit, even though it hasn't deployed. -- If a hero killer gets her before she deploys, the plan should die before setting itself successful. DeathStarForce.Set_Plan_Result(true) BlockOnCommand(LandUnits(DeathStarForce)) -- This plan has all but succeeded; make sure AI systems don't remove it DeathStarForce.Set_As_Goal_System_Removable(false) DeathStarForce.Test_Target_Contrast(false) if (not GalacticAttackAllowed(difficulty, 2)) then Sleep(sleep_duration) end ScriptExit() end function DeathStarForce_No_Units_Remaining(tf) --Do nothing end function DeathStarForce_Original_Target_Owner_Changed(tf, old_owner, new_owner) --Do nothing end