-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/PreDefendStructure.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/PreDefendStructure.lua $ -- -- Original Author: James Yarrow -- -- $Author: Brian_Hayes $ -- -- $Change: 637819 $ -- -- $DateTime: 2017/03/22 10:16:16 $ -- -- $Revision: #1 $ -- --///////////////////////////////////////////////////////////////////////////////////////////////// -- This plan serves to head off the main attacking force by placing an RPS appropriate forces -- in the vicinity of the main base structure that will receive the enemy first. require("pgevents") ScriptPoolCount = 5 function Definitions() Category = "PreDefend_Structure" AllowEngagedUnits = true MinContrastScale = 0.5 MaxContrastScale = 1.2 TaskForce = { { "MainForce" ,"DenyHeroAttach" ,"Infantry = 0,10" ,"Vehicle | Air = 0,10" ,"LandHero = 0,3" }, { "GuardForce" ,"EscortForce" -- This should force a good RPS match for the enemies in our target's zone ,"Infantry = 0,10" ,"Vehicle | Air = 0,10" ,"LandHero = 0,3" } } RequiredCategories = {"Infantry | Vehicle | Air"} structure = nil end function MainForce_Thread() -- We don't actually want the forces for contrast to AITarget, this plan -- is only concerned with the forces surrounding the AITarget. We have -- to produce and release them to get them back on the freestore, however. BlockOnCommand(MainForce.Produce_Force()) --MainForce.Release_Forces(1.0) QuickReinforce(PlayerObject, AITarget, MainForce, GuardForce) Set_Land_AI_Targeting_Priorities(MainForce) -- Find our structure nearest the enemy structure = Find_Nearest(AITarget, "Structure", PlayerObject, true) DebugMessage("%s -- PreDefending structure: %s.", tostring(Script), tostring(structure)) if TestValid(structure) then BlockOnCommand(MainForce.Attack_Move(structure), 20) 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) -- As each unit arrives, guard the structure if TestValid(structure) then unit.Guard_Target(structure) end end function GuardForce_Thread() BlockOnCommand(GuardForce.Produce_Force()) QuickReinforce(PlayerObject, AITarget, GuardForce, MainForce) Set_Land_AI_Targeting_Priorities(GuardForce) -- Find our structure nearest the enemy structure = Find_Nearest(AITarget, "Structure", PlayerObject, true) DebugMessage("%s -- PreDefending structure: %s.", tostring(Script), tostring(structure)) if TestValid(structure) then BlockOnCommand(GuardForce.Attack_Move(structure), 20) end ScriptExit() end -- Make sure that units don't sit idle at the end of their move order, waiting for others function GuardForce_Unit_Move_Finished(tf, unit) Default_Unit_Move_Finished(tf, unit) -- As each unit arrives, guard the structure if TestValid(structure) then unit.Guard_Target(structure) end end function MainForce_Original_Target_Destroyed() ScriptExit() end function GuardForce_Original_Target_Destroyed() ScriptExit() end