-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/Droids.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/Droids.lua $ -- -- Original Author: Steve_Copeland -- -- $Author: Brian_Hayes $ -- -- $Change: 637819 $ -- -- $DateTime: 2017/03/22 10:16:16 $ -- -- $Revision: #1 $ -- --///////////////////////////////////////////////////////////////////////////////////////////////// require("pgevents") function Definitions() Category = "Droids" TaskForce = { { "MainForce" ,"DenyHeroAttach" ,"Tactical_R2_3PO_Team = 1" } } IgnoreTarget = true AllowEngagedUnits = true turret_seek_range = 500 repair_seek_range = 500 end function MainForce_Thread() BlockOnCommand(MainForce.Produce_Force()) QuickReinforce(PlayerObject, AITarget, MainForce) MainForce.Set_As_Goal_System_Removable(false) droids = MainForce.Get_Unit_Table()[1] if not TestValid(droids) then MessageBox("unexpected state; droids unavailable") end -- Continuously try to use abilities and recharge or heal while true do ConsiderRepair(droids) -- If we're ready and there is a turret nearby, hack it if droids.Is_Ability_Ready("TARGETED_HACK") then nearest_turret = Find_Nearest(MainForce, "Turret", PlayerObject, false) if TestValid(nearest_turret) and MainForce.Get_Distance(nearest_turret) < turret_seek_range then BlockOnCommand(MainForce.Activate_Ability("TARGETED_HACK", nearest_turret)) end end ConsiderRepair(droids) -- Are we ready to find a vehicle to repair? if droids.Is_Ability_Ready("TARGETED_REPAIR") then -- Try a nearby one first repair_target = FindTarget(MainForce, "Needs_Repair", "Friendly_Unit", 1.0, repair_seek_range) if TestValid(repair_target) then BlockOnCommand(MainForce.Activate_Ability("TARGETED_REPAIR", repair_target)) else -- Find any vehicle to repair repair_target = FindTarget(MainForce, "Needs_Repair", "Friendly_Unit", 1.0) if TestValid(repair_target) then BlockOnCommand(MainForce.Activate_Ability("TARGETED_REPAIR", repair_target)) end end end ConsiderRepair(droids) -- Generally move toward the most significant friendly vehicle big_vehicle = FindTarget(MainForce, "Vehicle_Needs_Escort", "Friendly_Unit", 1.0) if TestValid(big_vehicle) then -- Time out frequently, so that we can acquire other targets BlockOnCommand(MainForce.Move_To(big_vehicle), 5) end MainForce.Set_Plan_Result(true) -- Make sure that they have at least some non-offensive orders (because the above may cause no behavior) flee_loc = FindTarget(MainForce, "Space_Area_Is_Hidden", "Tactical_Location", 1.0, 5000.0) if flee_loc then BlockOnCommand(MainForce.Move_To(flee_loc)) end -- Make sure the loop always yields Sleep(1) end end