-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/PalpatineManager.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/PalpatineManager.lua $ -- -- Original Author: Steve_Copeland -- -- $Author: Brian_Hayes $ -- -- $Change: 637819 $ -- -- $DateTime: 2017/03/22 10:16:16 $ -- -- $Revision: #1 $ -- --///////////////////////////////////////////////////////////////////////////////////////////////// -- This plan simply puts palpatine in the right places. -- It relies on the object script darthpalpatine.lua to activate abilities. require("pgevents") function Definitions() Category = "PalpatineManager" TaskForce = { { "MainForce" ,"DenyHeroAttach" ,"Emperor_Palpatine = 1" } } IgnoreTarget = true AllowEngagedUnits = true attack_attention_span = 30 defend_attention_span = 60 end function MainForce_Thread() BlockOnCommand(MainForce.Produce_Force()) QuickReinforce(PlayerObject, AITarget, MainForce) MainForce.Set_As_Goal_System_Removable(false) palpatine = MainForce.Get_Unit_Table()[1] if not TestValid(palpatine) then MessageBox("unexpected state; palpatine unavailable") ScriptExit() end -- Don't let Palpatine waste the landing party on Easy or Normal difficlties difficulty = PlayerObject.Get_Difficulty() if (EvaluatePerception("Is_Skirmish_Mode", PlayerObject) == 0) and (difficulty == "Normal" or difficulty == "Easy") then friendly_structure = Find_Nearest(MainForce, "Structure", PlayerObject, true) if TestValid(friendly_structure) then BlockOnCommand(MainForce.Guard_Target(friendly_structure), 40) else Sleep(40) end end -- Continuously try to attack, assist the most significant nearby unit, and heal up while true do ConsiderHeal(palpatine) -- Occasionally, Palpatine will join the front line battle on harder difficulties if difficulty == "Hard" or (difficulty == "Normal" and GameRandom.Get_Float() < 0.5) then if not palpatine.Has_Attack_Target() then enemy_location = FindTarget.Reachable_Target(PlayerObject, "Current_Enemy_Location", "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), attack_attention_span) end nearest_enemy = Find_Nearest(MainForce, PlayerObject, false) if TestValid(nearest_enemy) then DebugMessage("%s-- attack_moving to nearest enemy %s", tostring(Script), tostring(nearest_enemy)) BlockOnCommand(MainForce.Attack_Move(nearest_enemy), attack_attention_span) end end end ConsiderHeal(palpatine) -- Palpatine spends most of his time defending structures needing help structure_to_defend = FindTarget(MainForce, "Need_To_Defend_Structure", "Friendly_Structure", 1.0) while TestValid(structure_to_defend) and structure_to_defend.Is_Category("Structure") and (structure_to_defend.Get_Hull() < 0.9) do DebugMessage("%s-- guarding %s", tostring(Script), tostring(structure_to_defend)) BlockOnCommand(MainForce.Guard_Target(structure_to_defend), defend_attention_span, Defended_Structure_Is_Gone) structure_to_defend = FindTarget(MainForce, "Need_To_Defend_Structure", "Friendly_Unit", 1.0) end MainForce.Set_Plan_Result(true) -- Make sure the loop always yields Sleep(1) end end function ConsiderDefending() end function Defended_Structure_Is_Gone() -- DELME -- if TestValid(structure_to_defend) then -- DebugMessage("%s-- structure %s is still alive", tostring(String), tostring(structure_to_defend)) -- end return not TestValid(structure_to_defend) end