-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/AI_Plan_Underworld_TyberManagerLand.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/AI_Plan_Underworld_TyberManagerLand.lua $ -- -- Original Author: James Yarrow -- -- $Author: Brian_Hayes $ -- -- $Change: 637819 $ -- -- $DateTime: 2017/03/22 10:16:16 $ -- -- $Revision: #1 $ -- --///////////////////////////////////////////////////////////////////////////////////////////////// require("pgevents") function Definitions() Category = "Tyber_Manager_Land" TaskForce = { { "MainForce" ,"DenyHeroAttach" ,"Tyber_Zann = 1" } } IgnoreTarget = true AllowEngagedUnits = true attack_attention_span = 30 defend_attention_span = 30 end function MainForce_Thread() BlockOnCommand(MainForce.Produce_Force()) QuickReinforce(PlayerObject, AITarget, MainForce) MainForce.Set_As_Goal_System_Removable(false) tyber = MainForce.Get_Unit_Table()[1] if not TestValid(tyber) then ScriptExit() end tyber.Set_Single_Ability_Autofire("TACTICAL_BRIBE", false) -- Continuously try to attack, assist the most significant nearby unit, and heal up while true do threat_threshold = "Any_Threat" if tyber.Get_Hull() < 0.5 then threat_threshold = "Low_Threat" end if not ConsiderHeal(tyber) then if not Try_Bribe(tyber, threat_threshold) then if not Try_Defend(tyber, threat_threshold) then if not Try_Attack(tyber, threat_threshold) then Try_Ability(tyber, "STEALTH") Sleep(5) end end end end -- Make sure the loop always yields Sleep(1) end end function Try_Bribe(tyber, threat_threshold) if tyber.Is_Ability_Ready("TACTICAL_BRIBE") then bribe_target = FindTarget.Reachable_Target(PlayerObject, "Bribe_Target_Score", "Enemy_Unit", threat_threshold, 1.0, tyber) if TestValid(bribe_target) then bribe_cost = bribe_target.Get_Game_Object().Get_Type().Get_Bribe_Cost(tyber) if bribe_cost > 0.0 and bribe_cost < PlayerObject.Get_Credits() then tyber.Activate_Ability("STEALTH", true) BlockOnCommand(tyber.Activate_Ability("TACTICAL_BRIBE", bribe_target)) return true end end end return false end function Try_Defend(tyber, threat_threshold) if EvaluatePerception("Allowed_As_Defender_Land", PlayerObject) <= 0.0 then structure_to_defend = FindTarget.Reachable_Target(PlayerObject, "Need_To_Defend_Structure", "Friendly_Structure", threat_threshold, 1.0, tyber) if TestValid(structure_to_defend) then BlockOnCommand(MainForce.Guard_Target(structure_to_defend), defend_attention_span) return true end end return false end function Try_Attack(tyber, threat_threshold) enemy = FindDeadlyEnemy(tyber) if not TestValid(enemy) then enemy = Find_Nearest(tyber, PlayerObject, false) end if TestValid(enemy) then BlockOnCommand(tyber.Attack_Move(enemy), attack_attention_span) return true end return false end