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SoaFE/DATA/SCRIPTS/AI/LANDMODE/CLEARVEHICLES.LUA
2026-02-28 14:00:45 -06:00

114 lines
3.9 KiB
Lua

-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/ClearVehicles.lua#1 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (C) Petroglyph Games, Inc.
--
--
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--
--/////////////////////////////////////////////////////////////////////////////////////////////////
-- 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/ClearVehicles.lua $
--
-- Original Author: James Yarrow
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("pgevents")
-- Tell the script pooling system to pre-cache this number of scripts.
ScriptPoolCount = 6
function Definitions()
Category = "Clear_Vehicles"
MinContrastScale = 0.2
MaxContrastScale = 3.0
TaskForce = {
{
"MainForce"
,"DenyHeroAttach"
,"Infantry = 0,5"
,"Vehicle | Air = 0,5"
,"LandHero = 0,3"
,"-Gallofree_HTT_Company"
,"-HAV_Juggernaut_Company"
,"-F9TZ_Cloaking_Transport_Company"
,"-AT_AA_Walker"
}
}
AllowEngagedUnits = false
start_loc = nil
closest_vehicle = nil
kill_target = nil
end
function MainForce_Thread()
BlockOnCommand(MainForce.Produce_Force())
QuickReinforce(PlayerObject, AITarget, MainForce)
--BlockOnCommand(MainForce.Move_To(MainForce.Get_Stage(), false)) -- true = wait for entire taskforce at intermediate zone points
MainForce.Set_As_Goal_System_Removable(false)
Set_Land_AI_Targeting_Priorities(MainForce)
BlockOnCommand(MainForce.Attack_Move(AITarget, MainForce.Get_Self_Threat_Max()))
-- If the original goal on this target is still valid, keep hunting
while (EvaluatePerception("Should_Clear_Vehicles", PlayerObject, AITarget) > 0) do
closest_vehicle = Find_Nearest(MainForce, "Vehicle", PlayerObject, false)
if TestValid(closest_vehicle) then
BlockOnCommand(MainForce.Attack_Move(closest_vehicle))
else
-- Prevent endless loops in case of an unexpected condition
break
end
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)
DebugMessage("%s -- %s reached end of move, giving new order", tostring(Script), tostring(unit))
-- Assist the tf with whatever is holding it up
kill_target = FindDeadlyEnemy(tf)
if TestValid(kill_target) then
unit.Attack_Move(kill_target)
else
unit.Attack_Move(tf)
end
end