132 lines
4.5 KiB
Lua
132 lines
4.5 KiB
Lua
-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/StealVehicle.lua#1 $
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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--
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-- (C) Petroglyph Games, Inc.
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--
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--
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-- ***** ** * *
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-- * ** * * *
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-- * * * * *
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-- * * * * * * * *
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-- * * *** ****** * ** **** *** * * * ***** * ***
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-- * ** * * * ** * ** ** * * * * ** ** ** *
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-- *** ***** * * * * * * * * ** * * * *
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-- * * * * * * * * * * * * * * *
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-- * * * * * * * * * * ** * * * *
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-- * ** * * ** * ** * * ** * * * *
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-- ** **** ** * **** ***** * ** *** * *
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-- * * *
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-- * * *
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-- * * *
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-- * * * *
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-- **** * *
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--
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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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
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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--
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-- $File: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/StealVehicle.lua $
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--
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-- Original Author: James Yarrow
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--
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-- $Author: Brian_Hayes $
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--
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-- $Change: 637819 $
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--
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-- $DateTime: 2017/03/22 10:16:16 $
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--
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-- $Revision: #1 $
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--
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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require("pgevents")
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function Definitions()
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Category = "Steal_Vehicle"
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TaskForce = {
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{
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"MainForce"
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,"DenyHeroAttach"
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,"CHEWBACCA = 1"
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}
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}
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IgnoreTarget = true
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AllowEngagedUnits = true
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end
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function MainForce_Thread()
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BlockOnCommand(MainForce.Produce_Force())
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QuickReinforce(PlayerObject, AITarget, MainForce)
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MainForce.Set_As_Goal_System_Removable(false)
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MainForce.Set_Single_Ability_Autofire("CAPTURE_VEHICLE", false)
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-- Do something productive while waiting for the ability to become available
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chewie = MainForce.Get_Unit_Table()[1]
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if not chewie then
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MessageBox("%s-- Couldn't find chewie", tostring(Script))
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end
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-- Keep chewie sprinting when he can
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needs_sprint = true
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Try_Ability(MainForce, "SPRINT")
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-- While chewie is in a vehicle already or his ability isn't ready, do something productive.
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while chewie.Get_Parent_Object() or not chewie.Is_Ability_Ready("CAPTURE_VEHICLE") do
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if not ConsiderHeal(chewie) then
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friendly_structure = Find_Nearest(chewie, "Structure", PlayerObject, true)
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if TestValid(friendly_structure) then
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BlockOnCommand(MainForce.Attack_Move(friendly_structure))
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chewie.Guard_Target(friendly_structure)
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else
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ScriptExit()
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end
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end
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Sleep(1)
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end
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BlockOnCommand(MainForce.Activate_Ability("CAPTURE_VEHICLE", AITarget))
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needs_sprint = false
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-- Give Chewie time to climb in before issuing another order, which could cancel the ability
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Sleep(2)
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-- Cause as much trouble as possible while in the enemy vehicle
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nearest_enemy = Find_Nearest(chewie, PlayerObject, false)
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while TestValid(nearest_enemy) and chewie.Get_Parent_Object() do
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BlockOnCommand(MainForce.Attack_Move(nearest_enemy))
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MainForce.Set_Plan_Result(true)
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nearest_enemy = Find_Nearest(chewie, PlayerObject, false)
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end
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-- Go heal up
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nearest_healer = Find_Nearest(chewie, "HealsInfantry", PlayerObject, true)
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if nearest_healer then
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Try_Ability(MainForce, "SPRINT")
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BlockOnCommand(MainForce.Move_To(nearest_healer))
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Sleep(20)
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end
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ScriptExit()
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end
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-- Try to recover use of an ability if it was lost while we were trying to use it.
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function MainForce_Unit_Ability_Ready(tf, unit, ability)
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--MessageBox("%s -- Recovering %s for %s!", tostring(Script), ability, tostring(unit))
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if ability == "SPRINT" and needs_sprint then
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unit.Activate_Ability("SPRINT", true)
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end
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-- Default handler behavior is still desired
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Default_Unit_Ability_Ready(tf, unit, ability)
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end
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