104 lines
3.7 KiB
Lua
104 lines
3.7 KiB
Lua
-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/CleanUpDumb.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/CleanUpDumb.lua $
|
|
--
|
|
-- Original Author: Steve_Copeland
|
|
--
|
|
-- $Author: Brian_Hayes $
|
|
--
|
|
-- $Change: 637819 $
|
|
--
|
|
-- $DateTime: 2017/03/22 10:16:16 $
|
|
--
|
|
-- $Revision: #1 $
|
|
--
|
|
--/////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
require("pgevents")
|
|
|
|
--
|
|
-- This should be a low desirability plan, to engage otherwise idle units after all enemies are being handled.
|
|
-- This plan does not consider much and should only be enacted once the tactical outcome is obvious.
|
|
--
|
|
|
|
function Definitions()
|
|
|
|
Category = "Clean_Up"
|
|
TaskForce = {
|
|
{
|
|
"MainForce"
|
|
,"DenyHeroAttach"
|
|
,"Infantry | Vehicle | Air = 1,50"
|
|
,"LandHero = 0,10"
|
|
}
|
|
}
|
|
|
|
IgnoreTarget = true
|
|
AllowEngagedUnits = false
|
|
|
|
closest_enemy = nil
|
|
kill_target = nil
|
|
start_loc = nil
|
|
end
|
|
|
|
function MainForce_Thread()
|
|
BlockOnCommand(MainForce.Produce_Force())
|
|
|
|
QuickReinforce(PlayerObject, AITarget, MainForce)
|
|
|
|
Set_Land_AI_Targeting_Priorities(MainForce)
|
|
|
|
-- This is a global plan, so we must find our own target
|
|
closest_enemy = Find_Nearest(MainForce, PlayerObject, false)
|
|
|
|
if TestValid(closest_enemy) then
|
|
-- Assign appropriate targeting priorities here, once we get the ability to do this per unit type
|
|
BlockOnCommand(MainForce.Attack_Move(closest_enemy))
|
|
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)
|
|
|
|
Default_Unit_Move_Finished(tf, unit)
|
|
|
|
-- We want this unit to release and attack something, whatever is attacking us or just something close
|
|
kill_target = FindDeadlyEnemy(tf)
|
|
if not TestValid(kill_target) then
|
|
kill_target = Find_Nearest(unit, PlayerObject, false)
|
|
end
|
|
if TestValid(kill_target) then
|
|
unit.Attack_Move(kill_target)
|
|
tf.Release_Unit(unit)
|
|
DebugMessage("%s-- Unit %s only Attack_Move to %s", tostring(Script), tostring(unit), tostring(kill_target))
|
|
end
|
|
|
|
end
|