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SoaFE/DATA/SCRIPTS/EVALUATORS/OPENINGMOVESRELEVANT.LUA
2026-02-28 14:00:45 -06:00

74 lines
3.4 KiB
Lua

-- $Id: //depot/Projects/StarWars/Run/Data/Scripts/Evaluators/OpeningMovesRelevant.lua#6 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (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/Run/Data/Scripts/Evaluators/OpeningMovesRelevant.lua $
--
-- Original Author: Steve_Copeland
--
-- $Author: Brian_Hayes $
--
-- $Change: 25932 $
--
-- $DateTime: 2005/09/05 11:53:29 $
--
-- $Revision: #6 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("PGBaseDefinitions")
function Clean_Up()
-- any temporary object pointers need to be set to nil in this function.
-- ie: Target = nil
end
function Evaluate()
-- DebugMessage("%s -- Evaluating.", tostring(Script))
-- This can't be done by an XML perception because it's a global perception that
-- needs to examine targets in a generic/portable way.
-- Using the Reachable_Target function not because we care about reachability, but
-- because it's a FindTarget variant that doesn't require a task force parameter (which we don't have).
-- If there is not an enemy presence on one of the opening moves planets
if not FindTarget.Reachable_Target(PlayerObject, "Opponent_Present_On_Rush_System", "Friendly | Enemy | Neutral", "Any_Threat", 1.0) then
-- DebugMessage("%s -- No enemy presence at a rush system.", tostring(Script))
-- And if there is at least one rush system which we don't own
if FindTarget.Reachable_Target(PlayerObject, "Unowned_Rush_System", "Enemy | Neutral", "Any_Threat", 1.0) then
DebugMessage("%s -- At least one rush system unowned by us.", tostring(Script))
GlobalValue.Set(PlayerSpecificName(PlayerObject, "OPENING_MOVES_UNDERWAY"), 1.0)
return 1.0
end
end
GlobalValue.Set(PlayerSpecificName(PlayerObject, "OPENING_MOVES_UNDERWAY"), 0.0)
return 0.0
end