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

118 lines
4.1 KiB
Lua

-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/SpaceMode/AreaSweep.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/SpaceMode/AreaSweep.lua $
--
-- Original Author: James Yarrow
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("pgevents")
--
-- Space Mode Test Script
--
function Definitions()
DebugMessage("%s -- In Definitions", tostring(Script))
Category = "Sweep_Area"
MinContrastScale = 0.01
MaxContrastScale = 1.3
TaskForce = {
-- First Task Force
{
"MainForce"
,"Fighter | Corvette | Frigate | SpaceHero = 1, 10"
}
}
AllowEngagedUnits = false
kill_target = nil
DebugMessage("%s -- Done Definitions", tostring(Script))
end
function MainForce_Thread()
BlockOnCommand(MainForce.Produce_Force())
QuickReinforce(PlayerObject, AITarget, MainForce)
MainForce.Collect_All_Free_Units("Fighter | Corvette | Frigate")
SetClassPriorities(MainForce, "Attack_Move")
MainForce.Activate_Ability("Turbo", true)
MainForce.Activate_Ability("SPOILER_LOCK", true)
Try_Ability(MainForce, "STEALTH")
BlockOnCommand(MainForce.Attack_Move(AITarget))
MainForce.Activate_Ability("Turbo", false)
MainForce.Activate_Ability("SPOILER_LOCK", false)
-- Try to at least find something, since we bothered coming over here
-- There may be an enemy unit exposed, but the initial attack_move to the cell didn't find it.
MainForce.Set_As_Goal_System_Removable(false)
Target = Find_Nearest(MainForce, "Transport", PlayerObject, false)
if TestValid(Target) then
BlockOnCommand(MainForce.Attack_Move(Target))
else
Target = Find_Nearest(MainForce, "Fighter | Bomber | Corvette", PlayerObject, false)
if TestValid(Target) then
BlockOnCommand(MainForce.Attack_Move(Target))
else
Target = FindDeadlyEnemy(MainForce)
if TestValid(Target) then
BlockOnCommand(MainForce.Attack_Move(Target))
end
end
end
MainForce.Set_Plan_Result(true)
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