232 lines
7.0 KiB
Lua
232 lines
7.0 KiB
Lua
-- $Id: //depot/Projects/StarWars_Expansion/Run/Data/Scripts/AI/ConquerOpponentPlan.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_Expansion/Run/Data/Scripts/AI/ConquerOpponentPlan.lua $
|
|
--
|
|
-- Original Author: Brian Hayes
|
|
--
|
|
-- $Author: Andre_Arsenault $
|
|
--
|
|
-- $Change: 37816 $
|
|
--
|
|
-- $DateTime: 2006/02/15 15:33:33 $
|
|
--
|
|
-- $Revision: #1 $
|
|
--
|
|
--/////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
require("pgevents")
|
|
|
|
-- Tell the script pooling system to pre-cache this number of scripts.
|
|
ScriptPoolCount = 2
|
|
|
|
--
|
|
-- Galactic Mode Contrast Script
|
|
--
|
|
|
|
function Definitions()
|
|
MinContrastScale = 1.25
|
|
MaxContrastScale = 1.75
|
|
|
|
Category = "Conquer_Opponent"
|
|
TaskForce = {
|
|
-- First Task Force
|
|
{
|
|
"SpaceForce"
|
|
,"MinimumTotalSize = 8" -- SoaFE was 4
|
|
,"MinimumTotalForce = 5000" -- SoaFE was 2500
|
|
,"Frigate | Capital | Corvette | Bomber | Fighter = 100%"
|
|
},
|
|
{
|
|
"GroundForce"
|
|
,"MinimumTotalSize = 5" -- SoaFE was 4
|
|
,"MinimumTotalForce = 800" -- SoaFE was 750
|
|
,"Vehicle | Infantry | Air = 100%"
|
|
}
|
|
}
|
|
RequiredCategories = { "Infantry", "Corvette | Frigate | Capital | Super" } --Must have at least one ground unit, also make sure space force is reasonable
|
|
|
|
PerFailureContrastAdjust = 0.5
|
|
|
|
SpaceSecured = true
|
|
LandSecured = false
|
|
MovingGroundForceToTarget = false
|
|
WasConflict = false
|
|
end
|
|
|
|
function SpaceForce_Thread()
|
|
-- Since we're using plan failure to adjust contrast, we're
|
|
-- only concerned with failures in battle. Default the
|
|
-- plan to successful and then
|
|
-- only on the event of our task force being killed is the
|
|
-- plan set to a failed state.
|
|
SpaceForce.Set_Plan_Result(true)
|
|
|
|
SpaceSecured = false
|
|
|
|
if SpaceForce.Are_All_Units_On_Free_Store() == true then
|
|
AssembleForce(SpaceForce)
|
|
else
|
|
BlockOnCommand(SpaceForce.Produce_Force());
|
|
return
|
|
end
|
|
|
|
if SpaceForce.Get_Force_Count() == 0 then
|
|
if EvaluatePerception("Is_Good_Ground_Grab_Target", PlayerObject, Target) == 0 then
|
|
ScriptExit()
|
|
else
|
|
SpaceSecured = true
|
|
end
|
|
else
|
|
BlockOnCommand(SpaceForce.Move_To(Target))
|
|
WasConflict = true
|
|
if SpaceForce.Get_Force_Count() == 0 then
|
|
SpaceForce.Set_Plan_Result(false)
|
|
Exit_Plan_With_Possible_Sleep()
|
|
end
|
|
|
|
SpaceSecured = true
|
|
|
|
while not LandSecured do
|
|
Sleep(5)
|
|
end
|
|
|
|
SpaceForce.Release_Forces(1.0)
|
|
end
|
|
end
|
|
|
|
function GroundForce_Thread()
|
|
--Needs to be done by both taskforces - sometimes we may only create a ground force, and if we
|
|
--declare it a failure we'll just end up with crazy contrast escalation.
|
|
GroundForce.Set_Plan_Result(true)
|
|
|
|
if GroundForce.Are_All_Units_On_Free_Store() == true then
|
|
AssembleForce(GroundForce)
|
|
else
|
|
BlockOnCommand(GroundForce.Produce_Force());
|
|
return
|
|
end
|
|
|
|
LandUnits(GroundForce)
|
|
|
|
while not SpaceSecured do
|
|
if WasConflict then
|
|
Exit_Plan_With_Possible_Sleep()
|
|
end
|
|
Sleep(5)
|
|
end
|
|
|
|
if not LaunchUnits(GroundForce) then
|
|
Exit_Plan_With_Possible_Sleep()
|
|
end
|
|
|
|
if EvaluatePerception("Is_Good_Ground_Grab_Target", PlayerObject, Target) == 0 then
|
|
Exit_Plan_With_Possible_Sleep()
|
|
end
|
|
|
|
MovingGroundForceToTarget = true
|
|
BlockOnCommand(GroundForce.Move_To(Target))
|
|
MovingGroundForceToTarget = false
|
|
WasConflict = true
|
|
if Invade(GroundForce) == false then
|
|
GroundForce.Set_Plan_Result(false)
|
|
Exit_Plan_With_Possible_Sleep()
|
|
end
|
|
|
|
-- This plan has all but succeeded; make sure AI systems don't remove it
|
|
GroundForce.Set_As_Goal_System_Removable(false)
|
|
GroundForce.Test_Target_Contrast(false)
|
|
|
|
LandSecured = true
|
|
|
|
GroundForce.Release_Forces(1.0)
|
|
|
|
FundBases(PlayerObject, Target)
|
|
|
|
Exit_Plan_With_Possible_Sleep()
|
|
end
|
|
|
|
function Exit_Plan_With_Possible_Sleep()
|
|
difficulty = "Easy"
|
|
if PlayerObject then
|
|
difficulty = PlayerObject.Get_Difficulty()
|
|
end
|
|
sleep_duration = DifficultyBasedMinPause(difficulty)
|
|
|
|
if SpaceForce then
|
|
SpaceForce.Release_Forces(1.0)
|
|
end
|
|
GroundForce.Release_Forces(1.0)
|
|
|
|
if WasConflict and (not GalacticAttackAllowed(difficulty, 2)) then
|
|
Sleep(sleep_duration)
|
|
end
|
|
ScriptExit()
|
|
end
|
|
|
|
function SpaceForce_Production_Failed(tf, failed_object_type)
|
|
ScriptExit()
|
|
end
|
|
|
|
function GroundForce_Production_Failed(tf, failed_object_type)
|
|
ScriptExit()
|
|
end
|
|
|
|
function SpaceForce_Original_Target_Owner_Changed(tf, old_owner, new_owner)
|
|
--Ignore changes to neutral - it might just be temporary on the way to
|
|
--passing into my control.
|
|
if new_owner ~= PlayerObject and new_owner.Is_Neutral() == false then
|
|
if (not LandSecured) or (PlayerObject.Get_Difficulty() == "Hard") then
|
|
ScriptExit()
|
|
end
|
|
end
|
|
end
|
|
|
|
function GroundForce_Original_Target_Owner_Changed(tf, old_owner, new_owner)
|
|
--Ignore changes to neutral - it might just be temporary on the way to
|
|
--passing into my control.
|
|
if new_owner ~= PlayerObject and new_owner.Is_Neutral() == false then
|
|
if (not LandSecured) or (PlayerObject.Get_Difficulty() == "Hard") then
|
|
ScriptExit()
|
|
end
|
|
end
|
|
end
|
|
|
|
function SpaceForce_No_Units_Remaining()
|
|
if not LandSecured then
|
|
SpaceForce.Set_Plan_Result(false)
|
|
--Don't exit since we need to sleep to enforce delays between AI attacks (can't be done inside an event handler)
|
|
end
|
|
end
|
|
|
|
function GroundForce_No_Units_Remaining()
|
|
if not LandSecured then
|
|
GroundForce.Set_Plan_Result(false)
|
|
--Don't exit since we need to sleep to enforce delays between AI attacks (can't be done inside an event handler)
|
|
end
|
|
end
|