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

122 lines
4.4 KiB
Lua

-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/EwokHuntPlan.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/LandMode/EwokHuntPlan.lua $
--
-- Original Author: Steve_Copeland
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("pgevents")
--
-- One basic plan, since there are only infantry units and probably not many of them.
-- They will attack with very low contrast ratio, but learn and eventually rally troops to escalate the attack.
function Definitions()
Category = "Ewok_Hunt"
MinContrastScale = 0.0001
TaskForce = {
{
"MainForce"
,"DenyHeroAttach"
,"Infantry= 1,50"
}
}
--IgnoreTarget = false
PerFailureContrastAdjust = 0.2
AllowEngagedUnits = false
closest_enemy = nil
kill_target = nil
start_loc = nil
staging = false
end
function MainForce_Thread()
BlockOnCommand(MainForce.Produce_Force())
MainForce.Set_Plan_Result(true)
-- Don't seem to be getting an effective stage
--DebugMessage("%s -- Got Stage: %s", tostring(Script), tostring(MainForce.Get_Stage()))
--BlockOnCommand(MainForce.Move_To(MainForce.Get_Stage()), 10)
-- Just stage at the spawner nearest the plan's target, if there is one.
spawner = Find_Nearest(AITarget, "Ewok_Spawn_House")
if TestValid(spawner) then
staging = true
BlockOnCommand(MainForce.Attack_Move(spawner), 10)
staging = false
end
BlockOnCommand(MainForce.Attack_Move(AITarget))
-- Give the Unit_Move_Finished a chance to find further targets near the AITarget zone
Sleep(10)
ScriptExit()
end
-- Make sure that units don't sit idle at the end of their move order, waiting for others to let the BlockOn finish
function MainForce_Unit_Move_Finished(tf, unit)
-- Only perform attack move fix-up behavior if we're not trying to stage units.
if staging then
return
end
DebugMessage("%s -- %s reached end of move, giving new order", tostring(Script), tostring(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
function MainForce_No_Units_Remaining()
--MessageBox("%s -- All units dead or non-buildable. RAISING CONTRAST. Abandonning plan.", tostring(Script))
MainForce.Set_Plan_Result(false)
ScriptExit()
end