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

132 lines
4.5 KiB
Lua

-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/StealVehicle.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/StealVehicle.lua $
--
-- Original Author: James Yarrow
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("pgevents")
function Definitions()
Category = "Steal_Vehicle"
TaskForce = {
{
"MainForce"
,"DenyHeroAttach"
,"CHEWBACCA = 1"
}
}
IgnoreTarget = true
AllowEngagedUnits = true
end
function MainForce_Thread()
BlockOnCommand(MainForce.Produce_Force())
QuickReinforce(PlayerObject, AITarget, MainForce)
MainForce.Set_As_Goal_System_Removable(false)
MainForce.Set_Single_Ability_Autofire("CAPTURE_VEHICLE", false)
-- Do something productive while waiting for the ability to become available
chewie = MainForce.Get_Unit_Table()[1]
if not chewie then
MessageBox("%s-- Couldn't find chewie", tostring(Script))
end
-- Keep chewie sprinting when he can
needs_sprint = true
Try_Ability(MainForce, "SPRINT")
-- While chewie is in a vehicle already or his ability isn't ready, do something productive.
while chewie.Get_Parent_Object() or not chewie.Is_Ability_Ready("CAPTURE_VEHICLE") do
if not ConsiderHeal(chewie) then
friendly_structure = Find_Nearest(chewie, "Structure", PlayerObject, true)
if TestValid(friendly_structure) then
BlockOnCommand(MainForce.Attack_Move(friendly_structure))
chewie.Guard_Target(friendly_structure)
else
ScriptExit()
end
end
Sleep(1)
end
BlockOnCommand(MainForce.Activate_Ability("CAPTURE_VEHICLE", AITarget))
needs_sprint = false
-- Give Chewie time to climb in before issuing another order, which could cancel the ability
Sleep(2)
-- Cause as much trouble as possible while in the enemy vehicle
nearest_enemy = Find_Nearest(chewie, PlayerObject, false)
while TestValid(nearest_enemy) and chewie.Get_Parent_Object() do
BlockOnCommand(MainForce.Attack_Move(nearest_enemy))
MainForce.Set_Plan_Result(true)
nearest_enemy = Find_Nearest(chewie, PlayerObject, false)
end
-- Go heal up
nearest_healer = Find_Nearest(chewie, "HealsInfantry", PlayerObject, true)
if nearest_healer then
Try_Ability(MainForce, "SPRINT")
BlockOnCommand(MainForce.Move_To(nearest_healer))
Sleep(20)
end
ScriptExit()
end
-- Try to recover use of an ability if it was lost while we were trying to use it.
function MainForce_Unit_Ability_Ready(tf, unit, ability)
--MessageBox("%s -- Recovering %s for %s!", tostring(Script), ability, tostring(unit))
if ability == "SPRINT" and needs_sprint then
unit.Activate_Ability("SPRINT", true)
end
-- Default handler behavior is still desired
Default_Unit_Ability_Ready(tf, unit, ability)
end