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

152 lines
4.6 KiB
Lua

-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/AI_Plan_Underworld_TyberManagerLand.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/AI_Plan_Underworld_TyberManagerLand.lua $
--
-- Original Author: James Yarrow
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("pgevents")
function Definitions()
Category = "Tyber_Manager_Land"
TaskForce = {
{
"MainForce"
,"DenyHeroAttach"
,"Tyber_Zann = 1"
}
}
IgnoreTarget = true
AllowEngagedUnits = true
attack_attention_span = 30
defend_attention_span = 30
end
function MainForce_Thread()
BlockOnCommand(MainForce.Produce_Force())
QuickReinforce(PlayerObject, AITarget, MainForce)
MainForce.Set_As_Goal_System_Removable(false)
tyber = MainForce.Get_Unit_Table()[1]
if not TestValid(tyber) then
ScriptExit()
end
tyber.Set_Single_Ability_Autofire("TACTICAL_BRIBE", false)
-- Continuously try to attack, assist the most significant nearby unit, and heal up
while true do
threat_threshold = "Any_Threat"
if tyber.Get_Hull() < 0.5 then
threat_threshold = "Low_Threat"
end
if not ConsiderHeal(tyber) then
if not Try_Bribe(tyber, threat_threshold) then
if not Try_Defend(tyber, threat_threshold) then
if not Try_Attack(tyber, threat_threshold) then
Try_Ability(tyber, "STEALTH")
Sleep(5)
end
end
end
end
-- Make sure the loop always yields
Sleep(1)
end
end
function Try_Bribe(tyber, threat_threshold)
if tyber.Is_Ability_Ready("TACTICAL_BRIBE") then
bribe_target = FindTarget.Reachable_Target(PlayerObject, "Bribe_Target_Score", "Enemy_Unit", threat_threshold, 1.0, tyber)
if TestValid(bribe_target) then
bribe_cost = bribe_target.Get_Game_Object().Get_Type().Get_Bribe_Cost(tyber)
if bribe_cost > 0.0 and bribe_cost < PlayerObject.Get_Credits() then
tyber.Activate_Ability("STEALTH", true)
BlockOnCommand(tyber.Activate_Ability("TACTICAL_BRIBE", bribe_target))
return true
end
end
end
return false
end
function Try_Defend(tyber, threat_threshold)
if EvaluatePerception("Allowed_As_Defender_Land", PlayerObject) <= 0.0 then
structure_to_defend = FindTarget.Reachable_Target(PlayerObject, "Need_To_Defend_Structure", "Friendly_Structure", threat_threshold, 1.0, tyber)
if TestValid(structure_to_defend) then
BlockOnCommand(MainForce.Guard_Target(structure_to_defend), defend_attention_span)
return true
end
end
return false
end
function Try_Attack(tyber, threat_threshold)
enemy = FindDeadlyEnemy(tyber)
if not TestValid(enemy) then
enemy = Find_Nearest(tyber, PlayerObject, false)
end
if TestValid(enemy) then
BlockOnCommand(tyber.Attack_Move(enemy), attack_attention_span)
return true
end
return false
end