148 lines
5.3 KiB
Lua
148 lines
5.3 KiB
Lua
-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/PalpatineManager.lua#1 $
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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--
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-- (C) Petroglyph Games, Inc.
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--
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--
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-- ***** ** * *
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-- * ** * * *
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-- * * * * *
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-- * * * * * * * *
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-- * * *** ****** * ** **** *** * * * ***** * ***
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-- * ** * * * ** * ** ** * * * * ** ** ** *
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-- *** ***** * * * * * * * * ** * * * *
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-- * * * * * * * * * * * * * * *
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-- * * * * * * * * * * ** * * * *
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-- * ** * * ** * ** * * ** * * * *
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-- ** **** ** * **** ***** * ** *** * *
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-- * * *
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-- * * *
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-- * * *
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-- * * * *
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-- **** * *
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--
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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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
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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--
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-- $File: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/LandMode/PalpatineManager.lua $
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--
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-- Original Author: Steve_Copeland
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--
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-- $Author: Brian_Hayes $
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--
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-- $Change: 637819 $
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--
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-- $DateTime: 2017/03/22 10:16:16 $
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--
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-- $Revision: #1 $
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--
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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-- This plan simply puts palpatine in the right places.
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-- It relies on the object script darthpalpatine.lua to activate abilities.
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require("pgevents")
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function Definitions()
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Category = "PalpatineManager"
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TaskForce = {
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{
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"MainForce"
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,"DenyHeroAttach"
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,"Emperor_Palpatine = 1"
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}
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}
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IgnoreTarget = true
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AllowEngagedUnits = true
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attack_attention_span = 30
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defend_attention_span = 60
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end
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function MainForce_Thread()
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BlockOnCommand(MainForce.Produce_Force())
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QuickReinforce(PlayerObject, AITarget, MainForce)
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MainForce.Set_As_Goal_System_Removable(false)
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palpatine = MainForce.Get_Unit_Table()[1]
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if not TestValid(palpatine) then
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MessageBox("unexpected state; palpatine unavailable")
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ScriptExit()
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end
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-- Don't let Palpatine waste the landing party on Easy or Normal difficlties
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difficulty = PlayerObject.Get_Difficulty()
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if (EvaluatePerception("Is_Skirmish_Mode", PlayerObject) == 0)
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and (difficulty == "Normal" or difficulty == "Easy") then
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friendly_structure = Find_Nearest(MainForce, "Structure", PlayerObject, true)
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if TestValid(friendly_structure) then
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BlockOnCommand(MainForce.Guard_Target(friendly_structure), 40)
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else
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Sleep(40)
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end
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end
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-- Continuously try to attack, assist the most significant nearby unit, and heal up
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while true do
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ConsiderHeal(palpatine)
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-- Occasionally, Palpatine will join the front line battle on harder difficulties
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if difficulty == "Hard" or (difficulty == "Normal" and GameRandom.Get_Float() < 0.5) then
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if not palpatine.Has_Attack_Target() then
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enemy_location = FindTarget.Reachable_Target(PlayerObject, "Current_Enemy_Location", "Tactical_Location", "Any_Threat", 0.5)
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if TestValid(enemy_location) then
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DebugMessage("%s-- moving toward enemy concentration", tostring(Script))
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BlockOnCommand(MainForce.Attack_Move(enemy_location), attack_attention_span)
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end
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nearest_enemy = Find_Nearest(MainForce, PlayerObject, false)
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if TestValid(nearest_enemy) then
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DebugMessage("%s-- attack_moving to nearest enemy %s", tostring(Script), tostring(nearest_enemy))
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BlockOnCommand(MainForce.Attack_Move(nearest_enemy), attack_attention_span)
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end
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end
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end
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ConsiderHeal(palpatine)
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-- Palpatine spends most of his time defending structures needing help
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structure_to_defend = FindTarget(MainForce, "Need_To_Defend_Structure", "Friendly_Structure", 1.0)
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while TestValid(structure_to_defend) and structure_to_defend.Is_Category("Structure") and (structure_to_defend.Get_Hull() < 0.9) do
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DebugMessage("%s-- guarding %s", tostring(Script), tostring(structure_to_defend))
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BlockOnCommand(MainForce.Guard_Target(structure_to_defend), defend_attention_span, Defended_Structure_Is_Gone)
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structure_to_defend = FindTarget(MainForce, "Need_To_Defend_Structure", "Friendly_Unit", 1.0)
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end
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MainForce.Set_Plan_Result(true)
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-- Make sure the loop always yields
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Sleep(1)
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end
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end
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function ConsiderDefending()
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end
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function Defended_Structure_Is_Gone()
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-- DELME
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-- if TestValid(structure_to_defend) then
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-- DebugMessage("%s-- structure %s is still alive", tostring(String), tostring(structure_to_defend))
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-- end
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return not TestValid(structure_to_defend)
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end
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