120 lines
3.8 KiB
Lua
120 lines
3.8 KiB
Lua
--/////////////////////////////////////////////////////////////////////////////////////////////////
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-- (c) Galyana's Ultimate Empire at War Modifications
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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: GUEaW/Data/Scripts/AI/SpaceMode/HideSurpriseUnits.LUA
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--
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-- Original Editor: Giovanni Galyana
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--
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-- Final Edit By: Giovanni Galyana
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--
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-- Date: 7 March, 2019
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--
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-- Revisions: 0
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--
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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require("pgevents")
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function Definitions()
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AllowEngagedUnits = false
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Category = "Hide_Surprise_Units"
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IgnoreTarget = true
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TaskForce =
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{
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{
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"MainForce",
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"Marauder_Missile_Cruiser | Broadside_Class_Cruiser | Ultor_Beam_Cruiser = 0,2",
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"Bomber = 0,2"
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},
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{
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"EscortForce",
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"Fighter = 0,2"
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}
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}
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-- Make sure we don't have an EscortForce only
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RequiredCategories = {"Bomber | Corvette"}
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end
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function MainForce_Thread()
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BlockOnCommand(MainForce.Produce_Force())
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-- What easier way to keep units hidden than simply not bringing them to the map?
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if MainForce.Are_All_Units_On_Free_Store() == false then
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ScriptExit()
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end
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obscured = false
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repeat
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if obscured and not FindDeadlyEnemy(MainForce) then
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Sleep(10)
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MainForce.Set_Plan_Result(true)
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else
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Sleep(1)
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end
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Try_Ability(MainForce, "STEALTH")
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BlockOnCommand(MainForce.Move_To(AITarget, 10))
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obscured = Obscure(MainForce, 1500, true, "ASTEROID | NEBULA")
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-- Try to find a nearby hiding spot, but look farther if none found
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AITarget = FindTarget(MainForce, "Desire_To_Hide_At_Location", "Tactical_Location", 0.8, 1000)
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if not AITarget then
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AITarget = FindTarget(MainForce, "Desire_To_Hide_At_Location", "Tactical_Location", 0.8, 4000)
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end
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-- For some reason zeroed desirability isn't propagating to this plan and cancelling it, so use a failsafe
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until (not AITarget)-- or (EvaluatePerception("Game_Age", PlayerObject) > 80)
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ScriptExit()
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end
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-- Always run away from any attacker
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function MainForce_Unit_Damaged(tf, unit, attacker, deliberate)
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if TestValid(unit) and TestValid(attacker) then
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GoKite(tf, unit, Project_By_Unit_Range(attacker, unit), false)
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end
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end
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function EscortForce_Thread()
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BlockOnCommand(EscortForce.Produce_Force())
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-- Give an initial order to put the escorts in a state that the Escort function expects
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EscortForce.Guard_Target(MainForce)
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EscortAlive = true
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while EscortAlive do
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Escort(EscortForce, MainForce)
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end
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end
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function MainForce_No_Units_Remaining()
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DebugMessage("%s -- All units dead or non-buildable. Abandonning plan.", tostring(Script))
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ScriptExit()
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end
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function EscortForce_No_Units_Remaining()
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EscortAlive = false
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end
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