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

147 lines
5.2 KiB
Lua

-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/AI/SpaceMode/TurboAttackLocation.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/SpaceMode/TurboAttackLocation.lua $
--
-- Original Author: James Yarrow
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("pgevents")
--
-- Plan for corvettes to exploit their anti-fighter capabilities while using turbo or power to weapons.
--
function Definitions()
DebugMessage("%s -- In Definitions", tostring(Script))
Category = "Turbo_Attack_Location"
TaskForce = {
-- First Task Force
{
"MainForce"
,"DenyHeroAttach"
,"Corellian_Corvette | Corellian_Gunboat | Tartan_Patrol_Cruiser | Slave_I | Sundered_Heart = 1, 3"
}
}
IgnoreTarget = true
AllowEngagedUnits = true
needs_turbo = false
was_attacked = false
DebugMessage("%s -- Done Definitions", tostring(Script))
end
function MainForce_Thread()
BlockOnCommand(MainForce.Produce_Force());
QuickReinforce(PlayerObject, AITarget, MainForce)
MainForce.Enable_Attack_Positioning(false)
-- Move into position while avoiding threat and without stopping for attacks on the way
needs_turbo = true
Try_Ability(MainForce, "Turbo")
BlockOnCommand(MainForce.Move_To(AITarget))
MainForce.Activate_Ability("Turbo", false)
needs_turbo = false
-- Clear out the area, while it remains favorable for this type of attack.
MainForce.Set_As_Goal_System_Removable(false)
while (EvaluatePerception("Good_Turbo_Attack_Location_Opportunity", PlayerObject, AITarget) > 0) do
enemy = Find_Nearest(MainForce, "SmallShip", PlayerObject, false)
--enemy = Find_Nearest(MainForce, "Fighter", PlayerObject, false)
if TestValid(enemy) then -- FIX and (MainForce.Get_Distance(enemy) < 1000) then
BlockOnCommand(MainForce.Attack_Target(enemy))
else
break
end
end
-- Try to flee to a safe spot after the tactical strike
if was_attacked then
escape_loc = FindTarget(MainForce, "Space_Area_Is_Hidden", "Tactical_Location", 1.0, 5000.0)
if escape_loc then
needs_turbo = true
MainForce.Activate_Ability("Turbo", true)
BlockOnCommand(MainForce.Move_To(escape_loc))
end
end
ScriptExit()
end
-- Make sure that units don't sit idle at the end of their move order, waiting for others
function MainForce_Unit_Move_Finished(tf, unit)
if Attacking and not unit.Has_Attack_Target() then
DebugMessage("%s -- %s reached end of move, giving new order", tostring(Script), tostring(unit))
-- Assist the tf with whatever is holding it up
kill_target = FindDeadlyEnemy(tf)
if TestValid(kill_target) then
unit.Attack_Target(kill_target)
else
unit.Attack_Move(tf)
end
end
end
-- Try to recover use of turbo or power to weapons 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 == "Turbo" and needs_turbo then
unit.Activate_Ability("Turbo", true)
end
-- Default handler behavior is still desired
Default_Unit_Ability_Ready(tf, unit, ability)
end
-- Register if we were attacked, and use default behavior as well.
function MainForce_Unit_Damaged(tf, unit, attacker, deliberate)
if deliberate then
was_attacked = true
end
-- Default handler behavior is still desired
Default_Unit_Damaged(tf, unit, attacker, deliberate)
end