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DATA/SCRIPTS/GAMEOBJECT/DARTHVADER.LUA
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203
DATA/SCRIPTS/GAMEOBJECT/DARTHVADER.LUA
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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/GameObject/DarthVader.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/GameObject/DarthVader.lua $
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--
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-- Original Author: Brian Hayes
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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 include order is important. We need the state service defined in main to override the one in heroplanattach.
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require("HeroPlanAttach")
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require("PGStateMachine")
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function Definitions()
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DebugMessage("%s -- In Definitions", tostring(Script))
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-- only join plans that meet our expense requirements.
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MinPlanAttachCost = 5000
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MaxPlanAttachCost = 0
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Attack_Ability_Type_Names = {
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"Capital", "Corvette", "Frigate", "Fighter" -- Attack these types.
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}
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Attack_Ability_Weights = {
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1, 1, 1, 1 -- attack type weights.
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}
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Attack_Ability_Types = WeightedTypeList.Create()
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Attack_Ability_Types.Parse(Attack_Ability_Type_Names, Attack_Ability_Weights)
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-- Prefer task forces with these units.
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Escort_Ability_Type_Names = { "Infantry", "Fighter", "Corvette", "Frigate", "Capital" }
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Escort_Ability_Weights = { 1, 2, 3, 4, 5 }
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Escort_Ability_Types = WeightedTypeList.Create()
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Escort_Ability_Types.Parse(Escort_Ability_Type_Names, Escort_Ability_Weights)
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-- tactical behavior stuff
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ServiceRate = 1
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Define_State("State_Init", State_Init)
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Define_State("State_AI_Autofire", State_AI_Autofire)
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Define_State("State_Human_No_Autofire", State_Human_No_Autofire)
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Define_State("State_Human_Autofire", State_Human_Autofire)
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unit_trigger_number = 10
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divert_range = 400
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min_threat_to_use_ability = 10
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ability_name = "FORCE_WHIRLWIND"
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area_of_effect = 75
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stealth_reveal_range = 200
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stealth_ability = "STEALTH"
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end
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function Evaluate_Attack_Ability(target, goal)
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return Get_Target_Weight(target, Attack_Ability_Types, Attack_Ability_Weights)
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end
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function Get_Escort_Ability_Weights(goal)
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return Escort_Ability_Types
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end
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function HeroService()
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end
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function State_Init(message)
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if message == OnEnter then
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-- prevent this from doing anything in galactic mode
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if Get_Game_Mode() ~= "Land" then
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ScriptExit()
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end
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nearby_unit_count = 0
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recent_enemy_units = {}
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Register_Prox(Object, Unit_Reveal_Prox, stealth_reveal_range)
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if Object.Get_Owner().Is_Human() then
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Register_Prox(Object, Unit_Prox, area_of_effect)
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Set_Next_State("State_Human_No_Autofire")
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else
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Register_Prox(Object, Unit_Prox, divert_range)
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Set_Next_State("State_AI_Autofire")
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end
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end
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end
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function State_AI_Autofire(message)
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if message == OnUpdate then
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if (nearby_unit_count >= unit_trigger_number) then
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ConsiderDivertAndAOE(Object, ability_name, area_of_effect, recent_enemy_units, min_threat_to_use_ability)
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end
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-- reset tracked units each service.
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nearby_unit_count = 0
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recent_enemy_units = {}
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end
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end
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function State_Human_No_Autofire(message)
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if message == OnUpdate then
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if Object.Is_Ability_Autofire(ability_name) then
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Set_Next_State("State_Human_Autofire")
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end
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end
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end
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function State_Human_Autofire(message)
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if message == OnUpdate then
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if Object.Is_Ability_Autofire(ability_name) then
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if nearby_unit_count > 8 then
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Object.Activate_Ability(ability_name, true)
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end
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-- reset tracked units each service.
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nearby_unit_count = 0
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recent_enemy_units = {}
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else
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Set_Next_State("State_Human_No_Autofire")
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end
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end
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end
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-- If an enemy enters the prox, the unit may want to chase them down to use the ability
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function Unit_Prox(self_obj, trigger_obj)
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-- Vader can only force push infantry
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if not trigger_obj.Is_Category("Infantry") then
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return
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end
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-- Reject heroes, which are often infantry, but we can't affect
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if trigger_obj.Is_Category("LandHero") then
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return
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end
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if not trigger_obj.Get_Owner().Is_Enemy(Object.Get_Owner()) then
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return
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end
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if trigger_obj.Is_In_Garrison() then
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return
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end
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-- Note: we're explicitly tracking individual infantry here (as opposed to their parents, the squads)
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-- If we haven't seen this unit recently, track him
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if recent_enemy_units[trigger_obj] == nil then
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recent_enemy_units[trigger_obj] = trigger_obj
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nearby_unit_count = nearby_unit_count + 1
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end
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end
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-- If a stealthed enemy enters the prox, disable their stealth ability
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function Unit_Reveal_Prox(self_obj, trigger_obj)
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if not trigger_obj.Get_Owner().Is_Enemy(Object.Get_Owner()) then
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return
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end
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if trigger_obj.Get_Owner().Is_Enemy(Object.Get_Owner()) then
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if trigger_obj.Is_Ability_Active(stealth_ability) then
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if Is_Campaign_Game() == true then
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trigger_obj.Cancel_Ability(stealth_ability)
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end
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end
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end
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end
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