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124
DATA/SCRIPTS/GAMEOBJECT/DEMO_ATTRACT_CONTROLLER.LUA
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124
DATA/SCRIPTS/GAMEOBJECT/DEMO_ATTRACT_CONTROLLER.LUA
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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/GameObject/Demo_Attract_Controller.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/Demo_Attract_Controller.lua $
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--
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-- Original Author: Dan Etter
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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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require("PGStateMachine")
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require("PGStoryMode")
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function Definitions()
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-- Object isn't valid at this point so don't do any operations that
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-- would require it. State_Init is the first chance you have to do
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-- operations on Object
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DebugMessage("%s -- In Definitions", tostring(Script))
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Define_State("State_Init", State_Init);
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empire_player = Find_Player("Empire")
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rebel_player = Find_Player("Rebel")
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underworld_player = Find_Player("Underworld")
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move_command = true
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controller = Find_First_Object("DEMO_CONTROLLER")
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hyper_gun = Find_Object_Type("GROUND_EMPIRE_HYPERVELOCITY_GUN")
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ion_cannon = Find_Object_Type("GROUND_ION_CANNON")
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starviper = Find_Object_Type("STARVIPER_FIGHTER")
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tie_phantom = Find_Object_Type("TIE_PHANTOM")
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tie_fighter = Find_Object_Type("TIE_FIGHTER")
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tie_bomber = Find_Object_Type("TIE_BOMBER")
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b_wing = Find_Object_Type("B-WING")
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x_wing = Find_Object_Type("X-WING")
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a_wing = Find_Object_Type("A-WING")
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star_base = Find_Object_Type("REBEL_STAR_BASE_3")
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end
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function State_Init(message)
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if (move_command == true) then
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empire_reveal = FogOfWar.Reveal_All(empire_player)
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rebel_reveal = FogOfWar.Reveal_All(rebel_player)
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uw_reveal = FogOfWar.Reveal_All(underworld_player)
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empire_unit_list = Find_All_Objects_Of_Type(empire_player)
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rebel_unit_list = Find_All_Objects_Of_Type(rebel_player)
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underworld_unit_list = Find_All_Objects_Of_Type(underworld_player)
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e_goto_list = Find_All_Objects_Of_Type ("STORY_TRIGGER_ZONE_02")
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r_goto_list = Find_All_Objects_Of_Type ("STORY_TRIGGER_ZONE_00")
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uw_goto_list = Find_All_Objects_Of_Type ("STORY_TRIGGER_ZONE_01")
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Move_Fleet(empire_unit_list, e_goto_list)
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Move_Fleet(rebel_unit_list, r_goto_list)
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Move_Fleet(underworld_unit_list, uw_goto_list)
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--MessageBox("Fleets Defined")
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move_command = false
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end
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end
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function Move_Fleet(list, loc_list)
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for k, unit in pairs(list) do
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if TestValid(unit) then
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if not
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(unit.Get_Type() == hyper_gun) and not
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(unit.Get_Type() == ion_cannon) and not
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(unit.Get_Type() == star_base) and not
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(unit.Get_Type() == starviper) and not
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(unit.Get_Type() == tie_phantom) and not
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(unit.Get_Type() == tie_fighter) and not
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(unit.Get_Type() == tie_bomber) and not
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(unit.Get_Type() == a_wing) and not
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(unit.Get_Type() == x_wing) and not
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(unit.Get_Type() == b_wing) then
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rand_loc = GameRandom(1,3)
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unit.Attack_Move(loc_list[rand_loc].Get_Position())
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end
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end
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end
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end
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