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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/GameObject/Demo_Land_Controller_E.lua#1 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (C) Petroglyph Games, Inc.
--
--
-- ***** ** * *
-- * ** * * *
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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
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- $File: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/GameObject/Demo_Land_Controller_E.lua $
--
-- Original Author: Dan Etter
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("PGStateMachine")
require("PGStoryMode")
function Definitions()
-- Object isn't valid at this point so don't do any operations that
-- would require it. State_Init is the first chance you have to do
-- operations on Object
DebugMessage("%s -- In Definitions", tostring(Script))
Define_State("State_Init", State_Init);
empire_player = Find_Player("Empire")
rebel_player = Find_Player("Rebel")
underworld_player = Find_Player("Underworld")
enemy_player = Find_Player("Empire")
move_command = true
destroyer_squad = Find_Object_Type("DESTROYER_DROID_COMPANY")
destroyer = Find_Object_Type("DESTROYER_DROID")
disruptor_squad = Find_Object_Type("UNDERWORLD_DISRUPTOR_MERC_SQUAD")
disruptor = Find_Object_Type("UNDERWORLD_DISRUPTOR_MERC")
merc_squad = Find_Object_Type("UNDERWORLD_MERC_SQUAD")
merc = Find_Object_Type("UNDERWORLD_MERC")
spmat = Find_Object_Type("SPMAT_WALKER")
juggernaut = Find_Object_Type("HAV_JUGGERNAUT")
dark_phase_1_squad = Find_Object_Type("DARKTROOPER_P1_COMPANY")
dark_phase_1 = Find_Object_Type("DARK_TROOPER_PHASEI")
dark_phase_2_squad = Find_Object_Type("DARKTROOPER_P2_COMPANY")
dark_phase_2 = Find_Object_Type("DARK_TROOPER_PHASEII")
dark_phase_3_squad = Find_Object_Type("DARKTROOPER_P3_COMPANY")
dark_phase_3 = Find_Object_Type("DARK_TROOPER_PHASEIII")
stormtrooper_squad = Find_Object_Type("IMPERIAL_STORMTROOPER_SQUAD")
stormtrooper = Find_Object_Type("SQUAD_STORMTROOPER")
lancet = Find_Object_Type("LANCET_AIR_ARTILLERY")
end
function State_Init(message)
if (move_command == true) then
empire_unit_list = Find_All_Objects_Of_Type(empire_player)
rebel_unit_list = Find_All_Objects_Of_Type(rebel_player)
underworld_unit_list = Find_All_Objects_Of_Type(underworld_player)
empire_reveal = FogOfWar.Reveal_All(empire_player)
rebel_reveal = FogOfWar.Reveal_All(rebel_player)
uw_reveal = FogOfWar.Reveal_All(underworld_player)
eg_list = Find_All_Objects_With_Hint("eg")
rg_list = Find_All_Objects_With_Hint("rg")
bossk = Find_First_Object("BOSSK")
ig88 = Find_First_Object("IG-88")
dest0_list = Find_All_Objects_With_Hint("dest0")
dest0 = Find_Hint("STORY_TRIGGER_ZONE_00", "dest0")
dest1_list = Find_All_Objects_With_Hint("dest1")
dest1 = Find_Hint("STORY_TRIGGER_ZONE_00", "dest1")
Move_Hunt_Group(eg_list)
Move_Hunt_Group(rg_list)
Create_Thread("Guard_Self", empire_unit_list)
--MessageBox("Fleets Defined")
move_command = false
end
end
function Guard_Self(group)
for k, unit in pairs(group) do
if TestValid(unit) then
if unit.Is_Category("Infantry") or unit.Is_Category("Vehicle") then
if not (unit.Get_Type() == stormtrooper) and not (unit.Get_Type() == r_infantry) then
unit.Guard_Target(unit.Get_Position())
end
end
end
end
end
function Move_Hunt_Group(group)
for k, unit in pairs(group) do
if TestValid(unit) then
Create_Thread("Hunt_Enemies", unit)
end
end
end
function Hunt_Enemies(attacker)
while TestValid(attacker) do
closest_enemy = Find_Nearest(attacker, enemy_player, true)
if TestValid(closest_enemy) then
attacker.Attack_Move(closest_enemy)
end
Sleep(5)
end
end