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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/GameObject/JGS_FunctionLib.lua#1 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (C) Petroglyph Games, Inc.
--
--
-- ***** ** * *
-- * ** * * *
-- * * * * *
-- * * * * * * * *
-- * * *** ****** * ** **** *** * * * ***** * ***
-- * ** * * * ** * ** ** * * * * ** ** ** *
-- *** ***** * * * * * * * * ** * * * *
-- * * * * * * * * * * * * * * *
-- * * * * * * * * * * ** * * * *
-- * ** * * ** * ** * * ** * * * *
-- ** **** ** * **** ***** * ** *** * *
-- * * *
-- * * *
-- * * *
-- * * * *
-- **** * *
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
-- 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/JGS_FunctionLib.lua $
--
-- Original Author: Jeff_Stewart
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
-- this function is used to send units on a neverending hunt for underworld units
-- Usage: Create_Thread("Hunt_Underworld",attack_list)
-- where attack_list is a list of units to send on the hunt. for a single unit, use:
-- Usage: Create_Thread("Hunt_Underworld",{single_unit})
function Hunt_Underworld(attack_list)
local enemy_player = Find_Player("Underworld")
while true do
if not VictoryStarted and not DefeatStarted then
for k, unit in pairs(attack_list) do
if TestValid(unit) then
if not unit.Get_Owner().Is_Human() then
local closest_enemy = Find_Nearest(unit, enemy_player, true)
if TestValid(closest_enemy) then
unit.Attack_Move(closest_enemy)
end
end
end
end
end
Sleep(4)
end
end
function Set_Hint_At_Object(locobj)
--locobj.Play_SFX_Event("SFX_UMP_EmpireKesselAlarm")
locobj.Highlight(true)
Add_Radar_Blip(locobj, "somename")
end
function Remove_Hint_At_Object(objloc)
objloc.Highlight(false)
Remove_Radar_Blip("somename")
end
-- The following function is a waypoint patrol should be used like so:
-- Create_Thread("Rebel_Patrol_Points", hint)
-- hint is the name shared by the objects that follow the patrol path, as well as the patrol paths themselves
-- all patrol points (ex JGS_PATHPOINT_1) must be present and named properly for the script to work
-- it is extremely limited to only nine waypoints, but does allow for multiple patrols to be going on at once
function Rebels_Patrol_Points(hint)
underworld_player = Find_Player("Underworld")
rebel_player = Find_Player("Rebel")
local pursuing_target = false
local unitlist = Find_All_Objects_With_Hint(tostring(hint))
one = Find_Hint("JGS_PATHPOINT_1", tostring(hint))
two = Find_Hint("JGS_PATHPOINT_2", tostring(hint))
three = Find_Hint("JGS_PATHPOINT_3", tostring(hint))
four = Find_Hint("JGS_PATHPOINT_4", tostring(hint))
five = Find_Hint("JGS_PATHPOINT_5", tostring(hint))
six = Find_Hint("JGS_PATHPOINT_6", tostring(hint))
seven = Find_Hint("JGS_PATHPOINT_7", tostring(hint))
eight = Find_Hint("JGS_PATHPOINT_8", tostring(hint))
nine = Find_Hint("JGS_PATHPOINT_9", tostring(hint))
local pathlist = { one, two, three, four, five, six, seven, eight, nine }
local pathtarget = 1
local incremented = false
while not pursuing_target do
if not VictoryStarted and not DefeatStarted then
pathpoint = nil
while not TestValid(pathpoint) do
if pathtarget > 9 then
pathtarget = 1
end
pathpoint = pathlist[pathtarget]
if not TestValid(pathpoint) then
pathtarget = pathtarget + 1
end
end
incremented = false
for k, unit in pairs(unitlist) do
if TestValid(unit) and unit.Get_Owner() == rebel_player then
unit.Attack_Move(pathpoint.Get_Position())
--MessageBox("%s", tostring(pathpoint.Get_Type().Get_Name()))
--MessageBox("%s testing...", tostring(unit.Get_Type().Get_Name()))
if unitlist[k].Get_Distance(pathpoint) < 150 then
if not incremented then
pathtarget = pathtarget + 1
incremented = true
--MessageBox("%s new point", tostring(hint))
end
end
closest_enemy = Find_Nearest(unitlist[k], underworld_player, true)
if unitlist[k].Get_Distance(closest_enemy) < 100 then
--pursuing_target = true
end
end
end
end
Sleep(2)
end
--Create_Thread("Hunt_Underworld",unitlist)
end