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DATA/SCRIPTS/GAMEOBJECT/OBJECTSCRIPT_IG2000.LUA
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138
DATA/SCRIPTS/GAMEOBJECT/OBJECTSCRIPT_IG2000.LUA
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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/GameObject/ObjectScript_IG2000.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/ObjectScript_IG2000.lua $
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--
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-- Original Author: Steve_Copeland
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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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function Definitions()
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ServiceRate = 1
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Define_State("State_Init", State_Init)
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Define_State("State_Human_Idle", State_Human_Idle)
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ability_name = "CORRUPT_SYSTEMS"
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ability_ae_range = 300
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ability_search_range = 700
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ability_threat_threshold = 1000
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stealth_reveal_range = 1000
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stealth_ability = "STEALTH"
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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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if Object.Get_Owner().Is_Human() then
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Set_Next_State("State_Human_Idle")
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-- ScriptExit()
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end
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if Get_Game_Mode() ~= "Space" then
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ScriptExit()
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end
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nearby_units = {}
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Register_Prox(Object, Corrupt_Systems_Prox, ability_search_range)
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Register_Prox(Object, Unit_Prox, stealth_reveal_range)
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elseif message == OnUpdate then
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if Object.Is_Ability_Ready("CORRUPT_SYSTEMS") then
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cast_position, threat = Find_Best_Local_Threat_Center(nearby_units, ability_ae_range)
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if threat ~= nil and threat > ability_threat_threshold then
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Object.Activate_Ability(ability_name, cast_position)
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end
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end
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nearby_units = {}
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end
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end
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function Corrupt_Systems_Prox(self_obj, trigger_obj)
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if nearby_units[trigger_obj] == nil then
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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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--Don't waste corrupt systems on unshielded units unless we really don't like them
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if trigger_obj.Get_Shield() <= 0.0 then
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if trigger_obj ~= FindDeadlyEnemy(Object) then
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return
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end
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end
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nearby_units[trigger_obj] = trigger_obj
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end
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end
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function State_Human_Idle(message)
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if message == OnEnter then
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-- we only want this script to run during GC tactical battles
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if Is_Campaign_Game() ~= true then
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ScriptExit()
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end
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-- prevent this from doing anything in galactic mode
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if Get_Game_Mode() ~= "Space" then
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ScriptExit()
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end
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Register_Prox(Object, Unit_Prox, stealth_reveal_range)
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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_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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