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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/GameObject/ObjectScript_IG88.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/ObjectScript_IG88.lua $
--
-- Original Author: Steve_Copeland
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
-- This include order is important. We need the state service defined in main to override the one in heroplanattach.
require("HeroPlanAttach")
require("PGStateMachine")
function Definitions()
-- Hero plan self attachment stuff
-- only join plans that meet our expense requirements.
MinPlanAttachCost = 5000
MaxPlanAttachCost = 0
-- Commander hit list.
Attack_Ability_Type_Names = {"Infantry", "Fighter", "Corvette" }
Attack_Ability_Weights = { 1, 1, BAD_WEIGHT }
Attack_Ability_Types = WeightedTypeList.Create()
Attack_Ability_Types.Parse(Attack_Ability_Type_Names, Attack_Ability_Weights)
-- Prefer task forces with these units.
Escort_Ability_Type_Names = { "All" }
Escort_Ability_Weights = { 1.0 }
Escort_Ability_Types = WeightedTypeList.Create()
Escort_Ability_Types.Parse(Escort_Ability_Type_Names, Escort_Ability_Weights)
-- Object script stuff
ServiceRate = 1
Define_State("State_Init", State_Init)
Define_State("State_Human_Idle", State_Human_Idle)
unit_trigger_number = 3
contaminate_range = 150
min_threat_to_use_contaminate = 150
contaminate_area_of_effect = 75
contaminate_ability_name = "RADIOACTIVE_CONTAMINATE"
stealth_reveal_range = 250
stealth_ability = "STEALTH"
end
function State_Init(message)
if message == OnEnter then
-- Bail out if this is a human player
if Object.Get_Owner().Is_Human() then
Set_Next_State("State_Human_Idle")
-- ScriptExit()
end
-- prevent this from doing anything in galactic mode
if Get_Game_Mode() ~= "Land" then
ScriptExit()
end
nearby_contaminate_count = 0
recent_contaminate_units = {}
Register_Prox(Object, IG88_Contaminate_Prox, contaminate_range)
Register_Prox(Object, Unit_Prox, stealth_reveal_range)
elseif message == OnUpdate then
if nearby_contaminate_count >= unit_trigger_number then
target, threat = Find_Best_Local_Threat_Center(recent_contaminate_units, contaminate_area_of_effect)
if threat and threat >= min_threat_to_use_contaminate then
Try_Ability(Object, contaminate_ability_name, target)
end
end
nearby_contaminate_count = 0
recent_contaminate_units = {}
end
end
function IG88_Contaminate_Prox(self_obj, trigger_obj)
if not trigger_obj.Get_Owner().Is_Enemy(Object.Get_Owner()) then
return
end
if trigger_obj.Is_Category("Infantry") then
trigger_parent = trigger_obj.Get_Parent_Object()
if TestValid(trigger_parent) then
trigger_obj = trigger_parent
end
elseif (not trigger_obj.Is_Category("Vehicle")) or (trigger_obj.Get_Hull() > 0.25) then
return
end
if trigger_obj.Is_In_Garrison() then
return
end
-- If we haven't seen this unit recently, track him
if recent_contaminate_units[trigger_obj] == nil then
recent_contaminate_units[trigger_obj] = trigger_obj
nearby_contaminate_count = nearby_contaminate_count + 1
end
end
function State_Human_Idle(message)
if message == OnEnter then
-- we only want this script to run during GC tactical battles
if Is_Campaign_Game() ~= true then
ScriptExit()
end
-- prevent this from doing anything in galactic mode
if Get_Game_Mode() ~= "Land" then
ScriptExit()
end
Register_Prox(Object, Unit_Prox, stealth_reveal_range)
end
end
-- If a stealthed enemy enters the prox, disable their stealth ability
function Unit_Prox(self_obj, trigger_obj)
if not trigger_obj.Get_Owner().Is_Enemy(Object.Get_Owner()) then
return
end
if trigger_obj.Get_Owner().Is_Enemy(Object.Get_Owner()) then
if trigger_obj.Is_Ability_Active(stealth_ability) then
if Is_Campaign_Game() == true then
trigger_obj.Cancel_Ability(stealth_ability)
end
end
end
end
function Evaluate_Attack_Ability(target, goal)
return Get_Target_Weight(target, Attack_Ability_Types, Attack_Ability_Weights)
end
function Get_Escort_Ability_Weights(goal)
return Escort_Ability_Types
end