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84
DATA/SCRIPTS/GAMEOBJECT/OBJECTSCRIPT_MINEFIELD.LUA
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84
DATA/SCRIPTS/GAMEOBJECT/OBJECTSCRIPT_MINEFIELD.LUA
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-- Star Wars Empire at War: Secrets of a Fallen Empire
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-- Lua Script: //Scripts/GameObject/ObjectScript_Minefield.lua
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-- Authors: Galyana and Nikomer
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-- Updated: 29 October, 2023
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require("PGStateMachine")
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function Definitions()
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DebugMessage("%s -- In definitions", tostring(Script))
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ServiceRate = 1
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Define_State("State_Init", State_Init);
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Define_State("State_Idle", State_Idle);
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ability_range = 300
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destruct_ability = "SELF_DESTRUCT"
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stealth_ability = "STEALTH"
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timer = 0
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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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-- 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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if Object.Get_Owner().Is_Human() then
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Register_Prox(Object, Unit_Prox, ability_range)
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Set_Next_State("State_Idle")
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else
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Register_Prox(Object, AI_Unit_Prox, ability_range)
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Set_Next_State("State_Idle")
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end
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end
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end
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function State_Idle(message)
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if message == OnUpdate then
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if timer == 0 then
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timer = 7000
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DebugMessage("%s -- Re-stealth", tostring(Script))
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Object.Reset_Ability_Counter()
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else
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timer = timer - 1
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end
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if Object.Has_Ability(stealth_ability) then
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if not Object.Is_Ability_Active(stealth_ability) then
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DebugMessage("%s -- Forcing stealth", tostring(Script))
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Object.Reset_Ability_Counter()
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Object.Activate_Ability(stealth_ability, true)
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end
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end
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end
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end
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-- If an enemy enters the prox, self destruct
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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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-- do not trigger unless autofire is enabled
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if Object.Is_Ability_Autofire(destruct_ability) then
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if not Object.Is_Ability_Active(destruct_ability) then
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DebugMessage("%s -- BOOM!", tostring(Script))
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Object.Activate_Ability(destruct_ability, true)
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end
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end
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end
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-- If an enemy enters the prox, self destruct
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function AI_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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-- AI does not use ability autofire
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if not Object.Is_Ability_Active(destruct_ability) then
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DebugMessage("%s -- BOOM!", tostring(Script))
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Object.Activate_Ability(destruct_ability, true)
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end
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end
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