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-- $Id: //depot/Projects/StarWars_Expansion/Run/Data/Scripts/GameObject/ObjectScript_MissileShield.lua#2 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (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_Expansion/Run/Data/Scripts/GameObject/ObjectScript_MissileShield.lua $
--
-- Original Author: James Yarrow
--
-- $Author: James_Yarrow $
--
-- $Change: 51104 $
--
-- $DateTime: 2006/08/10 18:18:02 $
--
-- $Revision: #2 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("PGStateMachine")
function Definitions()
ServiceRate = 1
Define_State("State_Init", State_Init);
Define_State("State_AI_Autofire", State_AI_Autofire)
Define_State("State_Human_No_Autofire", State_Human_No_Autofire)
Define_State("State_Human_Autofire", State_Human_Autofire)
ability_name = "MISSILE_SHIELD"
end
function State_Init(message)
if message == OnEnter then
-- prevent this from doing anything in galactic mode
if Get_Game_Mode() == "Galactic" then
ScriptExit()
end
if Object.Get_Owner().Is_Human() then
Set_Next_State("State_Human_No_Autofire")
else
Set_Next_State("State_AI_Autofire")
end
end
end
function State_AI_Autofire(message)
if message == OnUpdate then
if Object.Is_Ability_Ready(ability_name) then
enemy = FindDeadlyEnemy(Object)
if TestValid(enemy) then
projectile_types = enemy.Get_All_Projectile_Types()
for _, projectile in pairs(projectile_types) do
if projectile.Is_Affected_By_Missile_Shield() or projectile.Is_Affected_By_Laser_Defense() then
Object.Activate_Ability(ability_name, true)
return
end
end
end
end
--Land units can change hands
if Object.Get_Owner().Is_Human() then
Set_Next_State("State_Human_No_Autofire")
end
end
end
function State_Human_No_Autofire(message)
if message == OnUpdate then
if Object.Is_Ability_Autofire(ability_name) then
Set_Next_State("State_Human_Autofire")
end
end
end
function State_Human_Autofire(message)
if message == OnUpdate then
if Object.Is_Ability_Autofire(ability_name) then
if Object.Is_Ability_Ready(ability_name) then
enemy = FindDeadlyEnemy(Object)
if TestValid(enemy) then
projectile_types = enemy.Get_All_Projectile_Types()
if projectile_types then
for _, projectile in pairs(projectile_types) do
if projectile.Is_Affected_By_Missile_Shield() or projectile.Is_Affected_By_Laser_Defense() then
Object.Activate_Ability(ability_name, true)
return
end
end
end
end
end
else
Set_Next_State("State_Human_No_Autofire")
end
end
end