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-- Star Wars Empire at War: Secrets of a Fallen Empire
-- Lua Script: //Scripts/GameObject/ObjectScript_Spectre.lua
-- Author: Galyana
-- Updated: 6 February, 2026
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)
unit_trigger_number = 3
threat_trigger_number = 1200
-- cluster bomb damage range is 600, make prox slightly smaller so units are more likely to get hit
cluster_bomb_range = 550
ability_name = "CLUSTER_BOMB"
end
function State_Init(message)
if message == OnEnter then
-- prevent this from doing anything in galactic mode
if Get_Game_Mode() ~= "Space" then
ScriptExit()
end
nearby_unit_count = 0
nearby_unit_threat = 0
recent_enemy_units = {}
Register_Prox(Object, Unit_Prox, cluster_bomb_range)
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 nearby_unit_threat >= threat_trigger_number then
Try_Ability(Object, ability_name)
end
-- reset tracked units each service.
nearby_unit_count = 0
nearby_unit_threat = 0
recent_enemy_units = {}
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
-- reset tracked units each service.
nearby_unit_count = 0
nearby_unit_threat = 0
recent_enemy_units = {}
end
end
function State_Human_Autofire(message)
if message == OnUpdate then
if Object.Is_Ability_Autofire(ability_name) then
if nearby_unit_count > 2 then
Object.Activate_Ability(ability_name, true)
end
else
Set_Next_State("State_Human_No_Autofire")
end
-- reset tracked units each service.
nearby_unit_count = 0
nearby_unit_threat = 0
recent_enemy_units = {}
end
end
-- If an enemy enters the prox, han may want to chase them down for stun
function Unit_Prox(self_obj, trigger_obj)
if not trigger_obj.Get_Owner().Is_Enemy(Object.Get_Owner()) then
return
end
--Promote to parent object (fighter squadron) for unit counting purposes
if trigger_obj.Get_Parent_Object() then
trigger_obj = trigger_obj.Get_Parent_Object()
end
-- If we haven't seen this unit recently, track him
if recent_enemy_units[trigger_obj] == nil then
nearby_unit_count = nearby_unit_count + 1
recent_enemy_units[trigger_obj] = trigger_obj
nearby_unit_threat = nearby_unit_threat + trigger_obj.Get_Type().Get_Combat_Rating()
end
end