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-- Star Wars Empire at War: Secrets of a Fallen Empire
-- Lua Script: //Scripts/GameObject/ObjectScript_T6A.lua
-- Author: Galyana
-- Updated: 2 January, 2024
require("PGStateMachine")
require("PGBase")
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)
ability_name = "POWER_TO_WEAPONS"
unit_trigger_number = 1
threat_trigger_number = 50
targeting_range = 300
end
function State_Init(message)
if message == OnEnter then
-- prevent this from doing anything in galactic mode
if Get_Game_Mode() ~= "Land" then
ScriptExit()
end
-- Register a proximity around the unit
Register_Prox(Object, Unit_Prox, targeting_range)
nearby_unit_count = 0
nearby_unit_threat = 0
recent_enemy_units = {}
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_count >= unit_trigger_number and nearby_unit_threat >= threat_trigger_number) then
Object.Activate_Ability(ability_name, true)
else
Object.Activate_Ability(ability_name, false)
end
-- reset tracked units each service.
nearby_unit_count = 0
nearby_unit_threat = 0
recent_enemy_units = {}
--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
--Land units can change hands
if Object.Get_Owner().Is_Human() then
Sleep(1)
else
Set_Next_State("State_AI_Autofire")
end
end
end
-- If any enemy vehicle enters the prox, anchor to increase damage and shield regen
function Unit_Prox(self_obj, trigger_obj)
if not trigger_obj.Is_Category("Vehicle") then
return
end
if not trigger_obj.Get_Owner().Is_Enemy(Object.Get_Owner()) then
return
end
-- If we haven't seen this unit recently, track him
if recent_enemy_units[trigger_obj] == nil then
recent_enemy_units[trigger_obj] = trigger_obj
nearby_unit_count = nearby_unit_count + 1
nearby_unit_threat = nearby_unit_threat + trigger_obj.Get_Type().Get_Combat_Rating()
end
end