Initial commit

This commit is contained in:
2026-02-28 14:00:45 -06:00
commit 16d3170787
1134 changed files with 589134 additions and 0 deletions

View File

@@ -0,0 +1,109 @@
-- Star Wars Empire at War: Secrets of a Fallen Empire
-- Lua Script: //Scripts/GameObject/ObjectScript_Tractor_Satellite.lua
-- Author: Galyana
-- Updated: 29 January, 2026
--Allows the tractor beam satellite to function for ai players
--Also allows autofire to work for human players
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 = "TRACTOR_BEAM"
-- Satellite tractor range is 2000, let the target get closer so they don't immediately fly away
-- Satellite vision range is 1350, it can target units the player cannot see
-- ability_range = 1500
stealth_ability = "STEALTH"
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 == OnEnter then
Register_Prox(Object, Unit_Prox, 1500) -- Give the AI player a longer range
end
if message == OnUpdate then
--This satellite can be captured by a Hutt player
if Object.Get_Owner().Is_Human() then
Set_Next_State("State_Human_No_Autofire")
end
end
end
function State_Human_No_Autofire(message)
-- Turn off prox check if autofire is disabled
if message == OnEnter then
Object.Cancel_Event_Object_In_Range(Unit_Prox)
end
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 == OnEnter then
Register_Prox(Object, Unit_Prox, 1000)
end
if message == OnUpdate then
if Object.Is_Ability_Autofire(ability_name) then
return
else
Set_Next_State("State_Human_No_Autofire")
end
end
end
-- Tractor beam first target that enters range
function Unit_Prox(self_obj, trigger_obj)
if not trigger_obj.Get_Owner().Is_Enemy(Object.Get_Owner()) then
return
end
-- ignore stealthed enemies
if trigger_obj.Is_Ability_Active(stealth_ability) then
return
end
-- prevent multiple tractor beams hitting one target
if trigger_obj.Is_Under_Effects_Of_Ability(ability_name) then
return
end
-- hold enemy until it dies or escapes
if Object.Is_Ability_Active(ability_name) then
return
end
if trigger_obj.Get_Owner().Is_Enemy(Object.Get_Owner()) then
if trigger_obj.Is_Category("Transport | Corvette | Frigate | SpaceHero") then
Object.Activate_Ability(ability_name, trigger_obj)
end
end
end