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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/GameObject/ObjectScript_Yoda.lua#1 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (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_Steam/FOC/Run/Data/Scripts/GameObject/ObjectScript_Yoda.lua $
--
-- Original Author: Steve_Copeland
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
-- This include order is important. We need the state service defined in main to override the one in heroplanattach.
require("HeroPlanAttach")
require("PGStateMachine")
function Definitions()
-- Hero plan self attachment stuff
-- only join plans that meet our expense requirements.
MinPlanAttachCost = 5000
MaxPlanAttachCost = 0
-- Commander hit list.
Attack_Ability_Type_Names = {"Infantry" }
Attack_Ability_Weights = { 1 }
Attack_Ability_Types = WeightedTypeList.Create()
Attack_Ability_Types.Parse(Attack_Ability_Type_Names, Attack_Ability_Weights)
-- Prefer task forces with these units.
Escort_Ability_Type_Names = { "All" }
Escort_Ability_Weights = { 1.0 }
Escort_Ability_Types = WeightedTypeList.Create()
Escort_Ability_Types.Parse(Escort_Ability_Type_Names, Escort_Ability_Weights)
-- Object script stuff
ServiceRate = 1
Define_State("State_Init", State_Init)
Define_State("State_Human_Idle", State_Human_Idle)
safe_for_ability = false
stealth_reveal_range = 200
stealth_ability = "STEALTH"
end
function State_Init(message)
if message == OnEnter then
-- Bail out if this is a human player
if Object.Get_Owner().Is_Human() then
Set_Next_State("State_Human_Idle")
-- ScriptExit()
end
-- prevent this from doing anything in galactic mode
if Get_Game_Mode() ~= "Land" then
ScriptExit()
end
Register_Prox(Object, Yoda_Safe_Prox, 500)
Register_Prox(Object, Unit_Prox, 500)
elseif message == OnUpdate then
if not Object.Has_Active_Orders() then
if safe_for_ability then
Object.Activate_Ability("FORCE_SIGHT", true)
elseif Object.Is_Ability_Active("FORCE_SIGHT") then
Object.Activate_Ability("FORCE_SIGHT", false)
end
end
safe_for_ability = true
end
end
function Yoda_Safe_Prox(self_obj, trigger_obj)
trigger_player = trigger_obj.Get_Owner()
if not TestValid(trigger_player) or trigger_player == Object.Get_Owner() or trigger_player.Is_Neutral() then
return
end
safe_for_ability = false
end
function State_Human_Idle(message)
if message == OnEnter then
-- we only want this script to run during GC tactical battles
if Is_Campaign_Game() ~= true then
ScriptExit()
end
-- prevent this from doing anything in galactic mode
if Get_Game_Mode() ~= "Land" then
ScriptExit()
end
Register_Prox(Object, Unit_Prox, stealth_reveal_range)
end
end
-- If a stealthed enemy enters the prox, disable their stealth ability
function Unit_Prox(self_obj, trigger_obj)
if not trigger_obj.Get_Owner().Is_Enemy(Object.Get_Owner()) then
return
end
if trigger_obj.Get_Owner().Is_Enemy(Object.Get_Owner()) then
if trigger_obj.Is_Ability_Active(stealth_ability) then
if Is_Campaign_Game() == true then
trigger_obj.Cancel_Ability(stealth_ability)
end
end
end
end