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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/GameObject/Sundered_Heart.lua#1 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (C) Petroglyph Games, Inc.
--
--
-- ***** ** * *
-- * ** * * *
-- * * * * *
-- * * * * * * * *
-- * * *** ****** * ** **** *** * * * ***** * ***
-- * ** * * * ** * ** ** * * * * ** ** ** *
-- *** ***** * * * * * * * * ** * * * *
-- * * * * * * * * * * * * * * *
-- * * * * * * * * * * ** * * * *
-- * ** * * ** * ** * * ** * * * *
-- ** **** ** * **** ***** * ** *** * *
-- * * *
-- * * *
-- * * *
-- * * * *
-- **** * *
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
-- 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/Sundered_Heart.lua $
--
-- Original Author: Steve_Copeland
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("HeroPlanAttach")
require("PGStateMachine")
function Definitions()
MinPlanAttachCost = 5000
MaxPlanAttachCost = 0
Attack_Ability_Type_Names = { "Fighter" }
Attack_Ability_Weights = { 10 }
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 = { "Fighter", "Corvette", "Frigate", "Capital" }
Escort_Ability_Weights = { 2, 1, 2, 2 }
Escort_Ability_Types = WeightedTypeList.Create()
Escort_Ability_Types.Parse(Escort_Ability_Type_Names, Escort_Ability_Weights)
ServiceRate = 1
Define_State("State_Init", State_Init);
unit_trigger_number = 3
force_trigger_number = 10
ability_range = 1000
min_threat_to_use_ability = 1000
ability_name = "WEAKEN_ENEMY"
area_of_effect = 300
end
function Evaluate_Attack_Ability(target, goal)
return Get_Target_Weight(target, Attack_Ability_Types, Attack_Ability_Weights)
end
function Get_Escort_Ability_Weights(goal)
return Escort_Ability_Types
end
function State_Init(message)
if message == OnEnter then
--MessageBox("%s--Object:%s", tostring(Script), tostring(Object))
-- prevent this from doing anything in galactic mode
--MessageBox("%s, mode %s", tostring(Script), Get_Game_Mode())
if Get_Game_Mode() ~= "Space" then
ScriptExit()
end
-- Bail out if this is a human player
if Object.Get_Owner().Is_Human() then
ScriptExit()
end
-- Register a proximity around this unit
Register_Prox(Object, Unit_Prox, ability_range)
elseif message == OnUpdate then
-- reset tracked units each service.
nearby_unit_count = 0
recent_enemy_units = {}
end
end
-- If an enemy enters the prox, the unit may want to use the ability
function Unit_Prox(self_obj, trigger_obj)
-- Note: we're explicitly tracking individual infantry here (as opposed to their parents, the squads)
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
DebugMessage("%s -- Nearby unit count %d", tostring(Script), nearby_unit_count)
if Object.Is_Ability_Ready(ability_name) then
DebugMessage("%s -- ability ready: %s", tostring(Script), ability_name)
if (nearby_unit_count >= unit_trigger_number) then
DebugMessage("%s -- met min trigger number", tostring(Script))
aoe_pos, aoe_victim_threat = Find_Best_Local_Threat_Center(recent_enemy_units, area_of_effect)
if (aoe_pos ~= nil) then
if (aoe_victim_threat > min_threat_to_use_ability) then
DebugMessage("%s -- met min threat triggered; activating ability", tostring(Script))
Try_Ability(Object, ability_name, aoe_pos)
end
if (nearby_unit_count >= force_trigger_number) then
DebugMessage("%s -- an excess of units nearby; activating ability", tostring(Script))
Try_Ability(Object, ability_name, aoe_pos)
end
end
end
end
end
end