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DATA/SCRIPTS/GAMEOBJECT/SUNDERED_HEART.LUA
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144
DATA/SCRIPTS/GAMEOBJECT/SUNDERED_HEART.LUA
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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/GameObject/Sundered_Heart.lua#1 $
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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--
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-- (C) Petroglyph Games, Inc.
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--
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--
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-- ***** ** * *
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-- * ** * * *
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-- * * * * *
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-- * * * * * * * *
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-- * * *** ****** * ** **** *** * * * ***** * ***
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-- * ** * * * ** * ** ** * * * * ** ** ** *
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-- *** ***** * * * * * * * * ** * * * *
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-- * * * * * * * * * * * * * * *
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-- * * * * * * * * * * ** * * * *
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-- * ** * * ** * ** * * ** * * * *
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-- ** **** ** * **** ***** * ** *** * *
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-- * * *
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-- * * *
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-- * * *
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-- * * * *
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-- **** * *
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--
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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
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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--
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-- $File: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/GameObject/Sundered_Heart.lua $
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--
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-- Original Author: Steve_Copeland
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--
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-- $Author: Brian_Hayes $
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--
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-- $Change: 637819 $
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--
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-- $DateTime: 2017/03/22 10:16:16 $
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--
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-- $Revision: #1 $
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--
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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require("HeroPlanAttach")
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require("PGStateMachine")
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function Definitions()
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MinPlanAttachCost = 5000
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MaxPlanAttachCost = 0
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Attack_Ability_Type_Names = { "Fighter" }
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Attack_Ability_Weights = { 10 }
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Attack_Ability_Types = WeightedTypeList.Create()
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Attack_Ability_Types.Parse(Attack_Ability_Type_Names, Attack_Ability_Weights)
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-- Prefer task forces with these units.
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Escort_Ability_Type_Names = { "Fighter", "Corvette", "Frigate", "Capital" }
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Escort_Ability_Weights = { 2, 1, 2, 2 }
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Escort_Ability_Types = WeightedTypeList.Create()
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Escort_Ability_Types.Parse(Escort_Ability_Type_Names, Escort_Ability_Weights)
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ServiceRate = 1
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Define_State("State_Init", State_Init);
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unit_trigger_number = 3
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force_trigger_number = 10
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ability_range = 1000
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min_threat_to_use_ability = 1000
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ability_name = "WEAKEN_ENEMY"
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area_of_effect = 300
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end
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function Evaluate_Attack_Ability(target, goal)
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return Get_Target_Weight(target, Attack_Ability_Types, Attack_Ability_Weights)
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end
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function Get_Escort_Ability_Weights(goal)
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return Escort_Ability_Types
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end
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function State_Init(message)
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if message == OnEnter then
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--MessageBox("%s--Object:%s", tostring(Script), tostring(Object))
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-- prevent this from doing anything in galactic mode
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--MessageBox("%s, mode %s", tostring(Script), Get_Game_Mode())
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if Get_Game_Mode() ~= "Space" then
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ScriptExit()
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end
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-- Bail out if this is a human player
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if Object.Get_Owner().Is_Human() then
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ScriptExit()
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end
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-- Register a proximity around this unit
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Register_Prox(Object, Unit_Prox, ability_range)
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elseif message == OnUpdate then
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-- reset tracked units each service.
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nearby_unit_count = 0
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recent_enemy_units = {}
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end
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end
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-- If an enemy enters the prox, the unit may want to use the ability
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function Unit_Prox(self_obj, trigger_obj)
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-- Note: we're explicitly tracking individual infantry here (as opposed to their parents, the squads)
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if not trigger_obj.Get_Owner().Is_Enemy(Object.Get_Owner()) then
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return
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end
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-- If we haven't seen this unit recently, track him
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if recent_enemy_units[trigger_obj] == nil then
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recent_enemy_units[trigger_obj] = trigger_obj
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nearby_unit_count = nearby_unit_count + 1
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DebugMessage("%s -- Nearby unit count %d", tostring(Script), nearby_unit_count)
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if Object.Is_Ability_Ready(ability_name) then
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DebugMessage("%s -- ability ready: %s", tostring(Script), ability_name)
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if (nearby_unit_count >= unit_trigger_number) then
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DebugMessage("%s -- met min trigger number", tostring(Script))
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aoe_pos, aoe_victim_threat = Find_Best_Local_Threat_Center(recent_enemy_units, area_of_effect)
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if (aoe_pos ~= nil) then
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if (aoe_victim_threat > min_threat_to_use_ability) then
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DebugMessage("%s -- met min threat triggered; activating ability", tostring(Script))
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Try_Ability(Object, ability_name, aoe_pos)
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end
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if (nearby_unit_count >= force_trigger_number) then
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DebugMessage("%s -- an excess of units nearby; activating ability", tostring(Script))
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Try_Ability(Object, ability_name, aoe_pos)
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end
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end
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end
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end
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end
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end
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