-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/GameObject/ObjectScript_Yoda.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/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