-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/GameObject/DarthVader.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/DarthVader.lua $ -- -- Original Author: Brian Hayes -- -- $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() DebugMessage("%s -- In Definitions", tostring(Script)) -- only join plans that meet our expense requirements. MinPlanAttachCost = 5000 MaxPlanAttachCost = 0 Attack_Ability_Type_Names = { "Capital", "Corvette", "Frigate", "Fighter" -- Attack these types. } Attack_Ability_Weights = { 1, 1, 1, 1 -- attack type weights. } 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 = { "Infantry", "Fighter", "Corvette", "Frigate", "Capital" } Escort_Ability_Weights = { 1, 2, 3, 4, 5 } Escort_Ability_Types = WeightedTypeList.Create() Escort_Ability_Types.Parse(Escort_Ability_Type_Names, Escort_Ability_Weights) -- tactical behavior stuff 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) unit_trigger_number = 10 divert_range = 400 min_threat_to_use_ability = 10 ability_name = "FORCE_WHIRLWIND" area_of_effect = 75 stealth_reveal_range = 200 stealth_ability = "STEALTH" 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 HeroService() end function State_Init(message) if message == OnEnter then -- prevent this from doing anything in galactic mode if Get_Game_Mode() ~= "Land" then ScriptExit() end nearby_unit_count = 0 recent_enemy_units = {} Register_Prox(Object, Unit_Reveal_Prox, stealth_reveal_range) if Object.Get_Owner().Is_Human() then Register_Prox(Object, Unit_Prox, area_of_effect) Set_Next_State("State_Human_No_Autofire") else Register_Prox(Object, Unit_Prox, divert_range) Set_Next_State("State_AI_Autofire") end end end function State_AI_Autofire(message) if message == OnUpdate then if (nearby_unit_count >= unit_trigger_number) then ConsiderDivertAndAOE(Object, ability_name, area_of_effect, recent_enemy_units, min_threat_to_use_ability) end -- reset tracked units each service. nearby_unit_count = 0 recent_enemy_units = {} end end function State_Human_No_Autofire(message) 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 == OnUpdate then if Object.Is_Ability_Autofire(ability_name) then if nearby_unit_count > 8 then Object.Activate_Ability(ability_name, true) end -- reset tracked units each service. nearby_unit_count = 0 recent_enemy_units = {} else Set_Next_State("State_Human_No_Autofire") end end end -- If an enemy enters the prox, the unit may want to chase them down to use the ability function Unit_Prox(self_obj, trigger_obj) -- Vader can only force push infantry if not trigger_obj.Is_Category("Infantry") then return end -- Reject heroes, which are often infantry, but we can't affect if trigger_obj.Is_Category("LandHero") then return end if not trigger_obj.Get_Owner().Is_Enemy(Object.Get_Owner()) then return end if trigger_obj.Is_In_Garrison() then return end -- Note: we're explicitly tracking individual infantry here (as opposed to their parents, the squads) -- 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 end end -- If a stealthed enemy enters the prox, disable their stealth ability function Unit_Reveal_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