-- $Id: //depot/Projects/StarWars_Expansion/Run/Data/Scripts/GameObject/ObjectScript_MissileShield.lua#2 $ --///////////////////////////////////////////////////////////////////////////////////////////////// -- -- (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_Expansion/Run/Data/Scripts/GameObject/ObjectScript_MissileShield.lua $ -- -- Original Author: James Yarrow -- -- $Author: James_Yarrow $ -- -- $Change: 51104 $ -- -- $DateTime: 2006/08/10 18:18:02 $ -- -- $Revision: #2 $ -- --///////////////////////////////////////////////////////////////////////////////////////////////// require("PGStateMachine") function Definitions() 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) ability_name = "MISSILE_SHIELD" end function State_Init(message) if message == OnEnter then -- prevent this from doing anything in galactic mode if Get_Game_Mode() == "Galactic" then ScriptExit() end if Object.Get_Owner().Is_Human() then Set_Next_State("State_Human_No_Autofire") else Set_Next_State("State_AI_Autofire") end end end function State_AI_Autofire(message) if message == OnUpdate then if Object.Is_Ability_Ready(ability_name) then enemy = FindDeadlyEnemy(Object) if TestValid(enemy) then projectile_types = enemy.Get_All_Projectile_Types() for _, projectile in pairs(projectile_types) do if projectile.Is_Affected_By_Missile_Shield() or projectile.Is_Affected_By_Laser_Defense() then Object.Activate_Ability(ability_name, true) return end end end end --Land units can change hands if Object.Get_Owner().Is_Human() then Set_Next_State("State_Human_No_Autofire") end 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 Object.Is_Ability_Ready(ability_name) then enemy = FindDeadlyEnemy(Object) if TestValid(enemy) then projectile_types = enemy.Get_All_Projectile_Types() if projectile_types then for _, projectile in pairs(projectile_types) do if projectile.Is_Affected_By_Missile_Shield() or projectile.Is_Affected_By_Laser_Defense() then Object.Activate_Ability(ability_name, true) return end end end end end else Set_Next_State("State_Human_No_Autofire") end end end