-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/GameObject/ObiWanPlan.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/ObiWanPlan.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() DebugMessage("%s -- In Definitions", tostring(Script)) -- only join plans that meet our expense requirements. MinPlanAttachCost = 5000 MaxPlanAttachCost = 0 -- Commander hit list. Attack_Ability_Type_Names = { "Infantry", -- Attack these types. "Darth_Team", "Boba_Fett_Team" -- Stay away from these types. } Attack_Ability_Weights = { 10, -- attack type weights. BAD_WEIGHT, BAD_WEIGHT -- feared 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", "Vehicle", "Air", "Fleet_Com_Rebel_Team", "Fleet_Com_Empire_Team" } Escort_Ability_Weights = { 3, 10, 3, BAD_WEIGHT, BAD_WEIGHT } 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 = 3 divert_range = 400 threat_trigger_number = 10 ability_range = 100 ability_name = "FORCE_CONFUSE" invulnerability_ability_name = "TARGETED_INVULNERABILITY" min_threat_to_use_invulnerability = 100 invulnerability_range = 400 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, Invuln_Prox, invulnerability_range) Register_Prox(Object, Unit_Reveal_Prox, stealth_reveal_range) if Object.Get_Owner().Is_Human() then Set_Next_State("State_Human_No_Autofire") Register_Prox(Object, Unit_Prox, ability_range) else Set_Next_State("State_AI_Autofire") Register_Prox(Object, Unit_Prox, divert_range) end end end function State_AI_Autofire(message) if message == OnUpdate then if (nearby_unit_count >= unit_trigger_number) and Object.Get_Hull() < 0.5 then ConsiderDivertAndAOE(Object, ability_name, ability_range, recent_enemy_units, threat_trigger_number) 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 -- reset tracked units each service. nearby_unit_count = 0 recent_enemy_units = {} end end function State_Human_Autofire(message) if message == OnUpdate then if Object.Is_Ability_Autofire(ability_name) then if nearby_unit_count >= unit_trigger_number then Object.Activate_Ability(ability_name, true) end else Set_Next_State("State_Human_No_Autofire") end -- reset tracked units each service. nearby_unit_count = 0 recent_enemy_units = {} end end function Unit_Prox(self_obj, trigger_obj) --Can only confuse non-hero infantry if not trigger_obj.Is_Category("Infantry") then return end if trigger_obj.Is_Category("LandHero") then return end if not trigger_obj.Get_Owner().Is_Enemy(Object.Get_Owner()) then return end --Promote to parent object (infantry squads) for unit counting purposes if trigger_obj.Get_Parent_Object() then trigger_obj = trigger_obj.Get_Parent_Object() end if trigger_obj.Is_In_Garrison() then return end -- If we haven't seen this unit recently, track him if recent_enemy_units[trigger_obj] == nil then nearby_unit_count = nearby_unit_count + 1 recent_enemy_units[trigger_obj] = trigger_obj end end function Invuln_Prox(self_obj, trigger_obj) if Object.Get_Owner().Is_Human() and not Object.Is_Ability_Autofire(invulnerability_ability_name) then return end --Use invulnerability on friendly objects that are in need of help and worth preserving if not trigger_obj.Get_Owner().Is_Ally(Object.Get_Owner()) then return end if not trigger_obj.Get_Type().Is_Hero() then if trigger_obj.Get_Type().Get_Combat_Rating() < min_threat_to_use_invulnerability then return end end if not self_obj.Is_Ability_Ready(invulnerability_ability_name) then return end if not TestValid(FindDeadlyEnemy(trigger_obj)) then return end self_obj.Activate_Ability(invulnerability_ability_name, trigger_obj) 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