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