-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/GameObject/ObjectScript_Gargantuan.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_Gargantuan.lua $ -- -- Original Author: Steve_Copeland -- -- $Author: Brian_Hayes $ -- -- $Change: 637819 $ -- -- $DateTime: 2017/03/22 10:16:16 $ -- -- $Revision: #1 $ -- --///////////////////////////////////////////////////////////////////////////////////////////////// require("PGStateMachine") function Definitions() -- Object script 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 ability_range = 150 ability_name = "SHIELD_FLARE" 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_Prox, ability_range) 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.Get_Shield() > 0.33) and (nearby_unit_count >= unit_trigger_number) then --This unit is too big and slow for diverting to be sensible Object.Activate_Ability(ability_name, true) 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 (Object.Get_Shield() > 0.33) and (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) --Ignore structures. They're boring if trigger_obj.Is_Category("Structure") 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