-- Star Wars Empire at War: Secrets of a Fallen Empire -- Lua Script: //Scripts/GameObject/ObjectScript_T6A.lua -- Author: Galyana -- Updated: 2 January, 2024 require("PGStateMachine") require("PGBase") 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) ability_name = "POWER_TO_WEAPONS" unit_trigger_number = 1 threat_trigger_number = 50 targeting_range = 300 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 -- Register a proximity around the unit Register_Prox(Object, Unit_Prox, targeting_range) nearby_unit_count = 0 nearby_unit_threat = 0 recent_enemy_units = {} 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 (nearby_unit_count >= unit_trigger_number and nearby_unit_threat >= threat_trigger_number) then Object.Activate_Ability(ability_name, true) else Object.Activate_Ability(ability_name, false) end -- reset tracked units each service. nearby_unit_count = 0 nearby_unit_threat = 0 recent_enemy_units = {} --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 --Land units can change hands if Object.Get_Owner().Is_Human() then Sleep(1) else Set_Next_State("State_AI_Autofire") end end end -- If any enemy vehicle enters the prox, anchor to increase damage and shield regen function Unit_Prox(self_obj, trigger_obj) if not trigger_obj.Is_Category("Vehicle") then return end 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 nearby_unit_threat = nearby_unit_threat + trigger_obj.Get_Type().Get_Combat_Rating() end end