143 lines
4.4 KiB
Lua
143 lines
4.4 KiB
Lua
-- Star Wars Empire at War: Secrets of a Fallen Empire
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-- Lua Script: //Scripts/GameObject/ObjectScript_MineLayer.lua
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-- Author: Galyana
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-- Updated: 1 November, 2023
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require("PGBase")
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require("PGStateMachine")
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function Definitions()
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ServiceRate = 1
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Define_State("State_Init", State_Init);
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Define_State("State_AI_Autofire", State_AI_Autofire)
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Define_State("State_Human_No_Autofire", State_Human_No_Autofire)
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Define_State("State_Human_Autofire", State_Human_Autofire)
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ability_name = "DEPLOY_SQUAD"
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-- DEPLOY_SQUAD cannot be force activated via .Activate_Ability()
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-- Object.Activate_Ability(ability_name, true)
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-- Prevent stacking minefields too close to each other
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unit_prox_range = 200
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unit_trigger_number = 1
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end
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function State_Init(message)
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if message == OnEnter then
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-- prevent this from doing anything in galactic mode
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if Get_Game_Mode() ~= "Space" then
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ScriptExit()
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end
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faction = Object.Get_Owner().Get_Faction_Name()
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if faction == "REBEL" then
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ref_type = Find_Object_Type("Rebel_Minefield")
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elseif faction == "EMPIRE" then
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ref_type = Find_Object_Type("Empire_Minefield")
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elseif faction == "UNDERWORLD" then
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ref_type = Find_Object_Type("Underworld_Minefield")
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elseif faction == "HUTTS" then
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ref_type = Find_Object_Type("Hutt_Minefield")
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else
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-- Unknown faction, abort
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ScriptExit()
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end
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Register_Prox(Object, Unit_Prox, unit_prox_range)
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nearby_minefield_count = 0
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recent_minefield_units = {}
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if Object.Get_Owner().Is_Human() then
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Set_Next_State("State_Human_No_Autofire")
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else
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-- AI does not use Deploy Squadron ability to spawn minefields
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-- Disable hangar minefields and only use scripted spawning for AI
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Object.Set_Garrison_Spawn(false)
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Set_Next_State("State_AI_Autofire")
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end
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end
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end
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function State_AI_Autofire(message)
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if message == OnUpdate then
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if nearby_minefield_count >= unit_trigger_number then
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-- move to a new random location
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x,y,z = Object.Get_Position().Get_XYZ()
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pos = Create_Position((x + GameRandom(-500, 500)), (y + GameRandom(-500, 500)), z)
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Object.Move_To(pos)
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Sleep(10)
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elseif unit_trigger_number > nearby_minefield_count then
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if Object.Is_Ability_Ready(ability_name) then
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-- spawn a generic minefield without respect to hangar capacity
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position = Object.Get_Position()
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player = Object.Get_Owner()
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Create_Generic_Object(ref_type, position, player)
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Object.Force_Ability_Recharge(ability_name)
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-- move to a new random location
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x,y,z = Object.Get_Position().Get_XYZ()
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pos = Create_Position((x + GameRandom(-500, 500)), (y + GameRandom(-500, 500)), z)
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Object.Move_To(pos)
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Sleep(20)
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end
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end
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nearby_minefield_count = 0
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recent_minefield_units = {}
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end
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end
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function State_Human_No_Autofire(message)
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if message == OnUpdate then
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if Object.Is_Ability_Autofire(ability_name) then
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Set_Next_State("State_Human_Autofire")
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end
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end
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end
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function State_Human_Autofire(message)
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if message == OnUpdate then
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if Object.Is_Ability_Autofire(ability_name) then
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if nearby_minefield_count >= unit_trigger_number then
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-- move to a new random location
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x,y,z = Object.Get_Position().Get_XYZ()
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pos = Create_Position((x + GameRandom(-500, 500)), (y + GameRandom(-500, 500)), z)
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Object.Move_To(pos)
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Sleep(10)
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elseif unit_trigger_number > nearby_minefield_count then
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if Object.Is_Ability_Ready(ability_name) then
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-- spawn a generic minefield without respect to hangar capacity
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position = Object.Get_Position()
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player = Object.Get_Owner()
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Create_Generic_Object(ref_type, position, player)
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Object.Force_Ability_Recharge(ability_name)
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-- move to a new random location
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x,y,z = Object.Get_Position().Get_XYZ()
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pos = Create_Position((x + GameRandom(-500, 500)), (y + GameRandom(-500, 500)), z)
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Object.Move_To(pos)
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Sleep(20)
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end
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end
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else
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Set_Next_State("State_Human_No_Autofire")
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end
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nearby_minefield_count = 0
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recent_minefield_units = {}
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end
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end
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function Unit_Prox(self_obj, trigger_obj)
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if not trigger_obj.Get_Type() == ref_type then
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return
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end
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-- If we haven't seen this unit recently, track him
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if recent_minefield_units[trigger_obj] == nil and trigger_obj.Get_Type() == ref_type then
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nearby_minefield_count = nearby_minefield_count + 1
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recent_minefield_units[trigger_obj] = trigger_obj
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end
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end |