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SoaFE/DATA/SCRIPTS/GAMEOBJECT/DARTHVADER.LUA
2026-02-28 14:00:45 -06:00

203 lines
6.4 KiB
Lua

-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/GameObject/DarthVader.lua#1 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (C) Petroglyph Games, Inc.
--
--
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--/////////////////////////////////////////////////////////////////////////////////////////////////
-- 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/DarthVader.lua $
--
-- Original Author: Brian Hayes
--
-- $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
Attack_Ability_Type_Names = {
"Capital", "Corvette", "Frigate", "Fighter" -- Attack these types.
}
Attack_Ability_Weights = {
1, 1, 1, 1 -- attack 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", "Fighter", "Corvette", "Frigate", "Capital" }
Escort_Ability_Weights = { 1, 2, 3, 4, 5 }
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 = 10
divert_range = 400
min_threat_to_use_ability = 10
ability_name = "FORCE_WHIRLWIND"
area_of_effect = 75
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, Unit_Reveal_Prox, stealth_reveal_range)
if Object.Get_Owner().Is_Human() then
Register_Prox(Object, Unit_Prox, area_of_effect)
Set_Next_State("State_Human_No_Autofire")
else
Register_Prox(Object, Unit_Prox, divert_range)
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) then
ConsiderDivertAndAOE(Object, ability_name, area_of_effect, recent_enemy_units, min_threat_to_use_ability)
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
end
end
function State_Human_Autofire(message)
if message == OnUpdate then
if Object.Is_Ability_Autofire(ability_name) then
if nearby_unit_count > 8 then
Object.Activate_Ability(ability_name, true)
end
-- reset tracked units each service.
nearby_unit_count = 0
recent_enemy_units = {}
else
Set_Next_State("State_Human_No_Autofire")
end
end
end
-- If an enemy enters the prox, the unit may want to chase them down to use the ability
function Unit_Prox(self_obj, trigger_obj)
-- Vader can only force push infantry
if not trigger_obj.Is_Category("Infantry") then
return
end
-- Reject heroes, which are often infantry, but we can't affect
if trigger_obj.Is_Category("LandHero") then
return
end
if not trigger_obj.Get_Owner().Is_Enemy(Object.Get_Owner()) then
return
end
if trigger_obj.Is_In_Garrison() then
return
end
-- Note: we're explicitly tracking individual infantry here (as opposed to their parents, the squads)
-- 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
end
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