243 lines
7.5 KiB
Lua
243 lines
7.5 KiB
Lua
-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/GameObject/ObiWanPlan.lua#1 $
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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--
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-- (C) Petroglyph Games, Inc.
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--
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--
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-- ***** ** * *
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-- * ** * * *
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-- * * * * *
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-- * * * * * * * *
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-- * * *** ****** * ** **** *** * * * ***** * ***
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-- * ** * * * ** * ** ** * * * * ** ** ** *
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-- *** ***** * * * * * * * * ** * * * *
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-- * * * * * * * * * * * * * * *
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-- * * * * * * * * * * ** * * * *
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-- * ** * * ** * ** * * ** * * * *
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-- ** **** ** * **** ***** * ** *** * *
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-- * * *
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-- * * *
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-- * * *
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-- * * * *
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-- **** * *
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--
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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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
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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--
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-- $File: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/GameObject/ObiWanPlan.lua $
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--
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-- Original Author: Steve_Copeland
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--
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-- $Author: Brian_Hayes $
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--
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-- $Change: 637819 $
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--
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-- $DateTime: 2017/03/22 10:16:16 $
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--
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-- $Revision: #1 $
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--
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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-- This include order is important. We need the state service defined in main to override the one in heroplanattach.
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require("HeroPlanAttach")
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require("PGStateMachine")
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function Definitions()
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DebugMessage("%s -- In Definitions", tostring(Script))
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-- only join plans that meet our expense requirements.
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MinPlanAttachCost = 5000
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MaxPlanAttachCost = 0
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-- Commander hit list.
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Attack_Ability_Type_Names = {
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"Infantry", -- Attack these types.
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"Darth_Team", "Boba_Fett_Team" -- Stay away from these types.
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}
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Attack_Ability_Weights = {
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10, -- attack type weights.
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BAD_WEIGHT, BAD_WEIGHT -- feared type weights.
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}
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Attack_Ability_Types = WeightedTypeList.Create()
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Attack_Ability_Types.Parse(Attack_Ability_Type_Names, Attack_Ability_Weights)
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-- Prefer task forces with these units.
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Escort_Ability_Type_Names = { "Infantry", "Vehicle", "Air", "Fleet_Com_Rebel_Team", "Fleet_Com_Empire_Team" }
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Escort_Ability_Weights = { 3, 10, 3, BAD_WEIGHT, BAD_WEIGHT }
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Escort_Ability_Types = WeightedTypeList.Create()
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Escort_Ability_Types.Parse(Escort_Ability_Type_Names, Escort_Ability_Weights)
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-- tactical behavior stuff
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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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unit_trigger_number = 3
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divert_range = 400
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threat_trigger_number = 10
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ability_range = 100
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ability_name = "FORCE_CONFUSE"
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invulnerability_ability_name = "TARGETED_INVULNERABILITY"
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min_threat_to_use_invulnerability = 100
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invulnerability_range = 400
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stealth_reveal_range = 200
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stealth_ability = "STEALTH"
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end
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function Evaluate_Attack_Ability(target, goal)
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return Get_Target_Weight(target, Attack_Ability_Types, Attack_Ability_Weights)
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end
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function Get_Escort_Ability_Weights(goal)
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return Escort_Ability_Types
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end
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function HeroService()
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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() ~= "Land" then
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ScriptExit()
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end
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nearby_unit_count = 0
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recent_enemy_units = {}
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Register_Prox(Object, Invuln_Prox, invulnerability_range)
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Register_Prox(Object, Unit_Reveal_Prox, stealth_reveal_range)
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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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Register_Prox(Object, Unit_Prox, ability_range)
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else
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Set_Next_State("State_AI_Autofire")
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Register_Prox(Object, Unit_Prox, divert_range)
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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_unit_count >= unit_trigger_number) and Object.Get_Hull() < 0.5 then
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ConsiderDivertAndAOE(Object, ability_name, ability_range, recent_enemy_units, threat_trigger_number)
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end
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-- reset tracked units each service.
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nearby_unit_count = 0
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recent_enemy_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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-- reset tracked units each service.
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nearby_unit_count = 0
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recent_enemy_units = {}
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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_unit_count >= unit_trigger_number then
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Object.Activate_Ability(ability_name, true)
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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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-- reset tracked units each service.
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nearby_unit_count = 0
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recent_enemy_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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--Can only confuse non-hero infantry
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if not trigger_obj.Is_Category("Infantry") then
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return
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end
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if trigger_obj.Is_Category("LandHero") then
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return
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end
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if not trigger_obj.Get_Owner().Is_Enemy(Object.Get_Owner()) then
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return
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end
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--Promote to parent object (infantry squads) for unit counting purposes
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if trigger_obj.Get_Parent_Object() then
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trigger_obj = trigger_obj.Get_Parent_Object()
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end
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if trigger_obj.Is_In_Garrison() 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_enemy_units[trigger_obj] == nil then
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nearby_unit_count = nearby_unit_count + 1
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recent_enemy_units[trigger_obj] = trigger_obj
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end
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end
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function Invuln_Prox(self_obj, trigger_obj)
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if Object.Get_Owner().Is_Human() and not Object.Is_Ability_Autofire(invulnerability_ability_name) then
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return
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end
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--Use invulnerability on friendly objects that are in need of help and worth preserving
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if not trigger_obj.Get_Owner().Is_Ally(Object.Get_Owner()) then
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return
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end
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if not trigger_obj.Get_Type().Is_Hero() then
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if trigger_obj.Get_Type().Get_Combat_Rating() < min_threat_to_use_invulnerability then
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return
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end
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end
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if not self_obj.Is_Ability_Ready(invulnerability_ability_name) then
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return
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end
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if not TestValid(FindDeadlyEnemy(trigger_obj)) then
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return
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end
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self_obj.Activate_Ability(invulnerability_ability_name, trigger_obj)
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end
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-- If a stealthed enemy enters the prox, disable their stealth ability
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function Unit_Reveal_Prox(self_obj, trigger_obj)
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if not trigger_obj.Get_Owner().Is_Enemy(Object.Get_Owner()) then
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return
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end
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if trigger_obj.Get_Owner().Is_Enemy(Object.Get_Owner()) then
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if trigger_obj.Is_Ability_Active(stealth_ability) then
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if Is_Campaign_Game() == true then
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trigger_obj.Cancel_Ability(stealth_ability)
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end
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end
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end
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end |