150 lines
4.6 KiB
Lua
150 lines
4.6 KiB
Lua
-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/GameObject/ObjectScript_Gargantuan.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/ObjectScript_Gargantuan.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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require("PGStateMachine")
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function Definitions()
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-- Object script 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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ability_range = 150
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ability_name = "SHIELD_FLARE"
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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, Unit_Prox, ability_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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else
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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 (Object.Get_Shield() > 0.33) and (nearby_unit_count >= unit_trigger_number) then
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--This unit is too big and slow for diverting to be sensible
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Object.Activate_Ability(ability_name, true)
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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 (Object.Get_Shield() > 0.33) and (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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--Ignore structures. They're boring
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if trigger_obj.Is_Category("Structure") 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 |