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

110 lines
3.7 KiB
Lua

-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/GameObject/ObjectScript_MillenniumFalcon.lua#1 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (C) Petroglyph Games, Inc.
--
--
-- ***** ** * *
-- * ** * * *
-- * * * * *
-- * * * * * * * *
-- * * *** ****** * ** **** *** * * * ***** * ***
-- * ** * * * ** * ** ** * * * * ** ** ** *
-- *** ***** * * * * * * * * ** * * * *
-- * * * * * * * * * * * * * * *
-- * * * * * * * * * * ** * * * *
-- * ** * * ** * ** * * ** * * * *
-- ** **** ** * **** ***** * ** *** * *
-- * * *
-- * * *
-- * * *
-- * * * *
-- **** * *
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
-- 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/ObjectScript_MillenniumFalcon.lua $
--
-- Original Author: James Yarrow
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("PGStateMachine")
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)
Define_State("State_Human_Autofire", State_Human_Autofire)
ability_name = "INVULNERABILITY"
end
function State_Init(message)
if message == OnEnter then
-- prevent this from doing anything in galactic mode
if Get_Game_Mode() ~= "Space" then
ScriptExit()
end
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 TestValid(FindDeadlyEnemy(Object)) and Object.Get_Shield() < 0.2 then
if Object.Is_Ability_Ready(ability_name) then
Object.Activate_Ability(ability_name, true)
end
end
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 TestValid(FindDeadlyEnemy(Object)) and Object.Get_Shield() < 0.05 and Object.Get_Hull() < 0.5 then
if Object.Is_Ability_Ready(ability_name) then
Object.Activate_Ability(ability_name, true)
end
end
else
Set_Next_State("State_Human_No_Autofire")
end
end
end