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

143 lines
4.4 KiB
Lua

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