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

243 lines
7.5 KiB
Lua

-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/GameObject/ObiWanPlan.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/ObiWanPlan.lua $
--
-- Original Author: Steve_Copeland
--
-- $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
-- Commander hit list.
Attack_Ability_Type_Names = {
"Infantry", -- Attack these types.
"Darth_Team", "Boba_Fett_Team" -- Stay away from these types.
}
Attack_Ability_Weights = {
10, -- attack type weights.
BAD_WEIGHT, BAD_WEIGHT -- feared 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", "Vehicle", "Air", "Fleet_Com_Rebel_Team", "Fleet_Com_Empire_Team" }
Escort_Ability_Weights = { 3, 10, 3, BAD_WEIGHT, BAD_WEIGHT }
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 = 3
divert_range = 400
threat_trigger_number = 10
ability_range = 100
ability_name = "FORCE_CONFUSE"
invulnerability_ability_name = "TARGETED_INVULNERABILITY"
min_threat_to_use_invulnerability = 100
invulnerability_range = 400
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, Invuln_Prox, invulnerability_range)
Register_Prox(Object, Unit_Reveal_Prox, stealth_reveal_range)
if Object.Get_Owner().Is_Human() then
Set_Next_State("State_Human_No_Autofire")
Register_Prox(Object, Unit_Prox, ability_range)
else
Set_Next_State("State_AI_Autofire")
Register_Prox(Object, Unit_Prox, divert_range)
end
end
end
function State_AI_Autofire(message)
if message == OnUpdate then
if (nearby_unit_count >= unit_trigger_number) and Object.Get_Hull() < 0.5 then
ConsiderDivertAndAOE(Object, ability_name, ability_range, recent_enemy_units, threat_trigger_number)
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
-- reset tracked units each service.
nearby_unit_count = 0
recent_enemy_units = {}
end
end
function State_Human_Autofire(message)
if message == OnUpdate then
if Object.Is_Ability_Autofire(ability_name) then
if nearby_unit_count >= unit_trigger_number then
Object.Activate_Ability(ability_name, true)
end
else
Set_Next_State("State_Human_No_Autofire")
end
-- reset tracked units each service.
nearby_unit_count = 0
recent_enemy_units = {}
end
end
function Unit_Prox(self_obj, trigger_obj)
--Can only confuse non-hero infantry
if not trigger_obj.Is_Category("Infantry") then
return
end
if trigger_obj.Is_Category("LandHero") then
return
end
if not trigger_obj.Get_Owner().Is_Enemy(Object.Get_Owner()) then
return
end
--Promote to parent object (infantry squads) for unit counting purposes
if trigger_obj.Get_Parent_Object() then
trigger_obj = trigger_obj.Get_Parent_Object()
end
if trigger_obj.Is_In_Garrison() then
return
end
-- If we haven't seen this unit recently, track him
if recent_enemy_units[trigger_obj] == nil then
nearby_unit_count = nearby_unit_count + 1
recent_enemy_units[trigger_obj] = trigger_obj
end
end
function Invuln_Prox(self_obj, trigger_obj)
if Object.Get_Owner().Is_Human() and not Object.Is_Ability_Autofire(invulnerability_ability_name) then
return
end
--Use invulnerability on friendly objects that are in need of help and worth preserving
if not trigger_obj.Get_Owner().Is_Ally(Object.Get_Owner()) then
return
end
if not trigger_obj.Get_Type().Is_Hero() then
if trigger_obj.Get_Type().Get_Combat_Rating() < min_threat_to_use_invulnerability then
return
end
end
if not self_obj.Is_Ability_Ready(invulnerability_ability_name) then
return
end
if not TestValid(FindDeadlyEnemy(trigger_obj)) then
return
end
self_obj.Activate_Ability(invulnerability_ability_name, trigger_obj)
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