84 lines
2.2 KiB
Lua
84 lines
2.2 KiB
Lua
-- Star Wars Empire at War: Secrets of a Fallen Empire
|
|
-- Lua Script: //Scripts/GameObject/ObjectScript_Minefield.lua
|
|
-- Authors: Galyana and Nikomer
|
|
-- Updated: 29 October, 2023
|
|
|
|
require("PGStateMachine")
|
|
|
|
function Definitions()
|
|
DebugMessage("%s -- In definitions", tostring(Script))
|
|
ServiceRate = 1
|
|
|
|
Define_State("State_Init", State_Init);
|
|
Define_State("State_Idle", State_Idle);
|
|
|
|
ability_range = 300
|
|
destruct_ability = "SELF_DESTRUCT"
|
|
stealth_ability = "STEALTH"
|
|
timer = 0
|
|
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
|
|
|
|
if Object.Get_Owner().Is_Human() then
|
|
Register_Prox(Object, Unit_Prox, ability_range)
|
|
Set_Next_State("State_Idle")
|
|
else
|
|
Register_Prox(Object, AI_Unit_Prox, ability_range)
|
|
Set_Next_State("State_Idle")
|
|
end
|
|
end
|
|
end
|
|
|
|
function State_Idle(message)
|
|
if message == OnUpdate then
|
|
if timer == 0 then
|
|
timer = 7000
|
|
DebugMessage("%s -- Re-stealth", tostring(Script))
|
|
Object.Reset_Ability_Counter()
|
|
else
|
|
timer = timer - 1
|
|
end
|
|
if Object.Has_Ability(stealth_ability) then
|
|
if not Object.Is_Ability_Active(stealth_ability) then
|
|
DebugMessage("%s -- Forcing stealth", tostring(Script))
|
|
Object.Reset_Ability_Counter()
|
|
Object.Activate_Ability(stealth_ability, true)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- If an enemy enters the prox, self destruct
|
|
function Unit_Prox(self_obj, trigger_obj)
|
|
if not trigger_obj.Get_Owner().Is_Enemy(Object.Get_Owner()) then
|
|
return
|
|
end
|
|
|
|
-- do not trigger unless autofire is enabled
|
|
if Object.Is_Ability_Autofire(destruct_ability) then
|
|
if not Object.Is_Ability_Active(destruct_ability) then
|
|
DebugMessage("%s -- BOOM!", tostring(Script))
|
|
Object.Activate_Ability(destruct_ability, true)
|
|
end
|
|
end
|
|
end
|
|
|
|
-- If an enemy enters the prox, self destruct
|
|
function AI_Unit_Prox(self_obj, trigger_obj)
|
|
if not trigger_obj.Get_Owner().Is_Enemy(Object.Get_Owner()) then
|
|
return
|
|
end
|
|
|
|
-- AI does not use ability autofire
|
|
if not Object.Is_Ability_Active(destruct_ability) then
|
|
DebugMessage("%s -- BOOM!", tostring(Script))
|
|
Object.Activate_Ability(destruct_ability, true)
|
|
end
|
|
end |