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

144 lines
4.8 KiB
Lua

-- $Id: //depot/Projects/StarWars_Expansion/Run/Data/Scripts/GameObject/ObjectScript_MissileShield.lua#2 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (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_Expansion/Run/Data/Scripts/GameObject/ObjectScript_MissileShield.lua $
--
-- Original Author: James Yarrow
--
-- $Author: James_Yarrow $
--
-- $Change: 51104 $
--
-- $DateTime: 2006/08/10 18:18:02 $
--
-- $Revision: #2 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
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 = "MISSILE_SHIELD"
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
Set_Next_State("State_Human_No_Autofire")
else
interdicting = false
Set_Next_State("State_AI_Autofire")
end
end
end
function State_AI_Autofire(message)
if message == OnUpdate then
if Object.Is_Ability_Ready(ability_name) then
enemy = FindDeadlyEnemy(Object)
if TestValid(enemy) then
projectile_types = enemy.Get_All_Projectile_Types()
for _, projectile in pairs(projectile_types) do
if projectile.Is_Affected_By_Missile_Shield() or projectile.Is_Affected_By_Laser_Defense() then
Object.Activate_Ability(ability_name, true)
return
end
end
end
end
--Land units can change hands
if Object.Get_Owner().Is_Human() then
Set_Next_State("State_Human_No_Autofire")
end
--Interdictor stuff goes here
repeat
-- The AI may not yet be initialized
Sleep(1)
enemy_is_retreating = EvaluatePerception("Enemy_Retreating", Object.Get_Owner())
until (enemy_is_retreating ~= nil)
-- Prevent the enemy from retreating, if they're trying to
if (enemy_is_retreating ~= 0) and (not interdicting) then
interdicting = true
Sleep(GameRandom(3,8))
--MessageBox("trying to interdict")
Object.Activate_Ability("INTERDICT", true)
Register_Timer(Cancel_Interdiction, 20)
end
end
end
function Cancel_Interdiction()
Object.Activate_Ability("INTERDICT", false)
interdicting = false
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 Object.Is_Ability_Ready(ability_name) then
enemy = FindDeadlyEnemy(Object)
if TestValid(enemy) then
projectile_types = enemy.Get_All_Projectile_Types()
if projectile_types then
for _, projectile in pairs(projectile_types) do
if projectile.Is_Affected_By_Missile_Shield() or projectile.Is_Affected_By_Laser_Defense() then
Object.Activate_Ability(ability_name, true)
return
end
end
end
end
end
else
Set_Next_State("State_Human_No_Autofire")
end
end
end