111 lines
2.8 KiB
Lua
111 lines
2.8 KiB
Lua
-- Star Wars Empire at War: Secrets of a Fallen Empire
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-- Lua Script: //Scripts/GameObject/ObjectScript_Spectre.lua
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-- Author: Galyana
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-- Updated: 6 February, 2026
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require("PGStateMachine")
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function Definitions()
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ServiceRate = 1
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Define_State("State_Init", State_Init);
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Define_State("State_AI_Autofire", State_AI_Autofire)
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Define_State("State_Human_No_Autofire", State_Human_No_Autofire)
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Define_State("State_Human_Autofire", State_Human_Autofire)
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unit_trigger_number = 3
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threat_trigger_number = 1200
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-- cluster bomb damage range is 600, make prox slightly smaller so units are more likely to get hit
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cluster_bomb_range = 550
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ability_name = "CLUSTER_BOMB"
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end
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function State_Init(message)
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if message == OnEnter then
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-- prevent this from doing anything in galactic mode
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if Get_Game_Mode() ~= "Space" then
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ScriptExit()
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end
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nearby_unit_count = 0
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nearby_unit_threat = 0
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recent_enemy_units = {}
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Register_Prox(Object, Unit_Prox, cluster_bomb_range)
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if Object.Get_Owner().Is_Human() then
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Set_Next_State("State_Human_No_Autofire")
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else
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Set_Next_State("State_AI_Autofire")
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end
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end
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end
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function State_AI_Autofire(message)
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if message == OnUpdate then
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if nearby_unit_threat >= threat_trigger_number then
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Try_Ability(Object, ability_name)
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end
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-- reset tracked units each service.
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nearby_unit_count = 0
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nearby_unit_threat = 0
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recent_enemy_units = {}
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end
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end
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function State_Human_No_Autofire(message)
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if message == OnUpdate then
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if Object.Is_Ability_Autofire(ability_name) then
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Set_Next_State("State_Human_Autofire")
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end
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-- reset tracked units each service.
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nearby_unit_count = 0
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nearby_unit_threat = 0
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recent_enemy_units = {}
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end
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end
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function State_Human_Autofire(message)
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if message == OnUpdate then
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if Object.Is_Ability_Autofire(ability_name) then
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if nearby_unit_count > 2 then
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Object.Activate_Ability(ability_name, true)
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end
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else
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Set_Next_State("State_Human_No_Autofire")
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end
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-- reset tracked units each service.
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nearby_unit_count = 0
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nearby_unit_threat = 0
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recent_enemy_units = {}
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end
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end
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-- If an enemy enters the prox, han may want to chase them down for stun
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function Unit_Prox(self_obj, trigger_obj)
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if not trigger_obj.Get_Owner().Is_Enemy(Object.Get_Owner()) then
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return
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end
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--Promote to parent object (fighter squadron) for unit counting purposes
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if trigger_obj.Get_Parent_Object() then
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trigger_obj = trigger_obj.Get_Parent_Object()
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end
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-- If we haven't seen this unit recently, track him
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if recent_enemy_units[trigger_obj] == nil then
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nearby_unit_count = nearby_unit_count + 1
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recent_enemy_units[trigger_obj] = trigger_obj
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nearby_unit_threat = nearby_unit_threat + trigger_obj.Get_Type().Get_Combat_Rating()
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end
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end |