109 lines
2.8 KiB
Lua
109 lines
2.8 KiB
Lua
-- Star Wars Empire at War: Secrets of a Fallen Empire
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-- Lua Script: //Scripts/GameObject/ObjectScript_Tractor_Satellite.lua
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-- Author: Galyana
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-- Updated: 29 January, 2026
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--Allows the tractor beam satellite to function for ai players
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--Also allows autofire to work for human players
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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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ability_name = "TRACTOR_BEAM"
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-- Satellite tractor range is 2000, let the target get closer so they don't immediately fly away
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-- Satellite vision range is 1350, it can target units the player cannot see
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-- ability_range = 1500
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stealth_ability = "STEALTH"
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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() == "Galactic" then
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ScriptExit()
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end
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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 == OnEnter then
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Register_Prox(Object, Unit_Prox, 1500) -- Give the AI player a longer range
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end
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if message == OnUpdate then
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--This satellite can be captured by a Hutt player
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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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end
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end
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end
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function State_Human_No_Autofire(message)
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-- Turn off prox check if autofire is disabled
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if message == OnEnter then
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Object.Cancel_Event_Object_In_Range(Unit_Prox)
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end
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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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end
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end
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function State_Human_Autofire(message)
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if message == OnEnter then
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Register_Prox(Object, Unit_Prox, 1000)
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end
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if message == OnUpdate then
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if Object.Is_Ability_Autofire(ability_name) then
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return
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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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end
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end
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-- Tractor beam first target that enters range
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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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-- ignore stealthed enemies
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if trigger_obj.Is_Ability_Active(stealth_ability) then
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return
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end
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-- prevent multiple tractor beams hitting one target
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if trigger_obj.Is_Under_Effects_Of_Ability(ability_name) then
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return
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end
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-- hold enemy until it dies or escapes
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if Object.Is_Ability_Active(ability_name) then
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return
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end
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if trigger_obj.Get_Owner().Is_Enemy(Object.Get_Owner()) then
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if trigger_obj.Is_Category("Transport | Corvette | Frigate | SpaceHero") then
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Object.Activate_Ability(ability_name, trigger_obj)
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end
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end
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end |