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

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