126 lines
4.1 KiB
Lua
126 lines
4.1 KiB
Lua
-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/GameObject/ObjectScript_PointDefense.lua#1 $
|
|
--/////////////////////////////////////////////////////////////////////////////////////////////////
|
|
--
|
|
-- (C) Petroglyph Games, Inc.
|
|
--
|
|
--
|
|
-- ***** ** * *
|
|
-- * ** * * *
|
|
-- * * * * *
|
|
-- * * * * * * * *
|
|
-- * * *** ****** * ** **** *** * * * ***** * ***
|
|
-- * ** * * * ** * ** ** * * * * ** ** ** *
|
|
-- *** ***** * * * * * * * * ** * * * *
|
|
-- * * * * * * * * * * * * * * *
|
|
-- * * * * * * * * * * ** * * * *
|
|
-- * ** * * ** * ** * * ** * * * *
|
|
-- ** **** ** * **** ***** * ** *** * *
|
|
-- * * *
|
|
-- * * *
|
|
-- * * *
|
|
-- * * * *
|
|
-- **** * *
|
|
--
|
|
--/////////////////////////////////////////////////////////////////////////////////////////////////
|
|
-- 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_Steam/FOC/Run/Data/Scripts/GameObject/ObjectScript_PointDefense.lua $
|
|
--
|
|
-- Original Author: James Yarrow
|
|
--
|
|
-- $Author: Brian_Hayes $
|
|
--
|
|
-- $Change: 637819 $
|
|
--
|
|
-- $DateTime: 2017/03/22 10:16:16 $
|
|
--
|
|
-- $Revision: #1 $
|
|
--
|
|
--/////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
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 = "LASER_DEFENSE"
|
|
|
|
end
|
|
|
|
function State_Init(message)
|
|
if message == OnEnter then
|
|
|
|
-- prevent this from doing anything in galactic mode
|
|
if Get_Game_Mode() == "Galactic" then
|
|
ScriptExit()
|
|
end
|
|
|
|
if Object.Get_Owner().Is_Human() then
|
|
Set_Next_State("State_Human_No_Autofire")
|
|
else
|
|
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_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
|
|
end
|
|
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_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 |