94 lines
2.4 KiB
Lua
94 lines
2.4 KiB
Lua
-- Star Wars Empire at War: Secrets of a Fallen Empire
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-- Lua Script: //Scripts/GameObject/ObjectScript_T6A.lua
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-- Author: Galyana
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-- Updated: 2 January, 2024
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require("PGStateMachine")
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require("PGBase")
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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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ability_name = "POWER_TO_WEAPONS"
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unit_trigger_number = 1
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threat_trigger_number = 50
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targeting_range = 300
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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() ~= "Land" then
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ScriptExit()
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end
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-- Register a proximity around the unit
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Register_Prox(Object, Unit_Prox, targeting_range)
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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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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_count >= unit_trigger_number and nearby_unit_threat >= threat_trigger_number) then
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Object.Activate_Ability(ability_name, true)
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else
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Object.Activate_Ability(ability_name, false)
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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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--Land units can change hands
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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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if message == OnUpdate then
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--Land units can change hands
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if Object.Get_Owner().Is_Human() then
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Sleep(1)
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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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-- If any enemy vehicle enters the prox, anchor to increase damage and shield regen
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function Unit_Prox(self_obj, trigger_obj)
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if not trigger_obj.Is_Category("Vehicle") then
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return
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end
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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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-- 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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recent_enemy_units[trigger_obj] = trigger_obj
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nearby_unit_count = nearby_unit_count + 1
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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 |