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local function lResolveBanterActor(name, unit_list, playOnce, lineId)
for i, u in ipairs(unit_list) do
if IsKindOf(u, "UnitMarker") then
u = u.objects and u.objects[1] or u
end
local is_unit = IsKindOf(u, "Unit")
if playOnce and is_unit and u.banters_played_lines and table.find(u.banters_played_lines, lineId) then
elseif name == "<default>" or name == "any" or name == "current unit" then
return u
elseif is_unit and u:IsDead() then
elseif is_unit and IsSetpieceActor(u) and not u.visible then -- skip originals of impostor unit copies used for setpiece testing
elseif not UnitTarget.Match(nil, (name == "current unit") and "any" or name, u, empty_table) then
elseif not IsValid(u) then
elseif not u:IsValidPos() then
else
return u
end
end
return false
end
local function lGetActorsUsedInBanter(banterPreset, unit_list, findFirst)
-- Radio banters should always be valid
if banterPreset.isRadio then
return {}, true
end
local used_units, all_lines_satisfied
for i, l in ipairs(banterPreset.Lines) do
if l.MultipleTexts then
-- MultipleTexts lines are considered optional, but we want to be able to return a banter with only
-- such lines as valid therefore we consider them as non-optional in this check
used_units = used_units or {}
for i, m in ipairs(l.AnyOfThese) do
local actor = lResolveBanterActor(m.Character, unit_list)
if actor then
used_units[#used_units + 1] = actor
end
end
if all_lines_satisfied == nil then
all_lines_satisfied = true
end
goto continue
end
local lineId = banterPreset.id .. tostring(i)
local actor = lResolveBanterActor(l.Character, unit_list, l.playOnce, lineId)
if actor then
if not findFirst then -- optimize since findFirst users probably dont care about specific units used
used_units = used_units or {}
used_units[actor] = l.Character
table.insert_unique(used_units, actor)
end
if all_lines_satisfied == nil then
all_lines_satisfied = true
end
elseif not l.Optional then
if findFirst then
return -- not all the lines are satisfied
end
all_lines_satisfied = false
dbg(BanterDebugLog(banterPreset.id, "couldn't find an actor for " .. l.Character))
end
::continue::
end
-- If there aren't any lines (such as all being optional) then don't consider the banter as satisfied.
if findFirst or used_units then
return used_units, all_lines_satisfied
end
end
local function lBanterToTalkingHeadAdapter(id, text, characterId, attachedTemplate)
local synthNotification = PlaceObj("TalkingHeadNotificationBase")
synthNotification.id = id
synthNotification.Lines = {
{
Text = text,
Character = characterId
}
}
if attachedTemplate then
synthNotification.CustomLogic = attachedTemplate
end
PlayTalkingHead(synthNotification)
return synthNotification
end
-- all banter-related Conditions & Effects inherit this class
DefineClass.BanterFunctionObjectBase = { __parents = { "PropertyObject" } }
DefineClass.BanterPlayer = {
--__parents = { "SyncObject" }, --if it didnt setpos in rtt it could be sync objs so we dont have to serialize manually
__parents = { "Object" },
preset = false,
associated_units = false,
thread = false,
ui_closing_thread = false,
fallback_actor = false,
current_line = false,
current_text_window = false,
any_actor_override = false,
-- Some banter lines are played as talking head notifications.
active_talking_head = false,
seed = false,
--sync stuff
id = false, --for manual serialization across net
started = false, --sync state
done_called = false, -- double del shield
}
DefineClass.BanterFloatingText = {
__parents = { "UnitFloatingText" },
TextStyle = "BanterFloatingText",
interpolate_pos = false,
interpolate_opacity = false,
rand_pos = false,
FadeInTime = 150,
FadeOutTime = 150,
MaxWidth = 450,
HAlign = "left",
TextHAlign = "center",
exclusive_by_type = true,
prevent_overlap = false,
always_show_on_distance = true,
}
MapVar("g_IdToBanter", {})
MapVar("g_NextBanterId", 0)
MapVar("g_ActiveBanters", function() return {} end)
MapVar("g_PlayingBanterEffects", function() return {} end) -- Since the instance itself is attached to an object, we need to track state separately.
GameVar("g_BanterCooldowns", {})
-- legacy fixup
function OnMsg.LoadDynamicData(dynamic_data)
if not next(g_BanterCooldowns) then
g_BanterCooldowns = dynamic_data.banterCooldowns or {}
end
end
if FirstLoad then
Dbg_BoredBanters = false --used to reduce cd for easier test of func
end
function OnMsg.BanterStart(banter_preset_id)
local banter = Banters[banter_preset_id]
if banter.group == "MercBanters" then
g_BanterCooldowns["global"] = RealTime() + const.GlobalMercBanterCooldown
end
-- Record cooldown even if the banter doesn't have one. This is used to check
-- if it has ever played.
g_BanterCooldowns[banter_preset_id] = Game.CampaignTime + (banter.cooldown or 0)
end
--[[@@@
Create a banter player which shows the banter text and plays the sounds.
@function BanterPlayer PlayBanter(string banter_preset_id, array associated_units, Unit fallback_actor, string any_actor_override)
@param string banter_preset_id - Banter to play.
@param array associated_units - Units to assign as banter actors.
@param Unit fallback_actor - Unit to use if the actor cannot be found within the associated_units.
@param string any_actor_override - Banter lines with actor "any" will be played by the first /object/ from this group.
@param bool wait_setpiece_end - The banter will wait for any current setpiece to end before playing
@returns BanterPlayer - object responsible for playing the banter.
]]
function PlayBanter(banter_preset_id, associated_units, fallback_actor, any_actor_override, wait_setpiece_end)
NetUpdateHash("PlayBanter", banter_preset_id)
CombatLog("debug", "Playing banter " .. banter_preset_id)
local banter = Banters[banter_preset_id]
if not banter then
assert(false and "Unknown banter preset!")
return
end
if any_actor_override then
any_actor_override = MapGetFirst("map", function(o)
return table.find(o.Groups, any_actor_override)
end)
end
-- Radio banters need a fallback actor for lines which require
-- an actor currently on the map (phoning via radio)
-- This isn't just a dirty workaround as these lines used to be
-- displayed above this unit prior to radio banters going Snype only
if banter.isRadio and not fallback_actor then
for _, unit in ipairs(g_Units) do
if unit:IsPlayerAlly() and not unit:IsDead() then
fallback_actor = unit
break
end
end
end
local init_members = {
preset = banter,
associated_units = associated_units,
fallback_actor = fallback_actor,
any_actor_override = any_actor_override,
id = g_NextBanterId,
wait_setpiece_end = wait_setpiece_end
}
g_NextBanterId = g_NextBanterId + 1
-- Interrupt banters of the same group.
if banter.banterGroup then
local banterGroup = banter.banterGroup
for i = #g_ActiveBanters, 1, -1 do
local b = g_ActiveBanters[i]
if b.preset.banterGroup == banterGroup then
--b:delete(nil, "sync")
DoneBanter(b) --see comments in func if you are wondering why we need an additional sync ev from sync code;
end
end
end
NetUpdateHash("PlayBanter_StartPlayer", banter_preset_id)
local newBanter = BanterPlayer:new(init_members)
g_ActiveBanters[#g_ActiveBanters + 1] = newBanter
g_ActiveBanters[newBanter.preset.id] = true
assert(g_IdToBanter[newBanter.id] == nil)
--print("banter created", newBanter.id, g_NextBanterId)
g_IdToBanter[newBanter.id] = newBanter
return newBanter
end
--[[@@@
Play a banter and wait for it to finish.
@function BanterPlayer PlayAndWaitBanter(string banter_preset_id, array associated_units, Unit fallback_actor)
@param string banter_preset_id - Banter to play.
@param array associated_units - Units to assign as banter actors.
@param Unit fallback_actor - Unit to use if the actor cannot be found within the associated_units.
@returns BanterPlayer - object responsible for playing the banter.
]]
function PlayAndWaitBanter(banter_preset_id, associated_units, fallback_actor)
local player = PlayBanter(banter_preset_id, associated_units, fallback_actor)
if player and player.thread then
local ok, finished_banter
while not ok or finished_banter ~= banter_preset_id do
ok, finished_banter = WaitMsg("BanterDone", 500)
end
end
return player
end
--[[@@@
Find banters associated with the specified unit and end them.
Optionally one banter can be excluded from the search.
Optionally the unit can be matched by the string in the banter line which led to this unit being picked.
@function void EndBanter(Unit unit, BanterPlayer exclude, String actor_string)
]]
function EndBanter(unit, exclude, actor_string)
if not unit then return end
for i = #g_ActiveBanters, 1, -1 do
local b = g_ActiveBanters[i]
if not exclude or (exclude and b ~= exclude) and b.associated_units then
local unitInBanter = table.find(b.associated_units, unit) or table.has_value(b.associated_units, actor_string)
if unitInBanter then
DoneBanter(b)
end
end
end
end
OnMsg.UnitDied = EndBanter
--[[@@@
Stop all banter.
@function void EndAllBanter()
]]
function EndAllBanter()
for i = #g_ActiveBanters, 1, -1 do
DoneBanter(g_ActiveBanters[i])
end
end
function SkipBanterFromUI(id)
for i = #g_ActiveBanters, 1, -1 do
local b = g_ActiveBanters[i]
if b.preset.id == id then
DoneBanter(b, "skip")
end
end
end
function IsBanterAvailable(banterDef, context)
if not context or type(context) ~= "table" or not rawget(context, "skipConflictCheck") then
if GetSectorConflict() and banterDef.disabledInConflict then
BanterDebugLog(banterDef.id, "because conflict.")
return false
end
end
if not context or type(context) ~= "table" or not rawget(context, "skip_cooldowns") then
if banterDef.group == "MercBanters" and g_BanterCooldowns["global"] then
if g_BanterCooldowns["global"] - RealTime() > 0 then
BanterDebugLog(banterDef.id, "merc banter global cooldown.")
return false
end
end
-- once per campaign
if banterDef.Once and g_BanterCooldowns[banterDef.id] then
BanterDebugLog(banterDef.id, "marked as once per campaign.")
return false
end
if banterDef.cooldown and g_BanterCooldowns[banterDef.id] then
if g_BanterCooldowns[banterDef.id] - Game.CampaignTime > 0 then
BanterDebugLog(banterDef.id, "on cooldown.")
return false
end
end
end
local conditions = EvalConditionList(banterDef.conditions, banterDef, context)
if not conditions then
BanterDebugLog(banterDef.id, "conditions are false.")
return false
end
return true
end
local lInterruptableCommands = {
"Roam",
"Visit",
"RoamSingle",
"BeingInteracted"
}
local function lUnitIdleForBanter(u)
return u.routine ~= "StandStill" and u:IsValidPos() and
u.command ~= "IdleSuspicious" and
(u.command ~= "BeingInteracted" or not u.being_interacted_with) and
((u:IsIdleCommand() and u.command ~= "OverheardConversationHeadTo") or table.find(lInterruptableCommands, u.command))
end
function FilterAvailableBanters(banters, context, units, fallback, findFirst)
local contextuallyValidUnits
if context and type(context) == "table" and rawget(context, "require_idle") then
contextuallyValidUnits = {}
for i, u in ipairs(units) do
if lUnitIdleForBanter(u) then
contextuallyValidUnits[#contextuallyValidUnits + 1] = u
end
end
else
contextuallyValidUnits = units
end
local bantersFiltered, banterActors, list_unplayed
local banters_defs_param = banters and type(banters[1]) == "table"
for _, b in ipairs(banters) do
local banterDef = banters_defs_param and b or Banters[b]
if banterDef then
local banter_id = banterDef.id
local played = g_BanterCooldowns[banter_id]
if played and list_unplayed then
-- skip
elseif IsBanterAvailable(banterDef, context) then
local actors, all_actors_present = lGetActorsUsedInBanter(banterDef, contextuallyValidUnits, findFirst)
if all_actors_present or fallback then
if findFirst then
return true
end
if not bantersFiltered then
bantersFiltered = {}
banterActors = {}
end
if not played and not list_unplayed then
list_unplayed = true
table.iclear(bantersFiltered)
table.iclear(banterActors)
end
local idx = #bantersFiltered + 1
bantersFiltered[idx] = banter_id
banterActors[idx] = actors
else
dbg(BanterDebugLog(banter_id, "because actors missing."))
end
end
end
end
if not bantersFiltered then
return
end
-- If there is at least one unplayed banter, prioritize unplayed banters
if list_unplayed then
return bantersFiltered, banterActors, "unplayed"
end
-- Used to filter out the last played banter
local filterOutIfOthers = context and type(context) == "table" and rawget(context, "filter_if_other")
if filterOutIfOthers then
local idx = table.find(bantersFiltered, filterOutIfOthers)
if idx and #bantersFiltered > 1 then
table.remove(bantersFiltered, idx)
table.remove(banterActors, idx)
end
end
return bantersFiltered, banterActors
end
function ReadDurationFromText(text)
local wordsPerMinute = 220.0
local averageWordSize = 5.0
local words = Min(#text/averageWordSize, CountWords(text))
local ms = ((words/wordsPerMinute) * 60) * 1500
return Max(ms,2000) -- Bonus time for the person to notice the text.
end
function BanterPlayer:Init()
CreateBadgeFromPreset("BanterOffScreen", self)
self.associated_units = lGetActorsUsedInBanter(self.preset, self.associated_units) or {}
if self.any_actor_override then
table.insert(self.associated_units, 1, self.any_actor_override)
end
self.seed = InteractionRand(nil, "Banter")
local anySnypeOrVRLine = false
for i, l in ipairs(self.preset.Lines) do
if l.useSnype or l.asVR then
anySnypeOrVRLine = true
break
end
end
if self.preset.isRadio or anySnypeOrVRLine then
self.thread = CreateMapRealTimeThread(self.Run, self)
else
assert(not gv_SatelliteView) -- Banter started in satellite view that isnt a radio banter
self.thread = CreateGameTimeThread(self.Run, self)
end
end
function BanterPlayer:IsFinished()
--note that this is not sync most of the time..
if not self.current_line then return false end
return self.current_line > #self.preset.Lines
end
function IsRadioBanterPlaying()
for i, banter in ipairs(g_ActiveBanters) do
if banter.started and banter.preset.isRadio then
--if we don't wait .started it will freeze due to blocking itself with waitplayercontrol
return true
end
end
return false
end
function BanterPlayer:IsOtherRadioBanterPlaying()
for i, banter in ipairs(g_ActiveBanters) do
if banter ~= self and banter.preset.isRadio then
return banter
end
end
return false
end
function IsSetpiecePlaying()
return GameState.setpiece_playing or IsRadioBanterPlaying()
end
function WaitPlayingSetpiece()
--note that this is not sync;
local dlg = GetDialog("XSetpieceDlg")
if dlg then
dlg:Wait()
end
dlg = GetDialog("RadioBanterDialog")
if dlg then
dlg:Wait()
end
end
function BanterPlayer:ClearUI()
if IsValidThread(self.ui_closing_thread) then return end
local isFinished = self:IsFinished()
self.ui_closing_thread = CreateRealTimeThread(function()
local dlg = GetDialog("RadioBanterDialog")
if dlg then
if not isFinished then -- skipped
dlg:Close()
else
dlg:AnimatedClose()
end
end
if self.active_talking_head then
self.active_talking_head:Stop()
self.active_talking_head = false
end
if self.current_text_window and self.current_text_window.window_state ~= "destroying" then
self.current_text_window:delete()
end
end)
end
function BanterPlayer:Run()
assert(self.id)
BanterDebugLog(self.id, "played")
WaitPlayerControl({ skip_setpiece = not self.preset.isRadio and not self.wait_setpiece_end })
-- Dont allow two radio banters to play over each other (mega edge case)
if self.preset.isRadio then
local otherRadioBanter = self:IsOtherRadioBanterPlaying()
while otherRadioBanter do
-- Tie breaker when both banters have started at the exact same time
if not otherRadioBanter.started and otherRadioBanter.id > self.id then
break
end
Sleep(1000)
otherRadioBanter = self:IsOtherRadioBanterPlaying()
end
end
-- Stop voice responses because of banter, this must be done after the banter is added to the queue
-- as that will block future voice responses.
StopVoiceResponses()
FireNetSyncEventOnHost("BanterStartEvent", self.id, self.preset.id, self.preset.group)
local fx = self.preset.FX
if fx then
PlayFX(fx, "start", self.any_actor_override)
end
self.current_line = self.current_line or 1
while not self:IsFinished() do
local preset = self.preset
local nextLine = preset.Lines[self.current_line]
if nextLine.MultipleTexts then
local count = 0
self.seed = BraidRandom(self.seed)
local forcePlaySubline = false
-- If there is only one AnyOfThese line we need hardcode it as the random doesn't work then.
if nextLine.AnyOfThese and #nextLine.AnyOfThese == 1 then
forcePlaySubline = 1
-- Check if we have an interjection for the fallback merc.
-- This means that we want to prioritize it in the randomness as
-- it is hardcoded in the script or was passed through a conversation.
elseif self.any_actor_override then
local anyActorArr = { self.any_actor_override }
for i, m in ipairs(nextLine.AnyOfThese) do
local actorName = m.Character
local found = lResolveBanterActor(actorName, anyActorArr)
if found then
forcePlaySubline = i
break
end
end
end
if forcePlaySubline then
local line = nextLine.AnyOfThese[forcePlaySubline]
line.Optional = true
line.Voiced = true
line.playOnce = nextLine.playOnce and "subline1"
self:PlayBanterLine(line)
else
for i, m in random_ipairs(nextLine.AnyOfThese, self.seed) do
local line = nextLine.AnyOfThese[i]
line.Optional = true
line.Voiced = true
line.playOnce = nextLine.playOnce and "subline" .. tostring(i)
local played = self:PlayBanterLine(line)
if played then count = count + 1 end
if count == nextLine.AnyOfTheseCount then break end
end
end
else
self:PlayBanterLine()
end
self.current_line = self.current_line + 1
end
-- Wait for the last text to expire before Done-ing
self.thread = false
while self.current_text_window and self.current_text_window.window_state ~= "destroying" do
Sleep(100)
end
-- Clear up visuals for the local player
-- Note that this isn't sync, there is another attempt at clearing them in the DoneBanter event
-- for when the command only arrives over the network (such as when skipping or interrupting)
self:ClearUI()
DoneBanter(self)
end
function NetSyncEvents.BanterStartEvent(banter_id, preset_id, group)
CreateMapRealTimeThread(function()
local banter_player = g_IdToBanter[banter_id]
-- This would mean that the banter was ended before it started. Which is possible if
-- multiple banters are started referencing the same actors. Thread would have been killed so its fine.
if not banter_player then return end
banter_player.started = true
if IsValid(banter_player) and banter_player.preset.isRadio then
-- open this dlg from sync context or it might only open on one client since it pauses the game;
local rbd = GetDialog("RadioBanterDialog")
if rbd then rbd:Wait() end
OpenDialog("RadioBanterDialog", GetInGameInterface(), banter_player)
end
Msg("BanterStart", preset_id)
end)
end
function NetSyncEvents.BanterLineStartEvent(id, line_idx)
--this gets called twice in coop per lines that are not skipped
Msg("BanterLineStart", id, line_idx)
end
function NetSyncEvents.BanterLineDoneEvent(id, line_idx)
--this gets called twice in coop per lines that are not skipped
Msg("BanterLineDone", id, line_idx)
end
function GetSoundDurationGameTime(sound)
local duration = GetSoundDuration(sound)
if not duration then return false end
return duration * GetTimeFactor() / 1000
end
function BanterPlayer:PlayBanterLine(line)
local preset = self.preset
local current_line = line or preset.Lines[self.current_line]
local next_line = not line and preset.Lines[self.current_line + 1]
local actor
if current_line.Optional then
local actorName = current_line.Character
actor = lResolveBanterActor(actorName, self.associated_units)
if not IsValid(actor) then
local unitFilter = function(u)
if not u:IsDead() and (u.unitdatadef_id == actorName or u:IsInGroup(actorName)) then
return u
end
return false
end
if not gv_SatelliteView then
if self:IsValidPos() then
actor = MapGetFirst(self:GetPos(), const.SlabSizeX * 15, "Unit", unitFilter)
else
actor = MapGetFirst("map", "Unit", unitFilter)
end
end
end
else
actor = lResolveBanterActor(current_line.Character, self.associated_units) or self.fallback_actor
end
-- No actor found
if not IsValid(actor) then
if preset.isRadio then
-- if snype or radio, that's fine unless the unit is meant to be a merc speaking in which
-- case we need to check if they're hired.
local actorName = current_line.Character
if UnitDataDefs[actorName].IsMercenary then
local ud = gv_UnitData[actorName]
if not ud or ud.HireStatus ~= "Hired" then
return false
end
end
elseif current_line.Optional then
-- if optional, that's fine - just dont play it
return false
else
-- if not optional, then we have an error on our hands
print("Banter actor not found - ", current_line.Character, "for banter", self.preset.id)
return false
end
end
-- End previous banters with this actor.
EndBanter(actor, self, self.associated_units[actor] == "any" and "any")
if current_line.playOnce and IsKindOf(actor, "Unit") then
local line_id = preset.id .. tostring(self.current_line)
if type(current_line.playOnce) == "string" then
line_id = line_id .. current_line.playOnce
end
if actor.banters_played_lines then
if table.find(actor.banters_played_lines, line_id) then
-- Occurs in multi text lines as they dont check associated actors in advance.
-- Also occurs when optional lines fall into the MapGetFirst above.
assert(type(current_line.playOnce) == "string" or current_line.Optional)
return false
end
table.insert(actor.banters_played_lines, line_id)
else
actor.banters_played_lines = { line_id }
end
end
local anim_style = IsKindOf(actor, "Unit") and GetAnimationStyle(actor, current_line.AnimationStyle)
if anim_style then
actor:SetCommand("BanterIdle", current_line.AnimationStyle)
CreateMapRealTimeThread(function(actor)
WaitMsg("BanterLineDone")
if actor.command == "BanterIdle" then
actor:SetCommand("Idle")
end
end, actor)
end
NetSyncEvent("BanterLineStartEvent", self.preset.id, self.preset.group, self.current_line)
if current_line.useSnype or current_line.asVR or GetDialog("RadioBanterDialog") then
DeleteBadgesFromTarget(self)
local attachedTemplate = nil
local actorUnitDataDefId = actor and rawget(actor, "unitdatadef_id") or current_line.Character
if actor and current_line.asVR then
local id = IsKindOf(actor, "Unit") and actor.id or
rawget(actor, "unitdatadef_id") or actor.session_id or actor.id
attachedTemplate = SpawnPartyAttachedTalkingHeadNotification(id)
end
local talkingHeadCharacter = UnitDataDefs[current_line.Character] and current_line.Character
or actorUnitDataDefId
local talkingHeadInstance = lBanterToTalkingHeadAdapter(
preset.id .. self.current_line,
current_line.Text,
talkingHeadCharacter,
attachedTemplate
)
self.active_talking_head = talkingHeadInstance
local notTimedOut, obj
while obj ~= talkingHeadInstance do
notTimedOut, obj = WaitMsg("TalkingHeadEnded", 100)
end
self.active_talking_head = false
Sleep(const.BanterBetweenLineTime)
WaitPlayerControl({ skip_setpiece = true }) -- In case game got paused
NetSyncEvent("BanterLineDoneEvent", self.preset.id, self.preset.group, self.current_line)
return true
end
assert(actor) -- Should only be missing in radio banters (useSnype)
local line = current_line.Text
if preset.loggable then
if preset.isRadio then
local character = UnitDataDefs[current_line.Character]
CombatLog(character.id, line)
elseif IsKindOf(actor, "Unit") then
local unitDef = UnitDataDefs[actor.unitdatadef_id]
if unitDef and actor.Name then -- Name was overriden by spawn
CombatLog(actor.Name, line)
else
CombatLog(actor.unitdatadef_id, line)
end
else
CombatLog("short", T{237924284463, "<line>", line = line})
end
end
local soundDuration
local soundName
if current_line.Voiced then
local seed = IsKindOf(actor, "Unit") and rawget(actor, "session_id")
soundName = GetVoiceFilename(line, seed and xxhash(seed))
soundDuration = IsGameTimeThread() and GetSoundDurationGameTime(soundName) or GetSoundDuration(soundName)
end
-- If the sound file doesn't exist - don't play it and invent a duration.
if soundDuration then
FadeSoundsForVoiceover(true)
self:SetSound(soundName, IsGameTimeThread() and "BanterGameTime" or "Banter")
else
if current_line.Voiced then
soundDuration = ReadDurationFromText(_InternalTranslate(line))
else
-- lyubo: we don't want to wait for non-voiced lines
-- vlad: unless the next line is also non-voiced
-- because then the entire banter will be played at once.
if next_line and not next_line.Voiced then
soundDuration = ReadDurationFromText(_InternalTranslate(next_line.Text))
else
soundDuration = nil
end
end
end
local manualFloatingText = soundDuration and "manual"
local textElement = ShowBanterFloatingText(actor, line, manualFloatingText, current_line.FloatUp)
self.current_text_window = textElement
-- We need a short sleep for non-voiced lines or the order of lines gets mixed up
soundDuration = soundDuration or 100
for waitTime = 100, soundDuration, 100 do
if IsValid(actor) then
self:SetPos(actor:GetPos())
end
Sleep(100)
end
FadeSoundsForVoiceover(false)
if manualFloatingText and textElement and textElement.window_state ~= "destroying" then textElement:Close() end
Sleep(const.BanterBetweenLineTime)
NetSyncEvent("BanterLineDoneEvent", self.preset.id, self.preset.group, self.current_line)
WaitPlayerControl({ skip_setpiece = true })
return true
end
function ShowBanterFloatingText(actor, line, expire_time, floatUp)
if CheatEnabled("CombatUIHidden") then return end
local dlg = IsSetpiecePlaying() and GetDialog("XSetpieceDlg").idSetpieceUI or EnsureDialog("FloatingTextDialog")
local textElement = XTemplateSpawn("BanterFloatingText", dlg, actor)
textElement.interpolate_pos = floatUp
textElement.interpolate_opacity = floatUp
if expire_time == "manual" then
textElement.expire_time = false
else
textElement.expire_time = expire_time or Max(ReadDurationFromText(_InternalTranslate(line)), 2000)
end
CreateCustomFloatingText(textElement, actor, line, "BanterFloatingText", "Headstatic")
return textElement
end
function BanterPlayer:delete(fromC, sync)
assert(sync) --this should only be called by callers that know what they are doing (in sync context);
Object.delete(self, fromC)
end
function NetSyncEvents.DoneBanter(banter_id, current_line)
local banter = g_IdToBanter[banter_id]
if not banter then return end --this happens when SkipBanterFromUI is called synchroniously such as when setpiece gets skipped, idk how to distinguish the two cases, so removing the assert;
--assert(banter, "missing banter with id: " .. tostring(banter_id) )
banter.current_line = current_line --this gets touched in async way so we resync on death with requestor state
banter:delete(nil, "sync")
end
--context: nil -> kills banter with netsync from host only
-- "skip" -> kills banter with netsync on any client
-- "sync" -> kills banter here and now with :delete -> this wont work as long as current_line is modified by a rtt
function DoneBanter(banter, context)
if banter.done_called then return end
banter.done_called = true
if not IsAsyncCode() or context == "sync" then
--IsAsyncCode() is not always correct
--assuming we are in sync context here
--stop the banter from doing stuff while deletion message travels and mark it to prevent further attempts at deletion
if banter.thread then
DeleteThread(banter.thread)
end
end
if context == "sync" then
assert(false) --this usage cannot work since banter state (current_line) is modified asynchroniously and needs to be resynced before death;
banter:delete(nil, context)
return
end
--by default, host ends banters so we dont get 2 events for each banter
--if it's skipped due to user input it needs to fire on any machine though
local should_fire = (not context and (not netInGame or netUniqueId == 1)) or context == "skip"
local ev_f = not context and FireNetSyncEventOnHost or context == "skip" and NetSyncEvent
assert(ev_f)
--print("sending done batner", banter.id, g_IdToBanter[banter.id] == banter, should_fire)
if should_fire then
if not g_IdToBanter[banter.id] or banter ~= g_IdToBanter[banter.id] then
DebugPrint("g_IdToBanter[banter.id]", g_IdToBanter[banter.id])
DebugPrint("g_IdToBanter[banter.id].preset.id", g_IdToBanter[banter.id] and g_IdToBanter[banter.id].preset.id)
DebugPrint("banter.preset.id", banter.preset.id)
DebugPrint("netUniqueId", netUniqueId)
DebugPrint("context", context)
assert(false, "banter id mismatch")
return
end
end
ev_f("DoneBanter", banter.id, banter.current_line)
end
function BanterPlayer:Done()
if self.thread then
DeleteThread(self.thread)
end
self:ClearUI()
-- Banter was stopped before finishing, fire off all events.
self.current_line = self.current_line or 1
while not self:IsFinished() do
Msg("BanterLineStart", self.preset.id, self.preset.group, self.current_line)
Msg("BanterLineDone", self.preset.id, self.preset.group, self.current_line)
self.current_line = self.current_line + 1
end
Msg("BanterDone", self.preset.id, self.preset.group)
DeleteBadgesFromTarget(self)
g_ActiveBanters.lastPlayedTime = GameTime()
g_ActiveBanters[self.preset.id] = nil
table.remove_value(g_ActiveBanters, self)
--print("Done banter", self.id)
g_IdToBanter[self.id] = nil
if #g_ActiveBanters <= 0 then
--good time to reset ids
g_NextBanterId = 0
end
FadeSoundsForVoiceover(false)
NetUpdateHash("BanterDone", self.preset.id) --as long as it isn't a sync obj we have to check manually
end
function IsUnitPartOfAnyActiveBanter(unit)
for i, b in ipairs(g_ActiveBanters) do
local actors = b.associated_units
if table.find(actors or empty_table, unit) then
--assert(IsValidThread(b.thread)) --thread may be dead while sync death is traveling;
return true
end
end
return false
end
if Platform.developer then
function TestRadioBanter()
PlayBanter("CorazonRadio_CapturedErnie", g_Units, SelectedObj)
end
end
MapVar("g_VoiceResponses", {})
MapVar("g_voiceRespLastPlayed", false)
MapVar("g_suppressAllUntil", false)
MapVar("g_LastVRPlayed", false)
if FirstLoad then
gv_VoiceLinesCD = {}
end
GameVar("gv_vrLog", {max_lines = 50})
const.DbgVoiceResponses = const.DbgVoiceResponses or false
local function DbgVoiceResponse(...)
if Platform.developer then
local args = {...}
local line = string.format("[%d] VoiceResponse:", GameTime())
for _, item in ipairs(args) do
line = line .. string.format(" %s", IsT(item) and _InternalTranslate(item) or tostring(item))
end
gv_vrLog[#gv_vrLog + 1] = line
while gv_vrLog.max_lines and (#gv_vrLog > gv_vrLog.max_lines) do
table.remove(gv_vrLog, 1)
end
if const.DbgVoiceResponses then
--print("VoiceResponse: ",...)
CombatLog("debug",line)
print(line)
end
end
end
local function HasValidVoiceResponse(unitName, eventType)
-- Resolve responses
local responses = VoiceResponses[unitName]
if not responses then return end
-- Downed units may only perform these VRs
local unit = g_Units[unitName]
if unit and unit:IsDowned() and eventType ~= "Downed" and eventType ~= "HeavilyWoundedSelection" then
return
end
local lines = responses:ResolveResponses(eventType) -- resolve inheritance according to InheritFrom property
return lines and #lines>0
end
local function GetUnitLikedArray(unit)
local squad = unit.Squad and gv_Squads[unit.Squad]
local other = squad and squad.units or empty_table
local liked, disliked, general = {}, {}, {}
for _, other_unit in ipairs(other) do
local ounit = gv_UnitData[other_unit]
if unit.session_id~=other_unit then
general[#general+1] = other_unit
if ounit.Likes and table.find(ounit.Likes, unit.session_id) then
liked[#liked+1] = other_unit
elseif ounit.Dislikes and table.find(ounit.Dislikes, unit.session_id) then
disliked[#disliked+1] = other_unit
end
end
end
return liked, disliked, general
end
local function GetUnitLearnToLikeDislike(unit)
local squad = unit.Squad and gv_Squads[unit.Squad]
local other = squad and squad.units or empty_table
local toBeLiked, toBeDisliked = {}, {}
for _, other_unit in ipairs(other) do
local ounit = gv_UnitData[other_unit]
if unit.session_id~=other_unit then
if ounit.LearnToLike and table.find(ounit.LearnToLike, unit.session_id) and not table.find(ounit.Likes, unit.session_id) and not table.find(ounit.Dislikes, unit.session_id) then
toBeLiked[#toBeLiked+1] = other_unit
end
if ounit.LearnToDislike and table.find(ounit.LearnToDislike, unit.session_id) and not table.find(ounit.Likes, unit.session_id) and not table.find(ounit.Dislikes, unit.session_id) then
toBeDisliked[#toBeDisliked+1] = other_unit
end
end
end
return toBeLiked, toBeDisliked
end
local function PlayVoiceResponseOpponentKilled(unit, vrContext)
--first check for praises logic that cause sync learn to like/dislike of a merc
if vrContext.CheckForPraise then
local chance = InteractionRand(100, "Praise")
local chance_threshold = 50
if chance >= chance_threshold then
DbgVoiceResponse("Praise", "didn't play - chance", chance, " > ", chance_threshold)
end
if chance < chance_threshold then
local toBeLiked, toBeDisliked = GetUnitLearnToLikeDislike(unit)
if next(toBeLiked) then
local randomChoice = table.rand(toBeLiked, InteractionRand(1000000, "Praise"))
local idx = table.find(gv_UnitData[randomChoice].LearnToLike, unit.session_id)
if unit.gender ~= "N/A" and HasValidVoiceResponse(randomChoice, "Praises" .. unit.gender) then
local becomeLikedChance = InteractionRand(100, "Praise")
local chance_threshold_becomeLiked = const.LearnToLikeDislike.becomeLikedThreshold
if becomeLikedChance < chance_threshold_becomeLiked then
-- Saves check for value diff compared to preset and if it has not change it will not be saved.
-- This is why we make sure it is a new table.
-- (this will currently copy it every time but it's not a big deal as it's quite small)
local ud = gv_UnitData[randomChoice]
ud.Likes = table.copy(ud.Likes)
table.insert(ud.Likes, unit.session_id)
-- Since this is initiated by a tactical view event we need to apply the change
-- to the Unit as well, otherwise it will be overwritten by the sync.
-- It is possible for units to either refer to the template table or have a copy
-- of the unit data table (based on whether it has been modified).
-- Since it still isn't a big deal we will copy the unit data table to cover both bases.
g_Units[randomChoice].Likes = table.copy(ud.Likes)
if HasValidVoiceResponse(randomChoice, "LearnToLike" .. idx) then
PlayVoiceResponse(randomChoice, "LearnToLike" .. idx)
end
Msg("BecomeLiked", randomChoice, unit.session_id)
MoraleModifierEvent("BecomeLiked", g_Units[randomChoice], unit)
CombatLog("important", T{800866942430, "<em><observer></em> Likes <em><actor></em>", observer = gv_UnitData[randomChoice].Nick, actor = unit.Nick})
else
CombatLog("debug", T{Untranslated("Praise did not cause LearnToLike. Chance <chance>/<threshold>"), chance = becomeLikedChance, threshold = chance_threshold_becomeLiked})
end
PlayVoiceResponse(randomChoice, "Praises" .. unit.gender)
end
else
local liked, disliked, general = GetUnitLikedArray(unit)
local weights = { { 2, "General" } }
if next(liked) then weights[#weights + 1] = { 4, "Buddy" } end
if next(disliked) then weights[#weights + 1] = { 4, "Dislike" } end
local praiseType = GetWeightedRandom(weights, InteractionRand(1000000, "Praise"))
if praiseType == "Buddy" then
local unitPraising, rand = table.rand(liked, InteractionRand(1000000, "Praise")) -- "VoiceResponse_OpponentKilled"
local learnToLikeIndex = table.find(gv_UnitData[unitPraising].LearnToLike, unit.session_id)
local idx = learnToLikeIndex or table.find(gv_UnitData[unitPraising].Likes, unit.session_id)
local voice
if learnToLikeIndex then
voice = "PraisesLearnToLike" .. idx
else
voice = "PraisesBuddy" .. idx
end
if HasValidVoiceResponse(unitPraising, voice) then
PlayVoiceResponse(unitPraising, voice)
end
elseif praiseType == "Dislike" then
local unitPraising, rand = table.rand(disliked, InteractionRand(1000000, "Praise")) -- "VoiceResponse_OpponentKilled"
local learnToDislikeIndex = table.find(gv_UnitData[unitPraising].LearnToDislike, unit.session_id)
local idx = learnToDislikeIndex or table.find(gv_UnitData[unitPraising].Dislikes, unit.session_id)
local voice
if learnToDislikeIndex then
voice = "PraisesLearnToDislike" .. idx
else
voice = "PraisesDislike"..idx
end
if HasValidVoiceResponse(unitPraising, voice) then
PlayVoiceResponse(unitPraising, voice)
end
else
local unitPraising, rand = table.rand(general, InteractionRand(1000000, "Praise")) -- "VoiceResponse_OpponentKilled"
if unit.gender ~= "N/A" and HasValidVoiceResponse(unitPraising, "Praises" .. unit.gender) then
PlayVoiceResponse(unitPraising, "Praises" .. unit.gender)
end
end
end
end
end
--after that, check all other vr that could play
for _, vrType in ipairs(vrContext) do
PlayVoiceResponse(unit, vrType)
end
--the generic response if nothing else works
PlayVoiceResponse(unit, "OpponentKilled")
end
function PlayVoiceResponseMissHighChance(unit)
local chance = InteractionRand(100, "Mock") -- "VoiceResponse_MissHighChance"
local chance_threshold = 50
if chance >= chance_threshold then
DbgVoiceResponse("Mock", "didn't play - chance", chance, " > ", chance_threshold)
end
if chance < chance_threshold then
local toBeLiked, toBeDisliked = GetUnitLearnToLikeDislike(unit)
if next(toBeDisliked) then
local randomChoice = table.rand(toBeDisliked, InteractionRand(1000000, "Mock"))
local idx = table.find(gv_UnitData[randomChoice].LearnToDislike, unit.session_id)
if HasValidVoiceResponse(randomChoice, "MockGeneral") then
local becomeDislikedChance = InteractionRand(100, "Mock")
local chance_threshold_becomeDisliked = const.LearnToLikeDislike.becomeDislikedThreshold
if becomeDislikedChance < chance_threshold_becomeDisliked then
-- Saves check for value diff compared to preset and if it has not change it will not be saved.
-- This is why we make sure it is a new table.
-- (this will currently copy it every time but it's not a big deal as it's quite small)
local ud = gv_UnitData[randomChoice]
ud.Dislikes = table.copy(ud.Dislikes)
table.insert(ud.Dislikes, unit.session_id)
-- Since this is initiated by a tactical view event we need to apply the change
-- to the Unit as well, otherwise it will be overwritten by the sync.
-- It is possible for units to either refer to the template table or have a copy
-- of the unit data table (based on whether it has been modified).
-- Since it still isn't a big deal we will copy the unit data table to cover both bases.
g_Units[randomChoice].Dislikes = table.copy(ud.Dislikes)
if HasValidVoiceResponse(randomChoice, "LearnToDislike" .. idx) then
PlayVoiceResponse(randomChoice, "LearnToDislike" .. idx)
end
Msg("BecomeDisliked", randomChoice, unit.session_id)
MoraleModifierEvent("BecomeDisliked", g_Units[randomChoice], unit)
CombatLog("short", T{327710109480, "<em><observer></em> Dislikes <em><actor></em>", observer = gv_UnitData[randomChoice].Nick, actor = unit.Nick})
else
CombatLog("debug", T{Untranslated("Mock did not cause dislike. Chance <chance>/<threshold>"),chance = becomeDislikedChance, threshold = chance_threshold_becomeDisliked})
end
PlayVoiceResponse(randomChoice, "MockGeneral")
return
end
else
local liked, disliked, general = GetUnitLikedArray(unit)
local weights = { { 2, "General" } }
if next(liked) then weights[#weights + 1] = { 4, "Like" } end
if next(disliked) then weights[#weights + 1] = { 4, "Dislike" } end
local mockType = GetWeightedRandom(weights, InteractionRand(1000000, "Mock"))
if mockType == "Like" then
local unitMocking = table.rand(liked, InteractionRand(1000000, "Mock"))
local learnToLikeIndex = table.find(gv_UnitData[unitMocking].LearnToLike, unit.session_id)
local idx = learnToLikeIndex or table.find(gv_UnitData[unitMocking].Likes, unit.session_id)
local voice
if learnToLikeIndex then
voice = "MockLearnToLike" .. idx
else
voice = "MockLike" .. idx
end
if HasValidVoiceResponse(unitMocking, voice) then
PlayVoiceResponse(unitMocking, voice)
return
end
elseif mockType == "Dislike" then
local unitMocking = table.rand(disliked, InteractionRand(1000000, "Mock"))
local learnToDislikeIndex = table.find(gv_UnitData[unitMocking].LearnToDislike, unit.session_id)
local idx = learnToDislikeIndex or table.find(gv_UnitData[unitMocking].Dislikes, unit.session_id)
local voice
if learnToDislikeIndex then
voice = "MockLearnToDislike" .. idx
else
voice = "MockDislike"..idx
end
if HasValidVoiceResponse(unitMocking, voice) then
PlayVoiceResponse(unitMocking, voice)
return
end
else
local unitMocking = table.rand(general, InteractionRand(1000000, "Mock"))
if HasValidVoiceResponse(unitMocking,"MockGeneral") then
PlayVoiceResponse(unitMocking, "MockGeneral")
return
end
end
end
end
PlayVoiceResponse(unit, "MissHighChance")
end
local function PlayVoiceResponseFriendlyFire(attacker, target, kill)
local vrUnit = kill and attacker or target
local vrTarget = kill and target or attacker
local vr = kill and "KillFriendlyFire" or "FriendlyFire"
local likeIndex = table.find(gv_UnitData[vrUnit.session_id].Likes, vrTarget.session_id)
local learnToLikeIndex = table.find(gv_UnitData[vrUnit.session_id].LearnToLike, vrTarget.session_id)
local dislikeIndex = table.find(gv_UnitData[vrUnit.session_id].Dislikes, vrTarget.session_id)
local learnToDislikeIndex = table.find(gv_UnitData[vrUnit.session_id].LearnToDislike, vrTarget.session_id)
local voice
if likeIndex and learnToLikeIndex then
voice = vr .. "LearnToLike" .. learnToLikeIndex
elseif likeIndex and not learnToLikeIndex then
voice = vr .. "Buddy" .. likeIndex
elseif dislikeIndex and learnToDislikeIndex then
voice = vr .. "LearnToDislike" .. learnToDislikeIndex
elseif dislikeIndex and not learnToDislikeIndex then
voice = vr .. "Dislike" .. dislikeIndex
else
voice = vr .. "General"
end
if HasValidVoiceResponse(vrUnit.session_id, voice) then
PlayVoiceResponse(vrUnit, voice)
return
end
end
local function PlayVoiceResponseAIDead(target, targetPos)
local team = target.team and target.team.units or empty_table
local firstAvailable = false
local unitsCount = 0
targetPos = targetPos or IsValid(target) and target:GetPos()
if not targetPos then return end
for _, unit in ipairs(team) do
if not unit:IsDead() then
unitsCount = unitsCount + 1
if unit.species == "Human" and not firstAvailable then
local unitPos = unit:GetPos()
local manhDist = abs(targetPos:x() - unitPos:x()) + abs(targetPos:y() - unitPos:y())
if manhDist <= const.BanterSlabDistance * const.SlabSizeX then
firstAvailable = unit
end
end
end
end
local voice = target.species == "Human" and "AIDeadAlly" or "AIDeadAnimal"
if firstAvailable and unitsCount > 1 then
PlayVoiceResponseGroup(firstAvailable, voice)
elseif unitsCount == 1 then
DbgVoiceResponse("AIDeadAlly", "didn't play - last enemy left")
else
DbgVoiceResponse("AIDeadAlly", "didn't play - no other nearby enemy")
end
end
function OnMsg.Attack(action, results, attack_args)
local attacker = attack_args.obj
local hit_units = table.ifilter(results.hit_objs, function(idx, o) return IsValid(o) and IsKindOf(o, "Unit") end)
local target_spot_group = attack_args.target_spot_group or ""
local attackerIsUnit = IsKindOf(attacker, "Unit")
if not attacker or not next(hit_units) then return end
local killedCount = results.killed_units and not table.findfirst(results.killed_units, function(idx, unit) return unit:IsPlayerAlly() end) and #results.killed_units or 0
--for each hit unit by the attacker, check conds and play vr's
for _, target in ipairs(hit_units) do
local spot_group = attack_args.target == target and target_spot_group or ""
local targetIsAlly = IsKindOf(target, "Unit") and target:IsPlayerAlly()
local skipKillMsg = not IsKindOf(target, "Unit") or not attackerIsUnit
local stealth_kill = results.stealth_attack and next(results.killed_units) and table.find(results.killed_units, target)
local targetDmg = next(results.unit_damage) and results.unit_damage[target] or 0
local targetIsCivilian = IsKindOf(target, "Unit") and target:IsCivilian()
if target:IsDead() and (targetDmg > 0 or next(results.killed_units)) then
local vrContext = {}
if killedCount > 1 then
table.insert(vrContext, "MultiOpponentKilled")
end
if results.melee_attack and not results.stealth_kill and g_Combat and not g_Combat:ShouldEndCombat(results.killed_units) then
table.insert(vrContext, "OpponentKilledMelee")
end
if not targetIsCivilian and not targetIsAlly then
target.team.tactical_situations_vr.deadUnits = target.team.tactical_situations_vr.deadUnits and target.team.tactical_situations_vr.deadUnits + 1 or 1
if attackerIsUnit then
attacker.team.tactical_situations_vr.killedUnits = attacker.team.tactical_situations_vr.killedUnits and attacker.team.tactical_situations_vr.killedUnits + 1 or 1
PlayVoiceResponseTacticalSituation(table.find(g_Teams, attacker.team), "now")
end
end
if not IsMerc(target) and spot_group ~= "Head" then
if HasValidVoiceResponse(target.unitdatadef_id, "DramaticDeath") then
PlayVoiceResponse(target, "DramaticDeath")
else
PlayVoiceResponse(target, "AIDeath")
end
end
if attackerIsUnit and attacker:IsPlayerAlly() and not targetIsAlly and spot_group == "Head" and (not g_Combat or not g_Combat:ShouldEndCombat()) then
table.insert(vrContext, "OpponentKilledHeadshot")
PlayVoiceResponseAIDead(target)
end
if not stealth_kill and (not g_Combat or not g_Combat:ShouldEndCombat()) then
if target.species ~= "Human" then
table.insert(vrContext, "OpponentKilledAnimal")
PlayVoiceResponseAIDead(target)
end
local targetPos = (IsValid(target) and target:GetPos()) or (attack_args and attack_args.target_pos)
if targetIsAlly and attackerIsUnit and attacker:IsPlayerAlly() then
PlayVoiceResponseFriendlyFire(attacker, target, "kill")
else
vrContext.CheckForPraise = true
PlayVoiceResponseAIDead(target, targetPos)
end
if not targetIsCivilian and not targetIsAlly then
PlayVoiceResponseOpponentKilled(attacker, vrContext)
end
end
if not IsMerc(target) and spot_group == "Head" then
EndBanter(target)
end
elseif targetDmg > 0 then
if targetIsAlly and attackerIsUnit and attacker:IsPlayerAlly() then
PlayVoiceResponseFriendlyFire(attacker, target)
target:AddStatusEffect("FriendlyFire")
else
if target.wounded_this_turn and not targetIsAlly then
if attackerIsUnit then
attacker.team.tactical_situations_vr.woundsInflicted = attacker.team.tactical_situations_vr.woundsInflicted and attacker.team.tactical_situations_vr.woundsInflicted + 1 or 1
PlayVoiceResponseTacticalSituation(table.find(g_Teams, attacker.team), "now")
end
target.team.tactical_situations_vr.woundsReceived = target.team.tactical_situations_vr.woundsReceived and target.team.tactical_situations_vr.woundsReceived + 1 or 1
end
if target.villain and not target:IsDefeatedVillain() and target.HitPoints <= MulDivRound(target.MaxHitPoints, 50, 100) then
PlayVoiceResponse(target, "VillainHurt")
end
if target:HasStatusEffect("Flanked") and not target:IsDefeatedVillain() then
if IsMerc(target) then
PlayVoiceResponse(target, "SurroundedPain")
end
end
end
end
end
end
function OnMsg.DamageDone(attacker, target, damage, hit_desc)
if not attacker or not target then return end
local targetIsUnit = IsKindOf(target, "Unit")
if not target:IsDead() and targetIsUnit then
PlayVoiceResponse(target, "Pain")
end
end
local function PlayVoiceResponseUnitDied(unit)
local liked, disliked, general = GetUnitLikedArray(unit)
if next(liked) then
local lunit,rand = table.rand(liked, InteractionRand(1000000, "Death")) -- "VoiceResponse_Death_"
local learnToLikeIndex = table.find(gv_UnitData[lunit].LearnToLike, unit.session_id)
local idx = learnToLikeIndex or table.find(gv_UnitData[lunit].Likes, unit.session_id)
local voice
if learnToLikeIndex then
voice = "DeathLearnToLike" .. idx
else
voice = "DeathBuddy"..idx
end
if HasValidVoiceResponse(lunit, voice) then
PlayVoiceResponse(lunit, voice)
return
end
end
if next(disliked) then
local lunit,rand = table.rand(disliked, InteractionRand(1000000, "Death")) -- "VoiceResponse_Death_"
local learnToDislikeIndex = table.find(gv_UnitData[lunit].LearnToDislike, unit.session_id)
local idx = learnToDislikeIndex or table.find(gv_UnitData[lunit].Dislikes, unit.session_id)
local voice
if learnToDislikeIndex then
voice = "DeathLearnToDislike" .. idx
else
voice = "DeathDislike"..idx
end
if HasValidVoiceResponse(lunit, voice) then
PlayVoiceResponse(lunit, voice)
return
end
end
if next(general) then
local lunit,rand = table.rand(general, InteractionRand(1000000, "Death")) -- "VoiceResponse_Death_"
if HasValidVoiceResponse(lunit, "DeathGeneral") then
PlayVoiceResponse(lunit, "DeathGeneral")
return
end
end
end
function OnMsg.UnitDied(unit)
if not IsMerc(unit) then return end
PlayVoiceResponseUnitDied(unit)
end
SuppressNextSelectionChangeVR = false
function OnMsg.SelectionChange()
if #Selection < 1 or
GetLoadingScreenDialog() or
GetSatelliteDialog() or
GetDialog("PDADialog") or
IsInventoryOpened() then
return
end
if SuppressNextSelectionChangeVR then
SuppressNextSelectionChangeVR = false
return
end
local obj = Selection[1]
if IsKindOf(obj, "Unit") and obj:IsPlayerAlly() then
if (obj:IsThreatened(nil, "pindown") or obj:IsUnderBombard() or obj:IsUnderTimedTrap())
and PlayVoiceResponse(obj, "ThreatSelection") then
return
elseif obj:IsThreatened(nil, "overwatch") and PlayVoiceResponse(obj, "OverwatchSelection") then
return
elseif g_Combat and obj:GetStatusEffect("Wounded") and obj:GetStatusEffect("Wounded").stacks >= 4 and PlayVoiceResponse(obj, "HeavilyWoundedSelection") then
return
elseif IsNearTrap(obj, "not ally trap") and PlayVoiceResponse(obj, "MineNearbySelection") then
return
elseif ClearLOFOnEnemiesCount(obj) > 5 and PlayVoiceResponse(obj, "ManyEnemiesSelection") then --more than 5 enemies in lof
return
elseif obj:HasStatusEffect("Hidden") and PlayVoiceResponse(obj, "SelectionStealth") then
return
else
PlayVoiceResponse(obj, "Selection")
end
end
end
function ClearLOFOnEnemiesCount(unit)
local lofToEnemiesCount = 0
if g_Combat then
local enemies = GetEnemies(unit)
for _, enemy in ipairs(enemies) do
if HasVisibilityTo(unit, enemy) then
lofToEnemiesCount = lofToEnemiesCount +1
end
end
end
return lofToEnemiesCount
end
function IsNearTrap(unit, notAllyTrap)
local traps = g_Traps
for _, trap in ipairs(traps) do
local isBarrel = IsKindOf(trap, "Explosive_Barrel")
if IsValid(trap) and not trap.done and not trap:IsDead() and trap.discovered_trap and not isBarrel and trap.TriggerType ~= "Timed" and not IsKindOf(trap, "BoobyTrappable") then
local trapPos = trap:GetPos()
local dangerRange = 8 * const.SlabSizeX
local enemySide = notAllyTrap and trap.team_side ~= "player1" and trap.team_side ~= "player2"
if enemySide and unit:GetDist(trapPos) < dangerRange then
return true
end
end
end
return false
end
function OnMsg.EnemySighted(team, enemy)
if team and team.player_ally and enemy and SelectedObj and not gv_CombatStartFromConversation then
local vr = enemy.species ~= "Human" and "AnimalFound" or "OpponentFound"
PlayVoiceResponse(SelectedObj, vr)
end
end
function OnMsg.EnemySightedExploration(enemy)
local pov_team = GetPoVTeam()
if not pov_team or gv_CombatStartFromConversation then return end
local units = table.ifilter(pov_team.units, function(idx, unit) return HasVisibilityTo(unit, enemy) end)
if #units == 0 then return end
local vr = enemy.species ~= "Human" and "AnimalFound" or "OpponentFound"
PlayVoiceResponse(table.rand(units), vr)
if gv_CurrentSectorId == "I2" then
ShowStealthTutorialPopup()
end
end
function OnMsg.UnitAwarenessChanged(unit)
if not IsKindOf(unit, "Unit") then return end -- can be unit data
local isEnemy
if unit.team then
isEnemy = unit.team.side == "enemy1" or unit.team.side == "enemy2" or unit.team.side == "enemyNeutral"
end
local isMilitiaUnit = isEnemy and g_Combat and g_Combat.starting_unit and g_Combat.starting_unit.team.side == "ally"
if not unit:IsAware("pending") then return end
local time = AsyncRand(100, 200)
CreateGameTimeThread(function()
Sleep(time)
PlayVoiceResponseGroup(isMilitiaUnit and g_Combat.starting_unit or unit, "BecomeAware")
end)
end
function OnMsg.OperationCompleted(operation, mercs)
if operation.id == "Arriving" or operation.id == "RAndR" then return end
local voice_merc = table.interaction_rand(mercs, "Operation")
if voice_merc then
PlayVoiceResponse(voice_merc, "ActivityFinished")
local squad = gv_Squads[voice_merc.Squad]
if squad and squad.vrForActivity then
squad.vrForActivity[operation.id] = nil --reset operation list for vr
end
end
end
function OnMsg.CombatEnd(combat)
ResolveVoiceResponses("EndOfCombat")
end
function OnMsg.TurnStart(team)
NetUpdateHash("Banter OnMsg.TurnStart")
ResetVoiceResponses("OncePerTurn")
PlayVoiceResponseTacticalSituation(team, "turnStart")
local currTeam = g_Teams[team] or false
if currTeam then currTeam.tactical_situations_vr = {} end
end
function OnMsg.TurnEnded(team)
PlayVoiceResponseTacticalSituation(team, "turnEnd")
local currTeam = g_Teams[team] or false
if currTeam then currTeam.tactical_situations_vr = {} end
end
function PlayVoiceResponseTacticalSituation(currTeam, event)
NetUpdateHash("PlayVoiceResponseTacticalSituation", event)
assert(currTeam)
--dont play vr if combat has ended
if g_Combat and not g_Combat:AreEnemiesAware(currTeam) then return end
currTeam = g_Teams[currTeam] or false
local teamUnits = currTeam.units
--1 or less units shouldn't perform VR
local aliveUnitsCount = 0
for _, unit in ipairs(teamUnits) do
if not unit:IsDead() and not unit:IsDowned() then
aliveUnitsCount = aliveUnitsCount + 1
end
end
if aliveUnitsCount <= 1 then return end
local vrEvents = {}
--convert the tactical_situations_vr events to specific VRs
if (currTeam.tactical_situations_vr["deadUnits"] and currTeam.tactical_situations_vr["deadUnits"] >= 2) or
(currTeam.tactical_situations_vr["downedUnits"] and currTeam.tactical_situations_vr["downedUnits"] >= 2) then
table.insert(vrEvents, "TacticalLoss")
end
if (currTeam.tactical_situations_vr["deadUnits"] and currTeam.tactical_situations_vr["deadUnits"] == 1) or
(currTeam.tactical_situations_vr["downedUnits"] and currTeam.tactical_situations_vr["downedUnits"] == 1) then
table.insert(vrEvents, "TacticalRevenge")
end
if currTeam.tactical_situations_vr["woundsReceived"] and currTeam.tactical_situations_vr["woundsReceived"] >= 2 then
table.insert(vrEvents, "TacticalCareful")
end
if (currTeam.tactical_situations_vr["killedUnits"] and currTeam.tactical_situations_vr["killedUnits"] >= 2) or
(currTeam.tactical_situations_vr["downedUnitsByTeam"] and currTeam.tactical_situations_vr["downedUnitsByTeam"] >= 2) then
table.insert(vrEvents, "TacticalKilling")
end
if currTeam.tactical_situations_vr["woundsInflicted"] and currTeam.tactical_situations_vr["woundsInflicted"] >= 2 then
table.insert(vrEvents, "TacticalPressing")
end
if currTeam.tactical_situations_vr["missedShots"] and currTeam.tactical_situations_vr["missedShots"] > 3 then
table.insert(vrEvents, "TacticalFocus")
end
if not currTeam.tactical_situations_vr["shotsFired"] or (currTeam.tactical_situations_vr["shotsFired"] and currTeam.tactical_situations_vr["shotsFired"] == 0) then
if currTeam.tactical_situations_vr["movementDone"] then
table.insert(vrEvents, "TacticalReposition")
end
end
if g_Visibility[currTeam] then
local oppositeTeam
if currTeam:IsPlayerControlled() then
oppositeTeam = {"enemy1", "enemy2", "neutralEnemy"}
else
oppositeTeam = {"player1", "player2"}
end
for _, visUnit in ipairs(g_Visibility[currTeam]) do
if visUnit.team and table.find(oppositeTeam, visUnit.team.side) and visUnit:IsAware() then
table.insert(vrEvents, "TacticalTaunt")
break
end
end
end
if currTeam:IsPlayerControlled() then
local firstMerc = currTeam.units and currTeam.units[1]
local enemies = firstMerc and GetAllEnemyUnits(firstMerc)
local aliveEnemies = 0
for _, enemy in ipairs(enemies) do
if not enemy:IsDead() and not enemy:IsDefeatedVillain() then
aliveEnemies = aliveEnemies + 1
end
end
if aliveEnemies == 1 then
table.insert(vrEvents, "TacticalLastEnemy")
end
end
if not next(vrEvents) then return end
--for each possible voice response, pick units that can perform it (prio of units with high leadership)
for _, vrType in ipairs(vrEvents) do
local validUnitVR = {}
local leadershipVR = {}
for _, unit in ipairs(teamUnits) do
if (HasValidVoiceResponse(unit.session_id, vrType) or not unit:IsMerc()) and not unit:IsDead() and not unit:IsDowned() and not unit:HasStatusEffect("Hidden") then
table.insert(validUnitVR, unit)
if unit.Leadership >= const.Combat.LeadershipThresholdVR then
table.insert(leadershipVR, unit)
end
end
end
if next(leadershipVR) then
vrEvents[vrType] = leadershipVR
elseif next(validUnitVR) then
vrEvents[vrType] = validUnitVR
end
end
--depending on the event and priority and available unit for that vr, choose one
local unitForVR
if event == "turnStart" then
if table.find(vrEvents, "TacticalLastEnemy") and next(vrEvents["TacticalLastEnemy"]) then
unitForVR = table.rand(vrEvents["TacticalLastEnemy"], InteractionRand(1000000, "TacticalSituation"))
PlayVoiceResponse(unitForVR, "TacticalLastEnemy")
elseif table.find(vrEvents, "TacticalLoss") and next(vrEvents["TacticalLoss"]) then
unitForVR = table.rand(vrEvents["TacticalLoss"], InteractionRand(1000000, "TacticalSituation"))
PlayVoiceResponse(unitForVR, "TacticalLoss")
elseif table.find(vrEvents, "TacticalRevenge") and next(vrEvents["TacticalRevenge"]) then
unitForVR = table.rand(vrEvents["TacticalRevenge"], InteractionRand(1000000, "TacticalSituation"))
PlayVoiceResponseGroup(unitForVR, "TacticalRevenge")
elseif table.find(vrEvents, "TacticalCareful") and next(vrEvents["TacticalCareful"]) then
unitForVR = table.rand(vrEvents["TacticalCareful"], InteractionRand(1000000, "TacticalSituation"))
PlayVoiceResponseGroup(unitForVR, "TacticalCareful")
elseif table.find(vrEvents, "TacticalTaunt") and next(vrEvents["TacticalTaunt"]) then
unitForVR = table.rand(vrEvents["TacticalTaunt"], InteractionRand(1000000, "TacticalSituation"))
PlayVoiceResponse(unitForVR, "TacticalTaunt")
end
elseif event == "now" then
if table.find(vrEvents, "TacticalKilling") and next(vrEvents["TacticalKilling"]) then
unitForVR = table.rand(vrEvents["TacticalKilling"], InteractionRand(1000000, "TacticalSituation"))
PlayVoiceResponse(unitForVR, "TacticalKilling")
currTeam.tactical_situations_vr["killedUnits"] = 0
currTeam.tactical_situations_vr["downedUnitsByTeam"] = 0
end
if table.find(vrEvents, "TacticalPressing") and next(vrEvents["TacticalPressing"]) then
unitForVR = table.rand(vrEvents["TacticalPressing"], InteractionRand(1000000, "TacticalSituation"))
PlayVoiceResponseGroup(unitForVR, "TacticalPressing")
currTeam.tactical_situations_vr["woundsInflicted"] = 0
end
if table.find(vrEvents, "TacticalFocus") and next(vrEvents["TacticalFocus"]) then
if g_Combat and next(vrEvents["TacticalFocus"]) and #vrEvents["TacticalFocus"] > 1 then
local lastUnit = g_Combat:GetActiveUnit()
local lastUnitIdx = table.find(vrEvents.TacticalFocus, "session_id", lastUnit and lastUnit.session_id)
if lastUnitIdx then
table.remove(vrEvents.TacticalFocus, lastUnitIdx)
end
end
unitForVR = table.rand(vrEvents["TacticalFocus"], InteractionRand(1000000, "TacticalSituation"))
PlayVoiceResponse(unitForVR, "TacticalFocus")
currTeam.tactical_situations_vr["missedShots"] = 0
end
elseif event == "turnEnd" and not currTeam:IsPlayerControlled() then
local playerTeams = {}
for i, team in ipairs(g_Teams) do
if team.side == "player1" or team.side == "player2" then
if team:IsEnemySide(currTeam) then
local outnumbered_units = CombatCollectOutnumbered(i)
local voice_unit = table.rand(outnumbered_units)
if voice_unit then
PlayVoiceResponse(voice_unit, "Outnumbered")
end
end
end
end
if table.find(vrEvents, "TacticalReposition") and next(vrEvents["TacticalReposition"]) then
unitForVR = table.rand(vrEvents["TacticalReposition"], InteractionRand(1000000, "TacticalSituation"))
PlayVoiceResponse(unitForVR, "TacticalReposition")
end
end
end
function OnMsg.UnitMovementDone(unit)
if unit:IsMerc() then
gv_MercsLastMoveTime[unit.session_id] = GameTime()
end
if g_Combat and unit and not unit:IsMerc() then
unit.team.tactical_situations_vr.movementDone = true
end
end
MapVar("g_SelectedObjLastActionIsMovement", false)
function OnMsg.SelectedObjChange(obj, prev)
if not g_SelectedObjLastActionIsMovement then return end
local shotsByUnits = prev and prev.team and prev.team.tactical_situations_vr["shotsFiredBy"] or false
local unitHasShot = shotsByUnits and prev.session_id and shotsByUnits[prev.session_id] or false
if not unitHasShot and prev then
PlayVoiceResponse(prev, "TacticalReposition")
end
g_SelectedObjLastActionIsMovement = false
end
function OnMsg.CombatActionEnd(unit)
--g_Combat.active_unit == unit
ResolveVoiceResponses("EndOfCombatAction")
end
function OnMsg.ItemChangeCondition(item, prev, new, inventory_obj)
if not inventory_obj or not new then return end
if not IsKindOf(inventory_obj, "Unit") then return end
if inventory_obj:HasStatusEffect("ManningEmplacement") then return end
local isMerc = g_Units[inventory_obj.session_id]:IsMerc()
if new < prev and isMerc then
local maxCondition = item:GetMaxCondition()
if item.Repairable and not IsConditionType(prev, maxCondition, "NeedRepair") and IsConditionType(new, maxCondition, "NeedRepair") then
PlayVoiceResponse(inventory_obj.session_id, "ItemDeteriorates")
CombatLog("important", T{783482293776, "<item_name> is in need of repair.",item_name = item.DisplayName})
end
if not IsConditionType(prev, maxCondition, "Broken") and IsConditionType(new, maxCondition, "Broken") then
CombatLog("important",
T{521183153860, "<em><item_name></em> used by <merc_name> is <em>Broken</em>",
item_name = item.DisplayName,
merc_name = g_Units[inventory_obj.session_id]:GetDisplayName()
}
)
CreateFloatingText(g_Units[inventory_obj.session_id], T{860115014912, "<item_name> Broken",item_name = item.DisplayName}, "FloatingTextMiss")
if item:IsWeapon() then
PlayVoiceResponse(inventory_obj.session_id, "WeaponBroken")
end
end
end
end
MapVar("gv_VoiceResponsesQueue",{})
function ResolveVoiceResponses(event_group)
local voices = gv_VoiceResponsesQueue[event_group]
if not voices then
return
end
CreateMapRealTimeThread(function()
for i, voice in ipairs(voices) do
if voice then
local duration = PlayVoiceResponseInternal(voice.unit, voice.event_type, "skip_globalcd", "PlayedFromQueue")
-- Only if this voice response played, suppress others in the queue.
if duration then
local eventType = voice.event_type
local preset = VoiceResponseTypes[eventType]
local suppresses = preset and next(preset.Suppresses) and preset.Suppresses or empty_table
for j = i, #voices do
local otherV = voices[j]
if otherV and table.find(suppresses, otherV.event_type) then
voices[j] = false
DbgVoiceResponse(eventType, "didn't play - suppressed", otherV.event_type)
end
end
end
voices[i] = false
end
end
-- reset
gv_VoiceResponsesQueue[event_group] = {}
end)
end
function PlayVoiceResponseGroup(unit, defaultEventType, force)
local teamUnits = unit.team.units
if teamUnits and #teamUnits <= 1 then
return
end
if unit.neutral_retaliate and unit.spawner and unit.spawner.Side == "neutral" then
return
end
if IsMerc(unit) then
PlayVoiceResponse(unit, defaultEventType, force)
return
end
local response_data = VoiceResponseTypes[defaultEventType]
assert(response_data, string.format("No response data for event type: %s", defaultEventType))
if not response_data then return end
local customGroup = response_data.CustomGroup
--find all VR that belong to that custom group and pick the one which passes the play condition.
--If more than one passes the cond -> assert (by design)
--If none passes the cond -> play the defaultEventType
if customGroup and customGroup ~= "" then
local vrFromGroupCanPlay = false
ForEachPresetInCampaign("VoiceResponseType", function(event)
if event.CustomGroup == customGroup and EvalConditionList(event.PlayConditions) and event.id ~= defaultEventType then
if not vrFromGroupCanPlay then
vrFromGroupCanPlay = event.id
else
assert(false, string.format("More than one custom group VR can be played: %s %s", event.id, vrFromGroupCanPlay))
end
end
end)
if vrFromGroupCanPlay and HasValidVoiceResponse(unit.VoiceResponseId, vrFromGroupCanPlay) then
PlayVoiceResponse(unit, vrFromGroupCanPlay, force)
else
PlayVoiceResponse(unit, defaultEventType, force)
end
else
PlayVoiceResponse(unit, defaultEventType, force)
end
end
function PlayVoiceResponse(unit, eventType, force)
local response_data = VoiceResponseTypes[eventType]
assert(response_data, string.format("No response data for event type: %s", eventType))
if not response_data then return end
if (not response_data.UseSnype and not response_data.Subtitled) or not response_data.EventGroup then
return PlayVoiceResponseInternal(unit, eventType, force)
end
gv_VoiceResponsesQueue[response_data.EventGroup] = gv_VoiceResponsesQueue[response_data.EventGroup] or {}
table.insert(gv_VoiceResponsesQueue[response_data.EventGroup], {event_type = eventType, unit = unit, force = force })
end
MapVar("g_VoiceResponsesEnabled", true)
function PlayVoiceResponseInternal(unit, eventType, force, delayedVR)
if GetOpenLoadingScreen() or IsSetpiecePlaying() or GetDialog("ConversationDialog") then return end
if not g_VoiceResponsesEnabled then return end
if IsKindOf(unit, "UnitData") then
unit = UnitDataDefs[unit.session_id]
elseif type(unit) == "string" then
unit = UnitDataDefs[unit]
end
if not unit or not IsKindOfClasses(unit, "Unit", "UnitDataCompositeDef") then
assert(false, string.format("Couldn't find unit data def for this vr: %s", eventType))
return
end
local is_unit = IsKindOfClasses(unit, "Unit")
if IsMerc(unit) then
local udata = gv_UnitData[is_unit and unit.session_id or unit.id]
if udata and not udata:IsLocalPlayerControlled() then
DbgVoiceResponse(eventType, "Did not play - no local player merc")
return
end
end
if is_unit and unit:IsNPC() and not HasVisibilityTo(GetPoVTeam(), unit) and unit.team.side ~= "neutral" then
return
end
-- Get parameters for this event type
local response_data = VoiceResponseTypes[eventType]
local subtitle, snype, cooldown, chanceToPlay, synchGroup, oncePerTurn, oncePerCombat, oncePerGame, usesOtherLines
if response_data then
subtitle = response_data.Subtitled
snype = response_data.UseSnype
cooldown = response_data.Cooldown
chanceToPlay = response_data.ChanceToPlay or nil
synchGroup = response_data.SynchGroup
oncePerTurn = response_data.OncePerTurn
oncePerCombat = response_data.OncePerCombat
oncePerGame = response_data.OncePerGame
usesOtherLines = response_data.UsesOtherLines
end
local suppressAllVR = response_data.SuppressAll
if #g_ActiveBanters > 0 and not suppressAllVR then
DbgVoiceResponse(eventType, "didn't play - banter is playing")
return
end
local downedOrPainType = eventType == "Downed" or eventType == "HeavilyWoundedSelection" or eventType == "Pain"
if IsMerc(unit) and not downedOrPainType then
local ud = gv_UnitData[is_unit and unit.session_id or unit.id]
local inControl = not ud or (not ud:HasStatusEffect("Berserk") and not ud:HasStatusEffect("Panicked"))
if not inControl then
DbgVoiceResponse(eventType, "Didn't play - unit is panicked or berserk", unit and unit.Name)
return
end
end
if is_unit and unit:IsDowned() and not downedOrPainType then
DbgVoiceResponse(eventType, "Didn't play - downed unit", unit and unit.Name)
return
end
if delayedVR and is_unit and unit:IsIncapacitated() and eventType ~= "Downed" then
DbgVoiceResponse(eventType, "Didn't play event group - unit is incapacitated.", unit and unit.Name)
return
end
if is_unit and unit:IsDead() and eventType ~= "AIDeath" and eventType ~= "DramaticDeath" then
DbgVoiceResponse(eventType, "Didn't play - unit is dead and trying to speak.", unit and unit.Name)
return
end
-- Resolve responses
local canUseFallbackVR = (eventType == "AiDeath" or eventType == "Pain") and unit.species == "Human"
local responses = VoiceResponses[unit.VoiceResponseId ~= "" and unit.VoiceResponseId or (is_unit and unit.unitdatadef_id) or unit.id]
local useFallbackVR
if not responses and not canUseFallbackVR then return end
local lines = responses and responses:ResolveResponses(eventType) or empty_table -- resolve inheritance according to InheritFrom property
lines = #lines > 0 and lines or usesOtherLines and usesOtherLines ~= "" and responses:ResolveResponses(usesOtherLines) or empty_table
local lines_count = #lines
if lines_count == 0 and canUseFallbackVR then
--use fallback vr
responses = VoiceResponses[unit.FallbackMissingVR]
useFallbackVR = true
assert(responses, "FallbackMissingVR did not find any responses as well.")
lines = responses:ResolveResponses(eventType)
lines = #lines > 0 and lines
lines_count = #lines
end
if lines_count == 0 then
DbgVoiceResponse(eventType, "Didn't play - no written responses", unit and unit.Name)
return
end
local unitName = unit.unitdatadef_id or unit.id
local linesWithCD = {}
if response_data.PerLineCooldown > 0 then
local linesOnCD = gv_VoiceLinesCD[unitName] and gv_VoiceLinesCD[unitName][eventType]
if linesOnCD then
for _, line in pairs(linesOnCD) do
if not line.gameId or line.gameId ~= Game.id then
gv_VoiceLinesCD = {}
--reset the whole table if the game session is different as the var is pergame and per exe
break
end
if line.playedAt + response_data.PerLineCooldown >= RealTime() then
linesWithCD[line.lineIdx] = true
end
end
end
end
-- Determine the next line variation
g_VoiceResponses[unitName] = g_VoiceResponses[unitName] or {}
local lastPlay = g_VoiceResponses[unitName][eventType]
local unitGroup = (unit.group or unit.unitdatadef_id) or unit.id
if IsMerc(unit) then
unitGroup = "Mercs"
else
unitGroup = unit.Affiliation or unit.id
end
if synchGroup then
g_VoiceResponses[unitGroup] = g_VoiceResponses[unitGroup] or {}
lastPlay = g_VoiceResponses[unitGroup][eventType]
end
local lineIdx = -1
if lines_count == 1 and not linesWithCD[1] then
lineIdx = 1
elseif lines_count == 2 then
local lastPlayedIdx = lastPlay and lastPlay.lineIdx
if lastPlayedIdx and lastPlayedIdx == 1 and not linesWithCD[2] then
lineIdx = 2
elseif not linesWithCD[1] then
lineIdx = 1
end
else
if lastPlay then
lineIdx = 1 + AsyncRand(lines_count,"VoiceResponseLines")
local try = 0
while (lineIdx == lastPlay.lineIdx or linesWithCD[lineIdx]) and try < Max(lines_count, 10) do
lineIdx = 1 + AsyncRand(lines_count, "VoiceResponseLines")
try = try + 1
end
lineIdx = not linesWithCD[lineIdx] and lineIdx or -1
else
local try = 0
lineIdx = 1 + AsyncRand(lines_count, "VoiceResponseLines")
while linesWithCD[lineIdx] and try < Max(lines_count, 10) do
lineIdx = 1 + AsyncRand(lines_count, "VoiceResponseLines")
try = try + 1
end
lineIdx = not linesWithCD[lineIdx] and lineIdx or -1
end
end
if lineIdx == -1 then
DbgVoiceResponse(eventType, "Didn't play - all lines are on cd", unit and unit.Name)
return
end
local now = RealTime()
if (type(force) ~= "boolean" or force ~= true) and not suppressAllVR then
if force ~= "skip_globalcd" then
-- Check global cooldown
local lastPlayedTime = g_voiceRespLastPlayed and g_voiceRespLastPlayed.playedAt + g_voiceRespLastPlayed.duration or 0
if (now - lastPlayedTime < const.GlobalVoiceResponseCooldown) and (not snype) then
--if the last played VR was not subtitled and the current one is, we should ignor the cooldown as the non-subtitled VR will be stopped
--this means that we should only look at the cooldown if the last message was subtitled or when both messages are not subtitled
if g_voiceRespLastPlayed.subtitle or ((not g_voiceRespLastPlayed.subtitle) and (not subtitle)) then
if subtitle or snype then
DbgVoiceResponse(eventType, "didn't play - global cooldown")
end
return
end
elseif g_voiceRespLastPlayed then
--check if last played is enemy vr and check global enemy vr cd
local lastIsEnemy = g_voiceRespLastPlayed.playedByEnemy
local isEnemy = not IsMerc(unit)
if isEnemy and lastIsEnemy and (now - lastPlayedTime < const.Combat.EnemyVrGlobalCd) and (not snype) then
if g_voiceRespLastPlayed.subtitle or ((not g_voiceRespLastPlayed.subtitle) and (not subtitle)) then
if subtitle or snype then
DbgVoiceResponse(eventType, "didn't play - global ENEMY cooldown")
end
return
end
end
end
end
if g_suppressAllUntil and now < g_suppressAllUntil then
if subtitle or snype then
DbgVoiceResponse(eventType, "didn't play - global suppress by " .. (g_LastVRPlayed and g_LastVRPlayed.eventType or "Unknown"))
end
return
end
-- Check line cooldown
local lastPlayTime = lastPlay and lastPlay.playedAt
if lastPlayTime then
local timePassed = now - (lastPlayTime + lastPlay.duration or 0)
if timePassed < (cooldown or 1000) then
if (subtitle or snype) and eventType ~= "BusySatView" then
DbgVoiceResponse(eventType, "didn't play - cooldown", cooldown, unit.Nick or unit.Name or "???")
end
return
end
end
-- Check chance
if chanceToPlay and (not force or force == "skip_globalcd") then
local rand = AsyncRand(100)
if rand > chanceToPlay then
DbgVoiceResponse(eventType, "didn't play - chance", rand, ">", chanceToPlay, unit.Nick or unit.Name or "???")
return
end
end
-- check once per turn and combat // reset on turn end
local recordunit = g_VoiceResponses[unitName][eventType]
local recordgroup
if synchGroup then
recordgroup = g_VoiceResponses[unitGroup][eventType]
end
if recordunit and next(recordunit)
and (oncePerTurn and recordunit.OncePerTurn or oncePerCombat and recordunit.OncePerCombat)
then
DbgVoiceResponse("didn't play - OncePerTurn/OncePerCombat", eventType, unit.Nick or unit.Name or "???")
return
end
if recordgroup and next(recordgroup)
and (oncePerTurn and recordgroup.OncePerTurn or oncePerCombat and recordgroup.OncePerCombat)
then
DbgVoiceResponse(eventType, "didn't play - OncePerTurn/OncePerCombat", unit.Nick or unit.Name or "???")
return
end
if recordunit and oncePerGame and recordunit.OncePerGame then
DbgVoiceResponse(eventType, "didn't play - OncePerGame", unit.Nick or unit.Name or "???")
return
end
end
-- VR interrupts
local queued = false
if g_LastVRPlayed and (not force or force == "skip_globalcd") or (suppressAllVR and #g_ActiveBanters > 0) then
local lastPlayRecord = g_LastVRPlayed
local currentlyPlaying = lastPlayRecord and lastPlayRecord.playedAtGameTime + lastPlayRecord.duration > GameTime() or
(suppressAllVR and #g_ActiveBanters > 0)
if currentlyPlaying then
-- TH queue will resolve playing TH while another one is playing, we just need to take care of TH when current isn't.
if lastPlayRecord and not lastPlayRecord.snype and not lastPlayRecord.subtitle and lastPlayRecord.soundStopCallback and not suppressAllVR then
lastPlayRecord.soundStopCallback()
else
if not subtitle and not suppressAllVR then
DbgVoiceResponse(eventType,"didn't play - another VR is playing - ", lastPlayRecord.eventType)
return
else
queued = true
end
end
end
end
local line = lines[lineIdx]
local voice = GetVoiceFilename(line, is_unit and xxhash(rawget(useFallbackVR and UnitDataDefs[unit.FallbackMissingVR] or unit, "session_id")))
local duration = GetSoundDurationGameTime(voice) or ReadDurationFromText(_InternalTranslate(line))
-- Incur 1000 cooldown on the suppressed voice response.
if response_data.Suppresses and not force then
for i, event_type in ipairs(response_data.Suppresses) do
local suppressedPreset = VoiceResponseTypes[event_type]
local cooldownFakeRecord = { playedAt = (now + suppressedPreset.Cooldown) - 1000, lineIdx = 0, duration = duration }
g_VoiceResponses[unitName][event_type] = cooldownFakeRecord
if synchGroup then
g_VoiceResponses[unitGroup][event_type] = cooldownFakeRecord
end
end
end
local soundStopCallback = false
if subtitle then
local id = IsKindOf(unit, "Unit") and unit.id or
rawget(unit, "unitdatadef_id") or
unit.session_id or
unit.id
local attachedTemplate = SpawnPartyAttachedTalkingHeadNotification(id)
if attachedTemplate or IsValid(unit) then
local synthLine = PlaceObj("TalkingHeadLine")
synthLine.Character = rawget(unit, "unitdatadef_id") or id
synthLine.Text = line
local synthNotification = PlaceObj("TalkingHeadNotificationBase")
synthNotification.id = "VoiceResponse" .. eventType .. id
synthNotification.Lines = {
synthLine
}
synthNotification.NoSound = not queued
synthNotification.ResetTimePlayed = queued and not g_LastVRPlayed
if attachedTemplate then
synthNotification.CustomLogic = attachedTemplate
synthNotification.duration = duration
synthNotification.SuppressAll = suppressAllVR
else
synthNotification.duration = duration
synthNotification.CustomLogic = "FloatingText"
synthLine.object = unit
end
PlayTalkingHead(synthNotification)
soundStopCallback = function() synthNotification:Stop() end
snype = false -- Both shouldn't be on, but let's turn it off just in case.
end
end
if snype then
local id = IsKindOf(unit, "Unit") and unit.session_id or unit.id
local synthLine = PlaceObj("TalkingHeadLine")
synthLine.Character = rawget(unit, "unitdatadef_id") or id
synthLine.Text = line
local synthNotification = PlaceObj("TalkingHeadNotificationBase")
synthNotification.id = "VoiceResponse" .. eventType .. id
synthNotification.Lines = {
synthLine
}
PlayTalkingHead(synthNotification)
soundStopCallback = function() synthNotification:Stop() end
elseif not queued then
if voice then
local oldCallback = soundStopCallback
local sound_type = response_data.SoundType or "Voiceover"
if sound_type == "Voiceover" then
local soundHandle = PlaySound(voice, sound_type)
soundStopCallback = function() if oldCallback then oldCallback() end; SetSoundVolume(soundHandle, -1, 300); end
else
if IsValid(unit) then
unit:SetSound(voice, sound_type)
soundStopCallback = function() if oldCallback then oldCallback() end; if IsValid(unit) then unit:StopSound(300) end; end
end
end
else
CombatLog("debug", "Couldn't find voice file " .. eventType .. " from " .. _InternalTranslate(unit.Nick or unit.Name or "???") .. " of line " .. _InternalTranslate(line))
end
end
local lastPlayTime = lastPlay and lastPlay.playedAt
if const.DbgVoiceResponses then
DbgVoiceResponse(eventType, lineIdx, _InternalTranslate(unit.Nick or unit.Name or "???"), lastPlayTime and (now - lastPlayTime), cooldown)
end
local record = {
playedAt = now,
playedAtGameTime = GameTime(),
duration = (duration or 0) + (voice and queued and g_LastVRPlayed and g_LastVRPlayed.duration or 0),
soundStopCallback = soundStopCallback,
eventType = eventType,
lineIdx = lineIdx,
OncePerTurn = oncePerTurn,
OncePerCombat = oncePerCombat,
OncePerGame = oncePerGame,
subtitle = subtitle,
snype = snype,
playedByEnemy = not IsMerc(unit),
SuppressAll = suppressAllVR,
}
g_voiceRespLastPlayed = record
g_VoiceResponses[unitName][eventType] = record
if response_data.PerLineCooldown > 0 then
local lineCDRecord = {lineIdx = record.lineIdx, playedAt = record.playedAt, gameId = Game.id}
if not gv_VoiceLinesCD[unitName] then gv_VoiceLinesCD[unitName] = {} end
gv_VoiceLinesCD[unitName][eventType] = gv_VoiceLinesCD[unitName][eventType] or {}
gv_VoiceLinesCD[unitName][eventType][record.lineIdx] = lineCDRecord
end
if synchGroup then
g_VoiceResponses[unitGroup][eventType] = record
--DbgVoiceResponse(eventType, lineIdx, unitGroup)
end
g_LastVRPlayed = record
if suppressAllVR then
g_suppressAllUntil = now + duration
end
GossipVR(response_data, unitName)
return duration
end
function ResetVoiceResponses(restriction_type)
for unit, events in pairs(g_VoiceResponses) do
for etype, record in pairs(events) do
if record[restriction_type] then
record[restriction_type] = nil
end
end
end
g_voiceRespLastPlayed = false
end
function StopVoiceResponses()
local timeNow = RealTime()
for unit, events in pairs(g_VoiceResponses) do
for etype, record in pairs(events) do
local stillPlaying = record.playedAt + (record.duration or 0) > timeNow
if not stillPlaying or record.SuppressAll then break end
if record.soundStopCallback then record.soundStopCallback() end
record.duration = 0
end
end
end
function GetRandomBanterFromGroups(groups, units, context, specificBanters)
local banters = {}
local allBanterGroups = {}
local unplayedBanterGroups = {}
for i, group in ipairs(groups) do
local availableBanters, banterActors, unplayed = FilterAvailableBanters(Presets.BanterDef[group], context, units)
if availableBanters then
local groupEntry = {group = group, banters = availableBanters, actors = banterActors}
table.insert(allBanterGroups, groupEntry)
if unplayed then
table.insert(unplayedBanterGroups, groupEntry)
end
end
end
if next(specificBanters) then
local availableBanters, banterActors, unplayed = FilterAvailableBanters(specificBanters, context, units)
if availableBanters then
local groupEntry = {group = "SpecificBantersOfGroup", banters = availableBanters, actors = banterActors}
table.insert(allBanterGroups, groupEntry)
if unplayed then
table.insert(unplayedBanterGroups, groupEntry)
end
end
end
-- If any unplayed, random between them only
if next(unplayedBanterGroups) then
allBanterGroups = unplayedBanterGroups
end
local idx = InteractionRand(#allBanterGroups, "BanterRandom") + 1
local randomBanterGroup = allBanterGroups[idx]
if randomBanterGroup then
banters = randomBanterGroup.banters
end
if #banters == 0 then
CombatLog("debug", "BanterMarker triggered, but there werent any valid actors.")
return false
end
local idx = InteractionRand(#banters, "BanterRandom") + 1
return banters[idx], randomBanterGroup.actors[idx]
end
--------------- editor debug info--------------
if FirstLoad then
g_BanterEditorDebugInfo = false
end
DefineClass.BanterDebugInfo = {
__parents = {"PropertyObject"},
properties = {
{ id = "id", name = "Banter ID", editor = "text", default = "ID" },
},
preset = false,
}
function BanterDebugInfo:GetProperties()
local props = table.copy(PropertyObject.GetProperties(self))
-- from conversations
ForEachPresetInCampaign("Conversation", function(preset)
preset:ForEachSubObject("BanterFunctionObjectBase", function(obj, parents)
if table.find(obj.Banters, self.id) then
local element = {
id = (preset.id)..#props,
name = ComposePhraseId(parents),
default = EditorViewAbridged(obj, obj.Banters, "banter"),
sel_path = GedParentsListToSelection(parents),
category = "Conversation references",
editor = "text",
read_only = true,
buttons = {
{
name = "View",
func = "ConversationEditorSelect",
param = {
preset_id = preset.id,
sel_path = GedParentsListToSelection(parents),
},
},
}
}
table.insert(props, element)
end
end)
end)
-- from quests
ForEachPresetInCampaign("QuestsDef",function(preset, group, filter)
preset:ForEachSubObject("BanterFunctionObjectBase", function(obj, parents)
if table.find(obj.Banters,self.id) then
local element = {
id = (preset.id)..#props,
name = ComposeSubobjectName(parents),
default = EditorViewAbridged(obj, obj.Banters, "banter"),
category = "Quests references",
editor = "text",
read_only = true,
buttons = {
{
name = "View",
func = "QuestsEditorSelect",
param = {
preset_id = preset.id,
},
},
},
}
table.insert(props, element)
end
end)
end)
-- from markers
local map_name = GetMapName()
if not g_DebugMarkersInfo or not g_DebugMarkersInfo[map_name] then
GatherMarkerScriptingData()
end
-- filter for current banter
ForEachDebugMarkerData("banter", self.preset, function(marker_info, res_item_info)
local element = {
id = "h_" .. marker_info.handle .. "_" .. #props,
name = marker_info.name,
default = res_item_info.editor_view_abridged,
category = marker_info.map and marker_info.map.." GridMarker references" or "GridMarker references",
editor = "text",
read_only = true,
}
local name = marker_info.map==map_name and "View" or "View on other map"
element.buttons = {
{
name = name,
func = "GridMarkerEditorSelectDiffMap",
param = {
map = marker_info.map
},
}
}
table.insert(props, element)
end)
return props
end
function OnMsg.GedOnEditorSelect(obj, selected, editor)
if editor and editor.app_template == "BanterEditor" then
if selected and rawget(obj, "id") then
local infoobj = BanterDebugInfo:new{ preset = obj, id = obj.id,}
g_BanterEditorDebugInfo = infoobj
editor:BindObj("state", infoobj)
else
g_BanterEditorDebugInfo = false
end
end
end
-------------------------------------------------------------
DefineClass.OverheardMarker = {
__parents = { "GridMarker", "CommandObject", "GameDynamicDataObject" },
properties = {
{ category = "BanterMarker", id = "BanterGroups", name = "Banter Groups", editor = "string_list", arbitrary_value = true, items = PresetGroupsCombo("BanterDef"), default = false },
{ category = "BanterMarker", id = "SpecificBanters", name = "SpecificBanters", help = "Specific Banters to play when interacted with.",
editor = "preset_id_list", default = {}, preset_class = "BanterDef", item_default = "", },
{ category = "BanterMarker", id = "ConflictDisable", name = "Disabled In Conflict", editor = "bool", default = true },
},
AreaWidth = 28,
AreaHeight = 28,
Trigger = "activation",
target_banter = false,
target_units = false,
old_target_positions = false,
target_positions = false,
waiting_activation = false,
playing_banter = false
}
function OverheardMarker:GetEditorTypeText()
return Untranslated("[Overheard]")
end
local lDirections = {
point(-1, 0),
point(-1, -1),
point(0, -1),
point(1, -1),
point(1, 0),
point(1, 1),
point(0, 1),
point(-1, 1)
}
local lRadiusDeviation = guim * 2
if FirstLoad then
g_debugOverheardMarker = false
end
function OverheardMarker:SetDynamicData(data)
if not data then return end
if data.unit_handles then
local units = {}
local old_positions = {}
for i, h in ipairs(data.unit_handles) do
local obj = HandleToObject[h]
if not IsKindOf(obj, "Unit") then
break
end
units[i] = obj
if units[i] and data.old_target_positions[h] then
old_positions[units[i]] = data.old_target_positions[h]
end
end
-- Not all units exist anymore (ambient life or whatever)
if #units ~= #data.unit_handles or #units == 0 then
return
end
self.target_units = units
self.old_target_positions = old_positions
end
self.target_banter = data.target_banter
self.waiting_activation = data.waiting_activation
if data.target_banter then
self:SetCommand("Resume")
end
end
function OverheardMarker:GetDynamicData(data)
if not self.target_units then return end
local handles = {}
local old_positions = {}
for i, u in ipairs(self.target_units) do
handles[i] = u:GetHandle()
if self.old_target_positions and self.old_target_positions[u] then
old_positions[handles[i]] = self.old_target_positions[u]
end
end
-- Not all units could be saved, could've been despawned
if #handles ~= #self.target_units then return end
data.unit_handles = handles
data.target_banter = self.target_banter
data.waiting_activation = self.waiting_activation
data.old_target_positions = old_positions
end
function OverheardMarker:GameInit()
if not self.TriggerConditions then
self.TriggerConditions = { UnitIsNearbyArea:new({ TargetUnit = "any merc" }) }
end
end
function OverheardMarker:ReleaseUnits()
-- Restore units to where they came from (or idle)
if self.target_units then
for i, u in ipairs(self.target_units) do
if not IsValid(u) or u:IsDead() or u.command == "EnterCombat" or u.being_interacted_with then
goto continue
end
if not g_Combat and self.old_target_positions and self.old_target_positions[u] then
u:SetCommandParams("GotoSlab", {move_anim = "Walk"})
u:SetCommand("GotoSlab", self.old_target_positions[u])
else
u:SetCommand("Idle")
end
::continue::
end
end
end
function OverheardMarker:StopRunning()
self:ReleaseUnits()
if self.playing_banter and self.playing_banter ~= true and IsValid(self.playing_banter) then
DoneBanter(self.playing_banter)
end
self.playing_banter = false
self.waiting_activation = false
self.target_banter = false
self.target_units = false
self.target_positions = false
self.old_target_positions = false
Halt()
end
function OverheardMarker:StartRunning()
if #g_Units == 0 then
WaitMsg("TeamsUpdated")
end
self:ReleaseUnits()
-- Check enable conditions, if there are any we must recheck this marker periodically.
if not self:IsMarkerEnabled() then
Sleep(5000)
self:SetCommand("StartRunning")
return
end
if (self.ConflictDisable and IsConflictMode(gv_CurrentSectorId)) or g_Combat then
if g_debugOverheardMarker then print("overheard marker started in combat/conflict") end
self:StopRunning()
return
end
-- Decide which banter to play.
local banter, actor = GetRandomBanterFromGroups(self.BanterGroups, g_Units, { require_idle = true }, self.SpecificBanters)
NetUpdateHash("OverheardMarker:StartRunning()", banter)
if not banter then
if g_debugOverheardMarker then print("overheard marker didn't find banter to play") end
self:StopRunning()
return
end
self.target_banter = banter
self.target_units = actor
if g_debugOverheardMarker then print("will play", banter) end
-- We want to run the resume command immediately as to prevent a yield
-- that would cause other markers to potentially steal these units before a position
-- is picked for them and they're made busy
self.command = "Resume"
self:Resume()
end
function OverheardMarker:VisualizePositions()
DbgClear()
local markerPos = self:GetPos()
for i, direction in ipairs(lDirections) do
local randomizePos = BraidRandom(RealTime(), guim, lRadiusDeviation)
local possiblePos = SnapToPassSlab(markerPos + direction * randomizePos)
local vbox = GetVoxelBBox(possiblePos)
DbgAddBox(vbox, const.clrRed)
end
end
function OverheardMarker:Resume()
-- Pick positions for the units.
local positions = {}
local oldPositions = {}
local markerPos = self:GetPos()
if g_debugOverheardMarker then
DbgClear()
DbgAddBox(GetVoxelBBox(markerPos), const.clrGreen)
end
local count = #self.target_units
table.validate(self.target_units)
self.target_units = table.ifilter(self.target_units, function(_, u)
return not u:IsDead()
end)
if count ~= #self.target_units then -- Table validate will remove invalid
self:StopRunning()
return
end
local unitsInvalidNow = false
for i, u in ipairs(self.target_units) do
if (IsPlayerEnemy(u) and u:IsAware()) or not lUnitIdleForBanter(u) then
unitsInvalidNow = true
self.target_units[i] = false
end
end
if unitsInvalidNow then
self:StopRunning()
return
end
local markPosCollision = markerPos
if not markPosCollision:IsValidZ() then markPosCollision = markPosCollision:SetTerrainZ() end
markPosCollision = markPosCollision:SetZ(markPosCollision:z() + const.SlabSizeZ / 2)
local cancel = false
for i, u in ipairs(self.target_units) do
local unitPos = false
local incr = 1
while not unitPos do
local direction = lDirections[((i + incr) % #lDirections) + 1]
local randomizePos = BraidRandom(u:GetHandle() + incr, guim, lRadiusDeviation)
local slabToCheck = markerPos + direction * randomizePos
if markerPos:IsValidZ() then
slabToCheck = slabToCheck:SetZ(markerPos:z())
end
local possiblePos = SnapToPassSlab(slabToCheck)
local occupied = not possiblePos or not CanOccupy(u, possiblePos) or table.find(positions, possiblePos)
if not occupied then
-- Check if there is a wall in the way or something.
-- The positions could be slightly moved due to the snap.
local possPosCollision = possiblePos
if not possPosCollision:IsValidZ() then possPosCollision = possPosCollision:SetTerrainZ() end
possPosCollision = possPosCollision:SetZ(possPosCollision:z() + const.SlabSizeZ / 2)
local objectsInTheWay = IntersectObjectsOnSegment(markPosCollision, possPosCollision, const.efVisible)
if not objectsInTheWay then
unitPos = possiblePos
break
end
end
if g_debugOverheardMarker and possiblePos then
local vbox = GetVoxelBBox(possiblePos)
DbgAddBox(vbox, const.clrRed)
end
incr = incr + 1
if incr == #lDirections then
if g_debugOverheardMarker then print("Overheard banter couldn't find suitable slab for one of the actors.") end
self:StopRunning()
return
end
end
positions[i] = unitPos
oldPositions[u] = self.old_target_positions and self.old_target_positions[u] or u:GetPos()
end
self.target_positions = positions
self.old_target_positions = oldPositions
for i, u in ipairs(self.target_units) do
local unitPos = positions[i]
local facePos = markerPos
if #self.target_units == 2 then
facePos = i == 1 and positions[2] or positions[1]
end
u:SetCommandParams("OverheardConversationHeadTo", {move_anim = (u.body_type == "Small animal" and "Run" or "Walk")})
u:SetCommand("OverheardConversationHeadTo", unitPos, facePos, self)
end
self:SetCommand("WaitPositioning")
end
function OverheardMarker:AreAllInPosition()
if g_debugOverheardMarker then
DbgClear()
end
for i, u in ipairs(self.target_units or empty_table) do
local targetPos = self.target_positions[i]
if g_debugOverheardMarker then
local vbox = GetVoxelBBox(targetPos)
DbgAddBox(vbox, const.clrBlue)
DbgAddVector(u:GetPos(), targetPos - u:GetPos())
end
-- Ambient life got despawned
if not IsValid(u) then
self:StopRunning()
return false
end
if not targetPos:IsValidZ() then
targetPos = targetPos:SetTerrainZ()
end
local unitVoxelSnapped = SnapToVoxel(u)
local targetPosSnapped = SnapToVoxel(targetPos)
if unitVoxelSnapped ~= targetPosSnapped then
return false
end
end
return true
end
function OverheardMarker:WaitPositioning()
while true do
WaitMsg("OverheardConversationPointReached", 3000)
if self:AreAllInPosition() then
self.waiting_activation = true
self:SetCommand("WaitConditions")
end
end
end
function OverheardMarker:TriggerThreadProc()
-- nop, inherited from GridMarker
end
function OverheardMarker:WaitConditions()
local emptyObj = {}
while IsValid(self) do
if self:AwarenessUnitCheck() then
break
end
if not self.waiting_activation then
self:StopRunning()
break
end
if self.waiting_activation and self:EvaluateTriggerConditions(emptyObj) then
self.waiting_activation = false
self:ExecuteTriggerEffects(emptyObj)
self:StopRunning()
return
end
Sleep(1000)
end
end
function OverheardMarker:AwarenessUnitCheck()
if not self.target_units then return end
for i, u in ipairs(self.target_units) do
if g_Combat or not IsValid(u) or IsPlayerEnemy(u) and u:IsAware() then
self:StopRunning()
return true
end
end
end
function OverheardMarker:ExecuteTriggerEffects()
WaitMsg("CombatStart", 300)
if self:AwarenessUnitCheck() then return end
local banterDef = Banters[self.target_banter]
if not banterDef or not IsBanterAvailable(banterDef) then return end
self.playing_banter = true
-- If there are two units in this conversation, make them face each other.
if #self.target_units == 2 then
self.target_units[1]:InterruptCommand("OverheardConversation", self.target_units[2]:GetPos(), self)
self.target_units[2]:InterruptCommand("OverheardConversation", self.target_units[1]:GetPos(), self)
else
local myPos = self:GetPos()
for i, u in ipairs(self.target_units) do
u:InterruptCommand("OverheardConversation", myPos, self)
end
end
local banterObj = PlayBanter(self.target_banter, self.target_units)
self.playing_banter = banterObj
local notTimedOut, preset_id
while preset_id ~= banterObj.preset.id do
notTimedOut, preset_id = WaitMsg("BanterDone", 500)
if not self.playing_banter then return end
end
self.playing_banter = false
self:StopRunning()
end
function NetSyncEvents.RestartOverheardMarkers()
CreateGameTimeThread(function()
Sleep(1000)
MapForEach("map", "OverheardMarker", function(o)
if not o.target_banter then o:SetCommand("StartRunning") end
end)
end)
end
function OnMsg.ExplorationStart()
if GameReplayScheduled then return end
if netInGame and not netGameInfo.started then return end
NetSyncEvent("RestartOverheardMarkers")
end
function OnMsg.CombatEnd()
FireNetSyncEventOnHost("RestartOverheardMarkers")
end
function OnMsg.ConflictEnd(sector)
if gv_CurrentSectorId == sector.Id then return end
FireNetSyncEventOnHost("RestartOverheardMarkers")
end
-------------------------------------------------------------
MapVar("g_approachBanterCooldown", {})
MapVar("g_approachBanterPlayed", {})
MapVar("g_lastApproachBanterPlayed", {})
MapVar("g_approachBanterCooldownTime", 30)
function UpdateApproachBanters()
NetUpdateHash("ApproachBanterCheck_UPDATE", GameTime())
-- Dont play approach banters while other banters are playing
if g_ActiveBanters and #g_ActiveBanters > 0 then return end
for _, unit in ipairs(g_Units) do
-- Check if unit has banters.
if not unit.approach_banters or not next(unit.approach_banters) or not unit.approach_banters_distance then
goto continue
end
NetUpdateHash("ApproachBanterCheck_HAS", unit.session_id)
-- Check cooldown
local cooldownId = unit.approach_banters_cooldown_id or unit.session_id
if g_approachBanterCooldown[cooldownId] and g_approachBanterCooldown[cooldownId] > GameTime() then
goto continue
end
NetUpdateHash("ApproachBanterCheck_CD", unit.session_id)
-- Already playing a banter.
if IsUnitPartOfAnyActiveBanter(unit) then
goto continue
end
NetUpdateHash("ApproachBanterCheck_BUSY", unit.session_id)
-- Same unit
if g_lastApproachBanterPlayed and g_lastApproachBanterPlayed.unit == unit then
goto continue
end
NetUpdateHash("ApproachBanterCheck_PLAYED", unit.session_id)
-- Check if any units approaching and not hidden
local approachingUnits = { unit } -- Unit that has the approach banter should be first in the list for "any" priority.
local approachDistance = unit.approach_banters_distance * guim
for _, otherUnit in ipairs(g_Units) do
if otherUnit ~= unit and
IsMerc(otherUnit) and
not otherUnit:HasStatusEffect("Hidden") and
otherUnit:GetDist(unit) < approachDistance and
GetZDifference(unit:GetPos(), otherUnit:GetPos()) < const.SlabSizeZ / 2 then
approachingUnits[#approachingUnits + 1] = otherUnit
end
end
if #approachingUnits == 1 then goto continue end
NetUpdateHash("ApproachBanterCheck_APRCH", unit.session_id)
-- Check if any banters are playable (custom conditions)
local ctx = { approachingUnits = approachingUnits, filter_if_other = unit.last_played_banter_id } -- Context to be used by UnitApproachedBy
local unitsToUseForBanter = { }
table.iappend(unitsToUseForBanter, approachingUnits) -- Need to be first to be prefered.
table.iappend(unitsToUseForBanter, g_Units) -- Append all units at the end to fill in missing actors. Others will be picked as priority.
local bantersFiltered, actorsPicked = FilterAvailableBanters(unit.approach_banters, ctx, unitsToUseForBanter)
if not bantersFiltered then goto continue end
NetUpdateHash("ApproachBanterCheck_FLTR", unit.session_id)
-- Remove banters in which the unit who is being approached isn't picked as an actor.
local notActorFiltered = {}
for i, b in ipairs(bantersFiltered) do
if table.find(actorsPicked[i], unit) then
notActorFiltered[#notActorFiltered + 1] = b
end
end
bantersFiltered = notActorFiltered
-- Remove played banters (for now do this only if part of a group cooldown)
if unit.approach_banters_cooldown_id then
local filteredTwice = {}
for i, b in ipairs(bantersFiltered) do
local sameAsLast = g_lastApproachBanterPlayed and g_lastApproachBanterPlayed.banter == b
if not sameAsLast then
-- if not g_lastApproachBanterPlayed[b] then
filteredTwice[#filteredTwice + 1] = b
end
end
bantersFiltered = filteredTwice
end
if #bantersFiltered == 0 then goto continue end
-- Play random banter from the pool
local idx = InteractionRand(#bantersFiltered, "ApproachBanter") + 1
local banter = bantersFiltered[idx]
unit.last_played_banter_id = banter
PlayAndWaitBanter(banter, unitsToUseForBanter)
-- Mark as played
g_approachBanterCooldown[cooldownId] = GameTime() + 1000 * g_approachBanterCooldownTime
if unit.approach_banters_cooldown_id then
g_approachBanterPlayed[banter] = true
g_lastApproachBanterPlayed = { banter = banter, unit = unit }
end
::continue::
end
end
function OnMsg.AmbientLifeSpawn()
g_approachBanterPlayed = {}
end
function GetBantersWithGroupCharacters()
local group_actors = {}
local count = 0
for k,v in sorted_pairs(Banters) do
for _, line in ipairs(v.Lines) do
if line.AnyOfThese then
for _, line in ipairs(line.AnyOfThese) do
if line.Voiced and not UnitDataDefs[line.Character] then
group_actors[line.Character] = group_actors[line.Character] or {}
table.insert(group_actors[line.Character], v)
StoreErrorSource(v, "unknown character " .. line.Character)
end
end
else
if line.Voiced and not UnitDataDefs[line.Character] then
group_actors[line.Character] = group_actors[line.Character] or {}
table.insert(group_actors[line.Character], v)
StoreErrorSource(v, "unknown character " .. line.Character)
end
end
end
end
CopyToClipboard( table.concat( table.keys2(group_actors), "\n" ) )
return group_actors
end
-- Self is the triangle x image
function RadioBanterTriangleAnimation(self, vertical)
local x = vertical and 0 or 1
local y = vertical and 1 or 0
self:CreateThread("update-movement", function()
local lastPos = 0
while self.window_state ~= "destroying" do
local pos = AsyncRand(2)
if pos == 0 or true then pos = -1 end
local dur = 2500
pos = pos * AsyncRand(40, 60)
pos = lastPos + pos
if pos < -200 or pos > 400 then
pos = pos - lastPos
pos = lastPos - pos
end
self:AddInterpolation({
id = "lastPos",
type = const.intRect,
originalRect = sizebox(0, 0, 1000, 1000),
targetRect = sizebox(lastPos * x, lastPos * y, 1000, 1000),
duration = 0,
})
self:AddInterpolation({
id = "move",
type = const.intRect,
originalRect = sizebox(lastPos * x, lastPos * y, 1000, 1000),
targetRect = sizebox(pos * x, pos * y, 1000, 1000),
duration = dur,
})
lastPos = pos
Sleep(dur)
Sleep(500)
end
end)
end
-- for debug
function GetAllPlayedPlayOnceBanters()
local list = {}
for banterId, cooldown in pairs(g_BanterCooldowns) do
local preset = Banters[banterId]
if preset.Once then
list[#list + 1] = banterId
end
end
local dedupe = {}
local units = MapGet("map", "Unit")
for i, u in ipairs(units) do
if u.banters_played_lines then
for i, p in ipairs(u.banters_played_lines) do
if not dedupe[p] then
list[#list + 1] = p
dedupe[p] = true
end
end
end
end
return list
end
if FirstLoad then
g_BanterBeingDebugged = false
end
function DebugSpecificBanter(banter)
g_BanterBeingDebugged = banter.id
print("Debugging banter", banter.id)
end
function BanterDebugLog(presetId, text)
if g_BanterBeingDebugged ~= presetId then return end
if text == "played" then
print("[Banter]", presetId, "played successfully!")
return
end
print("[Banter] ", presetId, " didn't play because: ", text)
end
function EditorTestBanterLine(banter, line)
local char = line.Character
if not UnitDataDefs[char] then
print("Invalid test actor " .. char)
return
end
local selected = Selection and Selection[1]
if not selected then
print("Select a unit to test banter")
return
end
local pos
local positions = GetCombatPath(selected):GetReachableMeleeRangePositions(selected)
if positions and positions[1] then
pos = point(point_unpack(positions[1]))
else
pos = GetCursorPos()
end
CreateMapRealTimeThread(function()
local unit = SpawnUnit(char, char .. "_banterTest", pos)
unit.banters = {banter.id}
unit:SetSide("neutral")
local testFinished = false
unit.PlayInteractionBanter = function(self)
EndAllBanter()
local newBanter = BanterPlayer:new({
preset = banter,
associated_units = { unit },
fallback_actor = { selected },
})
CreateGameTimeThread(function()
newBanter.current_line = table.find(banter.Lines, line)
newBanter:PlayBanterLine()
testFinished = true
end)
end
while IsValid(unit) do
if testFinished then break end
Sleep(100)
end
unit:delete()
end)
end
function BanterLineContext()
return function(obj, prop_meta, parent)
local extra_annotation = obj["Annotation"]
if IsT(extra_annotation) then
extra_annotation = _InternalTranslate(extra_annotation)
end
local is_radio = parent.isRadio
local voice = ""
if obj.Voiced then
voice = "voice:" .. obj["Character"]..(is_radio and " radio" or "")
end
local comment = parent.Comment
if #comment > 0 then
comment = comment .. " "
end
if extra_annotation then
return string.format("section:%s/%s %s %s%s", string.gsub(parent.group, " ", "_"), parent.id, extra_annotation, comment, voice)
else
return string.format("section:%s/%s %s%s", string.gsub(parent.group, " ", "_"), parent.id, comment, voice)
end
end
end
function BanterLineThinContext()
return function(obj, prop_meta, parent)
local extra_annotation = parent["Annotation"]
if IsT(extra_annotation) then
extra_annotation = _InternalTranslate(extra_annotation)
end
local voice = ""
if GetParentTableOfKind(obj, "BanterLine").Voiced then
voice = " voice:" .. obj["Character"]
end
if extra_annotation then
return string.format("section:%s/%s %s%s", string.gsub(parent.group, " ", "_"), parent.id, extra_annotation, voice)
else
return string.format("section:%s/%s%s", string.gsub(parent.group, " ", "_"), parent.id, voice)
end
end
end
DefineConstInt("Default", "BoredBanterCD", 3, 1, "The cooldown between bored banters measured in days.")
DefineConstInt("Default", "BoredBanterMinHiredSince", 2, 1, "The minimum amount of days since which the merc has been hired.")
GameVar("gv_LastBoredBanter", false)
GameVar("gv_MercsLastMoveTime", {}) --Timestamp when unit finished last movement
function NetSyncEvents.Mp_PlayBoredBanter(banter)
if #g_ActiveBanters == 0 then
gv_LastBoredBanter = Game.CampaignTime / const.Scale.day
PlayBanter(banter, g_Units)
end
end
local function BoredBanterCheck()
if ConflictOrSectorEnterTime and ConflictOrSectorEnterTime + 5 * 1000 > GameTime() then
--delay before sector enter and conflict resolved
return
end
if not Dbg_BoredBanters and gv_LastBoredBanter and Game.CampaignTime / const.Scale.day < (gv_LastBoredBanter + const.BoredBanterCD) then
--stil on cd
return
end
if g_Combat or GetSatelliteDialog() or GetDialog("PDADialog") or IsInventoryOpened() or #g_Units == 0 then
--not in exploration
return
end
if gv_CurrentSectorId and gv_Sectors[gv_CurrentSectorId].conflict then
--sector is in conflict
return
end
if #g_ActiveBanters ~= 0 or GetDialog("ConversationDialog") then
--banter or conversation currently playing
return
end
if #g_TalkingHeadQueue ~= 0 then
--talking head playing
return
end
local now = GameTime()
local banterConvCD = not Dbg_BoredBanters and 30 * 1000 or 5 * 1000
local lastMoveCD = not Dbg_BoredBanters and 5 * 1000 or 5 * 1000
if g_ActiveBanters.lastPlayedTime and (g_ActiveBanters.lastPlayedTime + banterConvCD) > now or
g_LastConv and (g_LastConv + banterConvCD) > now then
--no banter or conv has played in the last X secs
return
end
local mainMercs, allMercs
for _, squad in ipairs(g_PlayerSquads) do
if squad.CurrentSector == gv_CurrentSectorId then
for _, merc in ipairs(squad.units) do
local unitData = g_Units[merc]
if not unitData then goto continue end
--Hired since check
local hiredAtDay = (GetMercStateFlag(unitData.session_id, "HiredAt") or Game.CampaignTime) / const.Scale.day
local hiredSinceDays = (Game.CampaignTime / const.Scale.day) - hiredAtDay
local isVeteran = hiredSinceDays >= const.BoredBanterMinHiredSince or Dbg_BoredBanters
--Not moved check
local notMoved
local lastMovedTime = gv_MercsLastMoveTime[unitData.session_id]
if lastMovedTime then
notMoved = (lastMovedTime + lastMoveCD) < now
else
gv_MercsLastMoveTime[unitData.session_id] = GameTime()
notMoved = false
end
--Add only if all cond from above are met
if notMoved then
local unit = g_Units[merc]
if isVeteran then
mainMercs = mainMercs or {}
mainMercs[#mainMercs + 1] = unit
end
allMercs = allMercs or {}
allMercs[#allMercs + 1] = unit
end
::continue::
end
end
end
local mercDlgs = PresetsGroupInCampaignArray("BanterDef", "MercDialogues")
local availableBanters = FilterAvailableBanters(mercDlgs, nil, mainMercs)
if availableBanters then
local banter = table.rand(availableBanters)
NetSyncEvent("Mp_PlayBoredBanter", banter)
end
end
MapVar("ConflictOrSectorEnterTime", false)
function OnMsg.ConflictEnd(sector)
if gv_CurrentSectorId and gv_Sectors[gv_CurrentSectorId] == sector then
ConflictOrSectorEnterTime = GameTime()
end
end
function OnMsg.OnEnterMapVisual()
ConflictOrSectorEnterTime = GameTime()
end
MapGameTimeRepeat("BoredBanter", 1000, BoredBanterCheck)
function ResumeFuncs.PlayBanterEffect(stack, context, resume)
local units = {}
for i, uHandle in ipairs(resume.units) do
local u = HandleToObject[uHandle]
if IsValid(u) then
units[#units + 1] = u
end
end
local actorOverride = false
if resume.any_actor_override then
actorOverride = HandleToObject[resume.any_actor_override]
actorOverride = IsValid(actorOverride) and actorOverride
end
local fallbackUnit = false
if resume.fallbackUnit then
fallbackUnit = HandleToObject[resume.fallbackUnit]
fallbackUnit = IsValid(fallbackUnit) and fallbackUnit
end
local init_members = {
preset = Banters[resume.preset],
associated_units = units,
fallback_actor = fallbackUnit,
any_actor_override = actorOverride,
id = g_NextBanterId,
}
g_NextBanterId = g_NextBanterId + 1
local banterObj = BanterPlayer:new(init_members)
if IsPoint(resume.player_pos) then
banterObj:SetPos(resume.player_pos)
end
banterObj.current_line = resume.current_line
g_ActiveBanters[#g_ActiveBanters + 1] = banterObj
g_ActiveBanters[banterObj.preset.id] = true
g_IdToBanter[banterObj.id] = banterObj
NetUpdateHash("ResumeBanter", banterObj.id, banterObj.current_line)
local notTimedOut, preset_id
while preset_id ~= banterObj.preset.id do
notTimedOut, preset_id = WaitMsg("BanterDone", 500)
end
end
function TestBantersUsage()
local bantersPreset = {}
local undefinedBanters = {}
local unusedBanters = {}
ForEachPreset("BanterDef", function(banterPreset)
table.insert(unusedBanters, banterPreset)
table.insert(bantersPreset, banterPreset)
end)
local function DoBantersExist(banterGroup, searchField, obj, isFromPreset)
for idx, banter in ipairs(banterGroup) do
if not table.find(bantersPreset, searchField, banter) then
if isFromPreset then
table.insert(undefinedBanters, { banter, obj[idx] })
else
table.insert(undefinedBanters, { banter, obj })
end
end
end
end
local function AreBantersUsed(banterGroup, searchField)
unusedBanters = table.ifilter(unusedBanters, function(idx, banter) return not table.find(banterGroup, banter[searchField]) end)
end
--for each marker in markers.debug.lua on every map check used banters
for _, markersOnMap in pairs(g_DebugMarkersInfo) do
for _, marker in ipairs(markersOnMap) do
if next(marker.BanterGroups) then
DoBantersExist(marker.BanterGroups, "group", marker)
AreBantersUsed(marker.BanterGroups, "group")
end
if next(marker.SpecificBanters) then
DoBantersExist(marker.SpecificBanters, "id", marker)
AreBantersUsed(marker.SpecificBanters, "id")
end
if next(marker.BanterTriggerEffects) then
local bantersList = {}
for _, banterEffect in ipairs(marker.BanterTriggerEffects) do
for _, banter in ipairs(banterEffect.Banters) do
table.insert(bantersList, banter)
end
end
DoBantersExist(bantersList, "id", marker)
AreBantersUsed(bantersList, "id")
end
if next(marker.ApproachedBanters) then
DoBantersExist(marker.ApproachedBanters, "id", marker)
AreBantersUsed(marker.ApproachedBanters, "id")
end
if marker.ApproachBanterGroup then
DoBantersExist({marker.ApproachBanterGroup}, "group", marker)
AreBantersUsed({marker.ApproachBanterGroup}, "group")
end
end
end
local questsPresetBantersInfo = {}
local questsPresetBanters = {}
ForEachPreset("QuestsDef", function (questPreset)
questPreset:ForEachSubObject("BanterFunctionObjectBase", function(effect, parents)
for _, banter in ipairs(effect.Banters) do
table.insert_unique(questsPresetBanters, banter)
table.insert_unique(questsPresetBantersInfo, questPreset)
end
end)
end)
DoBantersExist(questsPresetBanters, "id", questsPresetBantersInfo, "presets")
AreBantersUsed(questsPresetBanters, "id")
local setpiecesPresetBanters = {}
local setpiecesPresetBantersInfo = {}
ForEachPreset("SetpiecePrg", function(setpiecePreset)
setpiecePreset:ForEachSubObject("BanterFunctionObjectBase", function(effect, parents)
for _, banter in ipairs(effect.Banters) do
table.insert_unique(setpiecesPresetBanters, banter)
table.insert_unique(setpiecesPresetBantersInfo, setpiecePreset)
end
end)
end)
DoBantersExist(setpiecesPresetBanters, "id", setpiecesPresetBantersInfo, "presets")
AreBantersUsed(setpiecesPresetBanters, "id")
local guardpostPresetBanters = {}
local guardpostPresetBantersInfo = {}
ForEachPreset("GuardpostObjective", function(guardPostPreset)
guardPostPreset:ForEachSubObject("BanterFunctionObjectBase", function(effect, parents)
for _, banter in ipairs(effect.Banters) do
table.insert_unique(guardpostPresetBanters, banter)
table.insert_unique(guardpostPresetBantersInfo, guardPostPreset)
end
end)
end)
DoBantersExist(guardpostPresetBanters, "id", guardpostPresetBantersInfo, "presets")
AreBantersUsed(guardpostPresetBanters, "id")
--ignore these banter groups
local banterGroupsToIgnore = {"MercDialogues", "Testing", "Testing - Banter Test 1", "Testing - Banter Test 2", "A_System"}
unusedBanters = table.ifilter(unusedBanters, function(idx, banter) return not table.find(banterGroupsToIgnore, banter.group) end)
return undefinedBanters, unusedBanters, banterGroupsToIgnore
end
function BanterFXCombo()
local fxes = {}
for _, group in ipairs(Presets.BanterDef) do
for _, banter in ipairs(group) do
fxes[banter.FX] = true
end
end
return table.keys(fxes, "sorted")
end
--[[function OnMsg.UnitAwarenessChanged(unit)
if not unit then return end
for i = #g_ActiveBanters, 1, -1 do
local b = g_ActiveBanters[i]
if b.associated_units and b.preset.KillOnAnyActorAware then
if table.find(b.associated_units, unit) then
DoneBanter(b)
else
local any_actor = b.associated_units[1]
if b.associated_units[any_actor] == "any" then
DoneBanter(b)
end
end
end
end
end]]
-- We handle this on combat start due in order to handle
-- neutral units that cannot be awared
-- Check (209190) vs (214319)
function OnMsg.CombatStarting()
for i = #g_ActiveBanters, 1, -1 do
local b = g_ActiveBanters[i]
if not b.preset.KillOnAnyActorAware then goto continue end
local units = b.associated_units
for i, unit in ipairs(units) do
if table.find(b.associated_units, unit) then
DoneBanter(b)
else
local any_actor = b.associated_units[1]
if b.associated_units[any_actor] == "any" then
DoneBanter(b)
end
end
end
::continue::
end
end
local s_DemoBanters = {
"Banters_Civilians",
"Banters_Local_Ernie",
"Banters_Local_Ernie_Triggered",
"Banters_Militia",
"MercDialogues",
"Radio",
"SharedOverheard_Civilians",
"SharedOverheard_Enemies",
"SharedOverheard_Custom",
}
function OnMsg.GatherVoiceBanters(blacklist_banter_voices)
local all_banter_voices, used_banter_voices = {}, {}
for _, group_banters in ipairs(Presets.BanterDef or empty_table) do
for _, banter_def in ipairs(group_banters or empty_table) do
local used_group = not not table.find(s_DemoBanters, banter_def.group)
for _, line in ipairs(banter_def.Lines or empty_table) do
if line.AnyOfThese then
for _, thin_line in ipairs(line.AnyOfThese) do
local voice_id = TGetID(thin_line.Text)
all_banter_voices[voice_id] = true
if used_group then
used_banter_voices[voice_id] = true
end
end
else
local voice_id = TGetID(line.Text)
all_banter_voices[voice_id] = true
if used_group then
used_banter_voices[voice_id] = true
end
end
end
end
end
for voice_id in pairs(all_banter_voices) do
if not used_banter_voices[voice_id] then
blacklist_banter_voices[voice_id] = true
end
end
end |