File size: 22,945 Bytes
b6a38d7 |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 |
if FirstLoad then
g_CheatsEnabledInC = Platform.cheats
end
Platform.cheats = rawget(_G, "g_CheatsEnabledInC")
function AreCheatsEnabled()
return Platform.cheats or Platform.trailer or AreModdingToolsActive()
end
function OnMsg.InitSessionCampaignObjects()
gv_Cheats.Teleport = Platform.developer
gv_Cheats.WeakDamage = false
gv_Cheats.StrongDamage = false
gv_Cheats.GodMode = {}
gv_Cheats.InfiniteAP = {}
gv_Cheats.Invulnerability = {}
gv_Cheats.AutoResolve = false
gv_Cheats.FreeParts = false
gv_Cheats.FreeMeds = false
gv_Cheats.SkillCheck = false
gv_Cheats.FastActivity = false
gv_Cheats.FullVisibility = false
gv_Cheats.CombatUIHidden = false
gv_Cheats.IWUIHidden = false
gv_Cheats.ReplayUIHidden = false
gv_Cheats.OptionalUIHidden = false
gv_Cheats.BigGuns = false
gv_Cheats.AlwaysHit = false
gv_Cheats.AlwaysMiss = false
gv_Cheats.SignatureNoCD = false
gv_Cheats.oneHpEnemies = false
gv_Cheats.ShowSquadsPower = false
for _, side in ipairs(SideDefs) do
gv_Cheats.GodMode[side.Id] = false
gv_Cheats.InfiniteAP[side.Id] = false
gv_Cheats.Invulnerability[side.Id] = false
end
end
function CheatEnabled(id, side)
if Platform.developer and id == "Teleport" then return true end
if not gv_Cheats then return false end
local value = gv_Cheats[id]
if type(value) == "table" then
value = (side and value[side]) or false
end
return value
end
local function GetSideUnits(side)
local idx = table.find(g_Teams, "side", side)
return idx and g_Teams[idx].units
end
function NetSyncEvents.CheatEnable(id, state, side, args)
local tbl = gv_Cheats
local key = id
if type(gv_Cheats[id]) == "table" then
if not side then
return
end
tbl = gv_Cheats[id]
key = side
end
if state == nil then -- toggle
state = not tbl[key]
else
state = not not state -- enforce bool
end
tbl[key] = state
if id == "GodMode" then
local units = GetSideUnits(side)
for _, unit in ipairs(units) do
unit:GodMode("god_mode", state)
end
elseif id == "InfiniteAP" then
local units = GetSideUnits(side)
for _, unit in ipairs(units) do
unit:GodMode("infinite_ap", state)
end
elseif id == "Invulnerability" then
local units = GetSideUnits(side)
for _, unit in ipairs(units) do
unit:GodMode("invulnerable", state)
end
elseif id == "FullVisibility" then
g_VisibilityUpdated = false
InvalidateVisibility()
elseif id == "CombatUIHidden" then
HideCombatUI(tbl.CombatUIHidden)
elseif id == "IWUIHidden" then
HideInWorldCombatUI(tbl.IWUIHidden, "cheat")
elseif id == "ReplayUIHidden" then
HideReplayUI(tbl.ReplayUIHidden)
elseif id == "OptionalUIHidden" then
HideOptionalUI(tbl.OptionalUIHidden)
elseif id == "PanicUnit" then
local unit = args
if IsValid(unit) and IsKindOf(unit, "Unit") then
unit:AddStatusEffect("Panicked")
end
elseif id == "BigGuns" then
for _, unit in ipairs(g_Units) do
unit:UpdateOutfit()
end
elseif id == "AlwaysHit" and state then
gv_Cheats.AlwaysMiss = false
elseif id == "AlwaysMiss" and state then
gv_Cheats.AlwaysHit = false
elseif id == "Teleport" then
RevealAllSectors()
elseif id == "OneHpEnemies" then
for _, unit in ipairs(g_Units) do
if (unit.team.side == "enemy1" or unit.team.side == "enemy2") and not unit:IsDead() then
unit.HitPoints = state and 1 or unit.MaxHitPoints
end
end
UpdateAllBadgesAndModes()
end
end
function CheatTeleportToCursor()
local sat = GetSatelliteDialog()
if sat then
local sel_sq = sat.selected_squad
if not sel_sq then
print("Teleport: There is no active squad")
else
local sectorWin = g_SatelliteUI and g_SatelliteUI:GetSectorOnPos("mouse")
if not sectorWin then
print("Teleport: There is no satellite sector under cursor")
else
NetSyncEvent("CheatSatelliteTeleportSquad", sel_sq.UniqueId, sectorWin.context.Id)
end
end
return
end
if not SelectedObj and #Selection == 0 then
print("Teleport: There is no active unit")
return
end
local pos = GetCursorPassSlab()
if not pos then
print("Teleport: There is no proper teleport position at " .. tostring(pos))
return
end
local function teleport(unit, pos)
NetSyncEvent("StartCombatAction", netUniqueId, "Teleport", unit, g_Combat and 0 or false, pos) -- bypass some checks
end
if #Selection > 1 then
local units = Selection
local dest = GetUnitsDestinations(units, pos)
for i, u in ipairs(units) do
if dest[i] then
teleport(u, point(point_unpack(dest[i])))
end
end
elseif IsKindOf(SelectedObj, "Unit") then
teleport(SelectedObj, pos)
end
end
function NetSyncEvents.CheatLevelUp(unit, maxLevel)
if not unit then unit = SelectedObj end
if not unit then return end
local cur_level = unit:GetLevel()
local nXPTable = #XPTable
local level = maxLevel and nXPTable or Min(cur_level + 1, nXPTable)
local next_level_exp = GetXPTable(level)
local xpDiff = next_level_exp - unit.Experience
ReceiveStatGainingPoints(unit, xpDiff)
unit.Experience = next_level_exp
local newLevel = unit:GetLevel()
if newLevel > cur_level then
unit.perkPoints = unit.perkPoints + (newLevel - cur_level)
TutorialHintsState.GainLevel = true
end
unit:SyncWithSession("map")
ObjModified(unit)
InventoryUIRespawn()
PerksUIRespawn()
CombatLog("important", T{134899495484, "<DisplayName> has reached <em>level <level></em>", SubContext(unit, { level = unit:GetLevel() })})
Msg("UnitLeveledUp", unit)
end
function NetSyncEvents.RestoreEnergy()
for _, unit in sorted_pairs(gv_UnitData) do
if IsMerc(unit) then
for _, neg_energy_effect in ipairs(RedEnergyEffects) do
unit:RemoveStatusEffect(neg_energy_effect)
ObjModified(unit)
end
end
end
end
function NetSyncEvents.CheatRevealTraps(side)
local idx = table.find(g_Teams or empty_table, "side", side)
if not idx then return end
CheatRevealTraps(g_Teams[idx])
end
function NetSyncEvents.CheatAddAmmo(unit)
CheatAddAmmo(unit)
end
function CheatAddAmmo(in_unit)
if not in_unit then in_unit = SelectedObj end
if not in_unit or not IsKindOf(in_unit, "UnitInventory") then return end
local squadId = in_unit.Squad
local unitsInSquad = gv_Squads[squadId].units
for key, item in sorted_pairs(InventoryItemDefs) do
if item.object_class=="Ammo" or item.object_class=="Ordnance" then
AddItemToSquadBag(squadId, item.id, item:GetProperty("MaxStacks"))
end
end
local unit
local tempAmmo
local function reload_weapon(weapon)
if weapon.ammo then
weapon.ammo.Amount = weapon.MagazineSize
else
tempAmmo = PlaceInventoryItem(GetAmmosWithCaliber(weapon.Caliber, "sort")[1].id)
tempAmmo.Amount = tempAmmo.MaxStacks
weapon:Reload(tempAmmo, "suspend_fx" and true)
DoneObject(tempAmmo)
end
ObjModified(weapon)
end
for i = 1, #unitsInSquad do
unit = gv_UnitData[unitsInSquad[i]]
unit:ForEachItem("Firearm", function(weapon)
reload_weapon(weapon)
for slot, sub in sorted_pairs(weapon.subweapons) do
reload_weapon(sub)
end
end)
InventoryUpdate(unit)
end
end
function NetSyncEvents.CheatAddMercStats()
CheatAddMercStats()
end
function CheatAddMercStats()
local unit = SelectedObj
if not unit or not IsMerc(unit) then return end
for _, stat in ipairs(GetUnitStatsCombo()) do
local modId = string.format("StatBoost-%s-%s-%d", stat, unit.session_id, GetPreciseTicks())
GainStat(unit, stat, 10, modId)
end
end
function HideCombatUI(hide)
local dlg = GetInGameInterfaceModeDlg()
if dlg and dlg:IsKindOf("IModeCommonUnitControl") then
dlg.idLeft:SetVisible(not hide)
dlg.idLeftTop:SetVisible(not hide)
dlg.idBottom:SetVisible(not hide)
dlg.idRight:SetVisible(not hide)
dlg.idMenu:SetVisible(not hide)
local blackboard = dlg.targeting_blackboard
if blackboard and blackboard.movement_avatar and blackboard.movement_avatar.rollover then
if hide then
blackboard.movement_avatar_visible = blackboard.movement_avatar:GetEnumFlags(const.efVisible) ~= 0
blackboard.movement_avatar:SetVisible(false)
elseif blackboard.movement_avatar_visible then
blackboard.movement_avatar_visible = nil
blackboard.movement_avatar:SetVisible(true)
end
blackboard.movement_avatar.rollover:SetTransparency(hide and 255 or 0)
end
if blackboard and blackboard.fx_path then
for i, mesh in ipairs(blackboard.fx_path.steps_objects) do
mesh:SetVisible(not hide)
end
end
dlg.effects_target_pos_last = false -- Reset fx
end
local badge_dlg = GetDialog("BadgeHolderDialog")
if badge_dlg then
badge_dlg:SetVisible(not hide)
end
if hide then
HideCombatLog()
end
local combatLogFader = GetDialog("CombatLogMessageFader")
if combatLogFader then
combatLogFader:SetVisible(not hide)
end
local tutorialDialog = GetDialog("TutorialPopupDialog")
if tutorialDialog then
tutorialDialog:SetVisible(not hide)
end
end
MapVar("InWorldCombatUIHiddenCodeRenderables", false)
if FirstLoad then
HiddenInWorldCombatUIReasons = {}
end
function HideInWorldCombatUI(hide, reason)
if hide then
if not next(HiddenInWorldCombatUIReasons) then
DoHideInWorldCombatUI(true)
end
HiddenInWorldCombatUIReasons[reason] = true
else
HiddenInWorldCombatUIReasons[reason] = nil
if not next(HiddenInWorldCombatUIReasons) then
DoHideInWorldCombatUI(false)
end
end
end
function DoHideInWorldCombatUI(hide)
local dlg = GetInGameInterfaceModeDlg()
if dlg and dlg:IsKindOf("IModeCommonUnitControl") then
dlg.effects_target_pos_last = false -- Reset fx
end
if hide then
InWorldCombatUIHiddenCodeRenderables = setmetatable({}, weak_values_meta)
MapForEach("map", "CodeRenderableObject", function(o)
if not o:IsKindOfClasses("Wire", "BlackPlane") then
if not (o:GetEnumFlags(const.efVisible) == 0) then
table.insert(InWorldCombatUIHiddenCodeRenderables, o)
o:ClearEnumFlags(const.efVisible)
end
end
end)
else
for _, o in ipairs(InWorldCombatUIHiddenCodeRenderables) do
if IsValid(o) then
o:SetEnumFlags(const.efVisible)
end
end
end
if GetMap() ~= "" then
MapForEach("map", "Interactable", function(o)
if not o.until_interacted_with_highlight then return end
local visuals = o.visuals_cache
for i, v in ipairs(visuals) do
v:SetObjectMarking(-1)
v:ClearHierarchyGameFlags(const.gofObjectMarking)
end
end)
end
end
function HideReplayUI(hide)
ObjModified("replay_ui")
end
function HideOptionalUI(hide)
ObjModified("combat_tasks")
end
function CthVisible()
return table.find(ModsLoaded, "id", "KAJY0RB")
end
function NetSyncEvents.CheatRespecPerkPoints(unit)
for _, effect in ipairs(unit.StatusEffects) do
if IsKindOf(effect, "Perk") and effect:IsLevelUp() then
unit:RemoveStatusEffect(effect.class)
unit.perkPoints = unit.perkPoints + 1
end
end
ObjModified(unit)
end
function CheatRespecPerkPoints(unit)
CheatLog("RespecPerkPoints")
if not IsKindOf(unit, "StatusEffectObject") then return end
NetSyncEvent("CheatRespecPerkPoints", unit)
end
function CheatBoostUnitStats(unit, amount)
unit = unit or SelectedObj
amount = amount or 90
unit.Health = amount
unit.Agility = amount
unit.Dexterity = amount
unit.Strength = amount
unit.Wisdom = amount
unit.Leadership = amount
unit.Marksmanship = amount
unit.Mechanical = amount
unit.Explosives = amount
unit.Medical = amount
end
function NetSyncEvents.CheatAddMerc(id)
local ud = gv_UnitData[id]
if not ud then -- Non-merc units will not have unit data.
ud = CreateUnitData(id, id, InteractionRand(nil, "Satellite"))
end
UIAddMercToSquad(id)
HiredMercArrived(gv_UnitData[id])
Msg("MercHired", id, 0, 14)
end
function CheatLog(cheat, param, param2)
if param2 then
DebugPrint("Cheat", cheat, param, param2)
NetGossip("Cheat", cheat, param, param2, GetCurrentPlaytime(), Game and Game.CampaignTime)
elseif param then
DebugPrint("Cheat", cheat, param)
NetGossip("Cheat", cheat, param, GetCurrentPlaytime(), Game and Game.CampaignTime)
else
DebugPrint("Cheat", cheat)
NetGossip("Cheat", cheat, GetCurrentPlaytime(), Game and Game.CampaignTime)
end
end
function CheatSelectAnyUnit()
CheatLog("SelectAnyUnit")
local obj
local mouseTarget = terminal.desktop.last_mouse_target
if mouseTarget.parent and IsKindOf(mouseTarget.parent, "CombatBadge") then
obj = mouseTarget.parent.unit
elseif IsKindOf(mouseTarget, "StatusEffectIcon") then
obj = mouseTarget:ResolveId("node"):ResolveId("node").unit
end
obj = obj or SelectionMouseObj()
if not IsKindOf(obj, "Unit") then
obj = MapGetFirst(GetVoxelBBox(GetCursorPos()), "Unit")
end
SelectObj(obj)
end
function CheatClearSelection()
CheatLog("ClearSelection")
SelectObj()
end
function CheatGrantSelectedObjAP(ap)
CheatLog("GrantSelectedObjAP", ap)
if not g_Combat or not SelectedObj then return end
NetSyncEvent("CheatGrantObjAP", SelectedObj, ap)
end
function NetSyncEvents.CheatGrantObjAP(unit, ap)
unit:InterruptPreparedAttack() -- designers made me do it
unit:GainAP(ap * const.Scale.AP)
unit:RecalcUIActions()
end
function CheatRemoveSelectedObjAP(ap)
CheatLog("RemoveSelectedObjAP", ap)
if not g_Combat or not SelectedObj then return end
SelectedObj:ConsumeAP(ap * const.Scale.AP)
end
function CheatDbgStartCombat()
CheatLog("DbgStartCombat", GetMapName())
DbgStartCombat(GetMapName(), {
TestTeamDef:new{
mercs = { "Barry", "Ivan", "Buns" },
team_color = RGB(0, 0, 200),
ai_control = false,
},
TestTeamDef:new{
mercs = { "Grizzly", "Grunty", "Gus" },
team_color = RGB(200, 0, 0),
ai_control = true,
enemy = true
},
})
end
function CheatAddWeapon(context)
CheatLog("AddWeapon", context.id)
UIPlaceInInventory(nil, context)
end
function CheatEnableTeleport()
CheatLog("EnableTeleport")
NetSyncEvent("CheatEnable", "Teleport", true)
end
function NetSyncCheatEnableIG(cheat)
CheatLog(cheat)
NetSyncEvent("CheatEnable", cheat)
end
function CheatSelectedObjLevelUp(max_level)
CheatLog("SelectedObjLevelUp", max_level)
if IsKindOfClasses(SelectedObj, "Unit", "UnitData") then
local u = SelectedObj
local dlg = GetDialog("FullscreenGameDialogs")
if dlg then
u = dlg:GetContext().unit
end
NetSyncEvent("CheatLevelUp", u, max_level)
end
end
function CheatRestoreEnergy()
CheatLog("RestoreEnergy")
NetSyncEvent("RestoreEnergy")
end
function CheatRevealTrapsIG()
CheatLog("RevealTraps")
local pov_team = GetPoVTeam()
if pov_team then
NetSyncEvent("CheatRevealTraps", pov_team.side)
end
end
function NetSyncCheatIG(cheat, param)
CheatLog(cheat, param)
NetSyncEvent(cheat, param)
end
function CheatSetLoyalty(city, loyalty)
CheatLog("SetLoyalty", city, loyalty)
NetSyncEvent("CheatCityModifyLoyalty", city, loyalty)
end
function CheatToggleHideTreeRoofs()
CheatLog("ToggleHideTreeRoofs")
ToggleVisibilitySystems("ActionShortcut")
end
function CheatAddMercIG(merc_id)
CheatLog("AddMerc")
if not next(GetPlayerMercSquads()) then
DbgStartExploration(nil, {merc_id})
else
NetSyncEvent("CheatAddMerc", merc_id)
end
end
function CheatRemoveMercIG(merc)
CheatLog("RemoveMerc")
if not g_Combat then
UIRemoveMercFromSquad(merc)
ObjModified("hud_squads")
else
CreateMessageBox(self.desktop, T({"Warning."}), T({"You must be out of combat to remove a mercenary."}), T({"OK"}))
end
end
function CheatSetMercHireStatus(merc_id, status)
CheatLog("SetMercHireStatus", merc_id, status)
local merc = gv_UnitData[merc_id]
merc.HireStatus = status
if status == "Dead" then
merc.HiredUntil = Game.CampaignTime
elseif status == "Hired" then
UIAddMercToSquad(merc_id)
HiredMercArrived(merc, 14)
else
merc.HiredUntil = false
end
local mercUnit = g_Units[merc_id]
if mercUnit then
mercUnit.HireStatus = status
mercUnit.HiredUntil = merc.HiredUntil
end
print("Set", merc_id, "to", status)
end
function CheatSetMercHireStatusWithRehire(merc_id, status)
CheatLog("SetMercHireStatusWithRehire", merc_id, status)
local merc = gv_UnitData[merc_id]
UIAddMercToSquad(merc_id)
HiredMercArrived(merc, 1)
merc.HireStatus = "Hired"
merc.MessengerOnline = true
merc.HiredUntil = Game.CampaignTime + const.Scale.day
local mercUnit = g_Units[merc_id]
if mercUnit then
mercUnit.HireStatus = "Hired"
mercUnit.MessengerOnline = true
mercUnit.HiredUntil = Game.CampaignTime + const.Scale.day
end
print("Set", merc_id, "to", status)
end
function CheatPoVTeam(cheat)
CheatLog("PoVTeam", cheat)
local pov_team = GetPoVTeam()
if pov_team then
NetSyncEvent("CheatEnable", cheat, nil, pov_team.side)
end
end
function CheatHealAllMercs()
CheatLog("HealAllMercs")
UIHealAllMercs()
end
function UIHealAllMercs()
for _, u in ipairs(g_Units) do
if u.team and u.team.player_team then
local dead = u:IsDead()
if dead then
UIAddMercToSquad(u.session_id, u.OldSquad) -- we want to try reviving units in their old squad, if it is still valid
else
NetSyncEvent("HealMerc", u.session_id)
end
end
end
end
function GetCameraLookatTerrainPos()
local _, lookat = GetCamera()
return lookat:SetTerrainZ()
end
local function checkSquad(squad)
if squad then
local check_sector = gv_SatelliteView or squad.CurrentSector == gv_CurrentSectorId
if check_sector and squad.Side == "player1" and #(squad.units or "") < const.Satellite.MercSquadMaxPeople then
return squad
end
end
end
-- Cheat
local function getSquadForNewMerc()
local satellite = GetSatelliteDialog()
local squad = checkSquad(satellite and satellite:HasMember("selected_squad") and satellite.selected_squad) -- selected squad in satellite
squad = squad or checkSquad(gv_Squads[g_CurrentSquad])
if not squad then -- if no squad was found, choose first non-full player squad
for _, s in ipairs(GetPlayerMercSquads()) do
if checkSquad(s) then
squad = s
break
end
end
end
return squad
end
function GetAvailableMercsByName(show_all)
local available = {}
local current_merc_ids = {}
for _, s in ipairs(g_SquadsArray) do
for _, merc_id in ipairs(s.units or empty_table) do
current_merc_ids[merc_id] = true
end
end
for k, v in pairs(UnitDataDefs) do
if IsMerc(v) and (not current_merc_ids[k] or show_all) and v.Nick then
available[#available + 1] = {[1] = _InternalTranslate(v.Nick), [2] = v}
end
end
table.sort(available, function(a, b) return a[1] < b[1] end)
return available
end
function GetGroupedMercsForCheats(groups_count, show_all, justNames)
groups_count = groups_count or 4
local mercs = GetAvailableMercsByName(show_all)
if not next(mercs) then return end
local per_group = Max(#mercs / groups_count, 1)
local groups = {[1] = {start_char = string.sub(mercs[1][1], 1, 1)}}
local idx = 1
if justNames then
local mercsList = {}
for i, m in ipairs(mercs) do
if not Presets.UnitDataCompositeDef.IMP[m[2].id] then
table.insert(mercsList, m[2].id)
end
end
return mercsList
end
for i, m in ipairs(mercs) do
local first_char = string.sub(m[1], 1, 1)
local prev_first_char = mercs[i-1] and string.sub(mercs[i-1][1], 1, 1)
local try_less_per_group = idx % 2 == 0 and per_group - #groups[idx] < 4
if idx < groups_count and (#groups[idx] >= per_group or try_less_per_group) and first_char ~= prev_first_char then
groups[idx].end_char = prev_first_char
idx = idx + 1
groups[idx] = {start_char = first_char}
end
table.insert(groups[idx], m[2])
end
groups[idx].end_char = string.sub(mercs[#mercs][1], 1, 1)
for _, group in ipairs(groups) do
group.display_name = Untranslated("<u(start_char)> .. <u(end_char)>", group)
end
groups[#groups + 1] = { display_name = Untranslated("Beasts"), UnitDataDefs.Beast_Crocodile, UnitDataDefs.Beast_Hyena, UnitDataDefs.Schliemann }
return groups
end
-- Cheats
local function GetMercSquad(merc_id, squad_id)
local squad = squad_id and checkSquad(gv_Squads[squad_id]) or getSquadForNewMerc()
if type(merc_id)~= "string" then
merc_id = merc_id.selected_object and merc_id.selected_object.id
end
if not merc_id then
assert(false, "Wrong merc param passed to function")
return
end
return merc_id, squad
end
function UIAddMercToSquad(merc_id, squad_id)
local merc_id, squad = GetMercSquad(merc_id, squad_id)
if merc_id then
NetSyncEvent("AddMercToSquad", merc_id, squad and squad.UniqueId, GetCameraLookatTerrainPos())
end
end
function UIRemoveMercFromSquad(merc)
if merc then
NetSyncEvent("RemoveMercFromSquad", merc.session_id)
end
end
function UIQuickTestUnit(merc_id, squad_id)
if type(merc_id)~= "string" then
merc_id = merc_id.selected_object and merc_id.selected_object.id
end
if merc_id then
for _, squad in pairs(gv_Squads) do
RemoveSquad(squad)
end
LocalAddMercToSquad(merc_id, nil, GetCameraLookatTerrainPos())
TestCombatEnterSector(Presets.TestCombat.Test["Test_SingleMerc"])
end
end
function LocalAddMercToSquad(merc_id, squad_id, spawn_pos, hp)
local squad = squad_id and gv_Squads[squad_id]
if not squad then
squad_id = CreateNewSatelliteSquad({Side = "player1", CurrentSector = gv_CurrentSectorId, Name = SquadName:GetNewSquadName("player1")}, {})
squad = gv_Squads[squad_id]
end
local unit_data = gv_UnitData[merc_id]
local hire_days = not (unit_data and unit_data.HiredUntil) and 14 -- do not hire for more days if the merc was already hired
AddUnitsToSquad(squad, {merc_id}, hire_days, InteractionRand(nil, "Satellite"))
-- deal with dead mercs
local unit = g_Units[merc_id]
if not unit then
local unit_data = gv_UnitData[merc_id]
if unit_data and unit_data.HitPoints == 0 then
ReviveUnitData(unit_data, hp)
end
unit = SpawnUnit(merc_id, merc_id, spawn_pos)
unit.already_spawned_on_map = true
else
local dead = unit:IsDead()
if dead then
local unit_data = gv_UnitData[merc_id]
ReviveUnitData(unit_data, hp)
unit:SyncWithSession("session")
ReviveUnit(unit, hp)
end
end
-- add unit to team
unit:SetSide(squad.Side)
ObjModified(gv_Squads)
ObjModified("hud_squads")
end
function NetSyncEvents.AddMercToSquad(merc_id, squad_id, spawn_pos)
LocalAddMercToSquad(merc_id, squad_id, spawn_pos)
end
function LocalRemoveMercFromSquad(merc_id)
local merc = g_Units[merc_id]
if merc then
merc:Despawn()
end
end
function NetSyncEvents.RemoveMercFromSquad(merc_id)
LocalRemoveMercFromSquad(merc_id)
end
function CheatSpawnEnemySquad(sector_id, enemy_squad_id)
enemy_squad_id = enemy_squad_id or "EmeraldCoast"
local enemy_squad_def = enemy_squad_id and EnemySquadDefs[enemy_squad_id]
if not enemy_squad_def then
return
end
local generated_unit_ids, generated_unit_names, generated_sources, generated_appearances = GenerateRandEnemySquadUnits(enemy_squad_id)
local units = GenerateUnitsFromTemplates(sector_id, generated_unit_ids, "Cheat", generated_unit_names, generated_appearances)
return CreateNewSatelliteSquad(
{
Side = "enemy1",
CurrentSector = sector_id,
Name = Untranslated("Cheat Spawned Squad")
},
units, nil, nil, enemy_squad_id
)
end
function CheatOpenAIDebug()
if g_Combat and not netInGame then
SetInGameInterfaceMode("IModeAIDebug")
end
end |