File size: 117,798 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311 2312 2313 2314 2315 2316 2317 2318 2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350 2351 2352 2353 2354 2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393 2394 2395 2396 2397 2398 2399 2400 2401 2402 2403 2404 2405 2406 2407 2408 2409 2410 2411 2412 2413 2414 2415 2416 2417 2418 2419 2420 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437 2438 2439 2440 2441 2442 2443 2444 2445 2446 2447 2448 2449 2450 2451 2452 2453 2454 2455 2456 2457 2458 2459 2460 2461 2462 2463 2464 2465 2466 2467 2468 2469 2470 2471 2472 2473 2474 2475 2476 2477 2478 2479 2480 2481 2482 2483 2484 2485 2486 2487 2488 2489 2490 2491 2492 2493 2494 2495 2496 2497 2498 2499 2500 2501 2502 2503 2504 2505 2506 2507 2508 2509 2510 2511 2512 2513 2514 2515 2516 2517 2518 2519 2520 2521 2522 2523 2524 2525 2526 2527 2528 2529 2530 2531 2532 2533 2534 2535 2536 2537 2538 2539 2540 2541 2542 2543 2544 2545 2546 2547 2548 2549 2550 2551 2552 2553 2554 2555 2556 2557 2558 2559 2560 2561 2562 2563 2564 2565 2566 2567 2568 2569 2570 2571 2572 2573 2574 2575 2576 2577 2578 2579 2580 2581 2582 2583 2584 2585 2586 2587 2588 2589 2590 2591 2592 2593 2594 2595 2596 2597 2598 2599 2600 2601 2602 2603 2604 2605 2606 2607 2608 2609 2610 2611 2612 2613 2614 2615 2616 2617 2618 2619 2620 2621 2622 2623 2624 2625 2626 2627 2628 2629 2630 2631 2632 2633 2634 2635 2636 2637 2638 2639 2640 2641 |
-- ========== GENERATED BY ClassDef Editor (Ctrl-Alt-F3) DO NOT EDIT MANUALLY! ==========
DefineClass.AnimParams = {
__parents = { "PropertyObject", },
__generated_by_class = "ClassDef",
properties = {
{ id = "UseWeapons", name = "Use Weapons", help = "Use weapon animations while executing this behavior.",
editor = "bool", default = false, },
{ id = "Running", help = "Controls the use of running or walking animations while executing this behavior.",
editor = "bool", default = false, },
{ id = "IdleStance", name = "Idle Stance", help = "What to do with the idle stance",
editor = "combo", default = "do not change", items = function (self) return GetIdleAnimStances(self.UseWeapons) end, },
{ id = "IdleAction", name = "Idle Action", help = "What to do with the idle action",
editor = "combo", default = "do not change", items = function (self) return GetIdleAnimStanceActions(self.UseWeapons, self.IdleStance) end, },
{ id = "RestoreDefault", name = "Restore Default", help = "Restore to default behavior",
editor = "bool", default = false, },
},
}
function AnimParams:GetAnimParams()
if self.RestoreDefault then
return {}
else
return {
move_anim = not self.Running and "Walk" or "Run",
weapon_anim_prefix = not self.UseWeapons and "civ_" or nil,
idle_stance = self.IdleStance and self.IdleStance ~= "do not change" and self.IdleStance or nil,
idle_action = self.IdleAction and self.IdleAction ~= "do not change" and self.IdleAction or nil
}
end
end
function AnimParams:OnEditorSetProperty(prop_id, old_value, ged)
if prop_id == "IdleStance" then
local actions = GetIdleAnimStanceActions(self.UseWeapons, self.IdleStance)
if not table.find(actions, self.IdleAction) then
self:SetProperty("IdleAction", actions[1])
end
end
end
DefineClass.BanterLine = {
__parents = { "PropertyObject", },
__generated_by_class = "ClassDef",
properties = {
{ id = "Annotation", name = "Annotation", help = 'Extra context for voice actors, e.g. "angry", "sad", etc.',
editor = "text", default = false, },
{ id = "MultipleTexts",
editor = "bool", default = false, },
{ id = "Character", name = "Character",
editor = "combo", default = "any", no_edit = function(self) return self.MultipleTexts end, items = function (self) return GetTargetUnitCombo() end, },
{ id = "AnimationStyle", name = "Animation Style",
editor = "choice", default = false, items = function (self) return GetIdleStyleCombo(g_Classes[self.Character] and g_Classes[self.Character].gender) end, },
{ id = "Text",
editor = "text", default = false, no_edit = function(self) return self.MultipleTexts end, translate = true, wordwrap = true, lines = 4, max_lines = 6, context = BanterLineContext(), },
{ id = "AnyOfTheseCount", name = "Play Any Of List Count",
editor = "number", default = 1, no_edit = function(self) return not self.MultipleTexts end, },
{ id = "AnyOfThese", name = "Play Any Of List",
editor = "nested_list", default = false, no_edit = function(self) return not self.MultipleTexts end, base_class = "BanterLineThin", },
{ id = "Voiced", help = "Whether the banter is voiced.",
editor = "bool", default = true, },
{ id = "useSnype", name = "Use Snype", help = "The banter will appear as a UI element on Snype rather than above the character's model.",
editor = "bool", default = false, },
{ id = "asVR", name = "As VR", help = "The banter will appear as a subtitled VR.",
editor = "bool", default = false, },
{ id = "Optional", name = "Optional", help = "Optional lines don't report missing actors and include actors around the source regardless of whether were passed in.",
editor = "bool", default = false, no_edit = function(self) return self.MultipleTexts end, },
{ id = "FloatUp", name = "FloatUp", help = "Float up like floating text, rather than staying in place like banter text.",
editor = "bool", default = false, },
{ id = "playOnce", name = "Once Per Actor", help = "This line will be played only once per unit. If optional this line will be skipped. In banters with no other lines, or if the other lines are disabled, the whole banter will be skipped by the PlayBanterEffect.",
editor = "bool", default = false, },
{ id = "btnTestLine",
editor = "buttons", default = false, buttons = { {name = "Test Line", func = "EditorTestBanterLine"}, }, template = true, },
},
}
function BanterLine:GetPropertyMetadata(prop)
local prop_meta = PropertyObject.GetPropertyMetadata(self, prop)
--Hide the "voiced T" context when the banter line isn't voiced
if prop == "Text" and not self.Voiced then
prop_meta = SubContext(prop_meta, { context = false })
end
return prop_meta
end
function BanterLine:GetWarning()
if not self.Text and not self.AnyOfThese then
return "Banter line without text!"
end
if self.Voiced then
if self.MultipleTexts then
for _, line in ipairs(self.AnyOfThese) do
if g_AnyUnitGroups[line.Character] then
return string.format("Banters for '%s' character can't be voiced", line.Character)
end
end
else
if g_AnyUnitGroups[self.Character] then
return string.format("Banters for '%s' character can't be voiced", self.Character)
end
end
end
if self.Character == "current unit" then
return "Current unit is not supported as a banter actor"
end
if not self.MultipleTexts and next(self.AnyOfThese) then
return "Hidden lines in property Play Any Of These won't be played - check MultipleTexts to see (and delete) them"
end
end
function BanterLine:GetEditorView()
if self.MultipleTexts then
local toPlay = self.AnyOfTheseCount
local total = #(self.AnyOfThese or empty_table)
local chars = {}
for i, line in ipairs(self.AnyOfThese) do
chars[#chars + 1] = Untranslated(line.Character)
end
chars = table.concat(chars, ", ")
return T{595004298903, "Play <toPlay> of <total> lines. <chars>", toPlay = toPlay, total = total, chars = chars}
end
if not self.Text then return Untranslated("No Text") end
local text = _InternalTranslate(self.Text)
local long = #text > 50
text = text:gsub('%\n', '')
text = utf8.sub(text, 1, 50)
if long then text = text .. "..." end
return T{965627915065, "<u(Character)>: <u(Text)>", Character = self.Character, Text = text}
end
DefineClass.BanterLineThin = {
__parents = { "PropertyObject", },
__generated_by_class = "ClassDef",
properties = {
{ id = "Character", name = "Character",
editor = "combo", default = "any", no_edit = function(self) return self.IsInterjection end, items = function (self) return GetTargetUnitCombo() end, },
{ id = "Text",
editor = "text", default = false, no_edit = function(self) return self.IsInterjection end, translate = true, wordwrap = true, lines = 4, max_lines = 6, context = BanterLineThinContext(), },
},
}
function BanterLineThin:GetWarning()
if not self.Text then
return "Banter line without text!"
end
end
function BanterLineThin:GetEditorView()
if not self.Text then return Untranslated("No Text") end
local text = _InternalTranslate(self.Text)
local long = #text > 50
text = text:gsub('%\n', '')
text = utf8.sub(text, 1, 50)
if long then text = text .. "..." end
return T{965627915065, "<u(Character)>: <u(Text)>", Character = self.Character, Text = text}
end
DefineClass.Butterflies = {
__parents = { "DecorStateFXObjectNoSound", },
__generated_by_class = "ClassDef",
properties = {
{ category = "DecorStateFXObject", id = "ActivationRequiredStates", name = "States Required for Activation",
editor = "set", default = set( {Night = false,RainHeavy = false,RainLight = false} ), three_state = true, items = function (self) return GetGameStateFilter() end, buttons = { {name = "Check Game States", func = "PropertyDefGameStatefSetCheck"}, },},
},
Preset = "Butterflies_Blue",
particles_pattern = "Butterflies",
place_category = "Effects",
place_name = "DecorFX_Butterflies",
}
DefineClass.CampaignSpecific = {
__parents = { "PropertyObject", },
__generated_by_class = "ClassDef",
properties = {
{ id = "campaign", name = "Campaign", help = "The relevant campaign for this preset.",
editor = "choice", default = "HotDiamonds", items = function (self)
local items = {}
if not IsKindOf(self, "ModItem") then
table.insert(items, "<all>")
end
table.iappend(items, PresetsCombo("CampaignPreset")())
return items
end, },
{ id = "IsRelatedToCurrentCampaign", name = "IsRelatedToCurrentCampaign",
editor = "func", default = function (self)
return self.campaign == GetCurrentCampaignPreset().id or self.campaign == "<all>"
end, no_edit = true, },
},
}
DefineClass.CharacterEffectProperties = {
__parents = { "PropertyObject", },
__generated_by_class = "ClassDef",
properties = {
{ category = "Conditions", id = "Conditions", help = "Conditions specifying whether or not the effect can be applied to a given unit at the moment.",
editor = "nested_list", default = false, template = true, base_class = "Condition", inclusive = true, },
{ category = "Modifiers", id = "Modifiers", help = "Numerical modifiers applied by the Status Effect to the affected Unit.",
editor = "nested_list", default = false, template = true, base_class = "UnitModifier", },
{ id = "DisplayName",
editor = "text", default = false, template = true, translate = true, },
{ id = "Description",
editor = "text", default = false, template = true, translate = true, wordwrap = true, lines = 4, max_lines = 10, },
{ id = "GetDescription",
editor = "func", default = function (self)
return self.Description
end, template = true, },
{ id = "AddEffectText", help = "The merc object will be passed as context, use proper tags",
editor = "text", default = false, template = true, translate = true, },
{ id = "RemoveEffectText", help = "The merc object will be passed as context, use proper tags",
editor = "text", default = false, template = true, translate = true, },
{ category = "Reactions", id = "OnAdded",
editor = "func", default = function (self, obj) end, template = true, params = "self, obj", },
{ category = "Reactions", id = "OnRemoved",
editor = "func", default = function (self, obj) end, template = true, params = "self, obj", },
{ category = "Effect", id = "type", name = "Type", help = '"System" effects are not either Positive or Negative for the sake of other features interacting with only Positive or Negative effects.\n"Buff" - something Positive\n"Debuff" - something Negative',
editor = "combo", default = "System", template = true, items = function (self) return {"System", "Buff", "Debuff", "AttackBased"} end, },
{ category = "Effect", id = "lifetime", name = "Lifetime",
editor = "choice", default = "Indefinite", template = true, items = function (self) return { "Indefinite", "Until End of Turn", "Until End of Next Turn" } end, },
{ category = "Effect", id = "CampaignTimeAdded",
editor = "number", default = 0, read_only = true, no_edit = true, template = true, },
{ id = "Icon",
editor = "ui_image", default = false, template = true, },
{ category = "Effect", id = "max_stacks",
editor = "number", default = 1, template = true, min = 1, },
{ category = "Effect", id = "stacks",
editor = "number", default = 1, read_only = true, no_edit = true, template = true, min = 1, },
{ category = "Effect", id = "RemoveOnEndCombat", name = "Auto-remove on combat end",
editor = "bool", default = false, template = true, },
{ category = "Effect", id = "RemoveOnSatViewTravel", name = "Auto-remove on Satellite View Travel",
editor = "bool", default = false, template = true, },
{ category = "Effect", id = "RemoveOnCampaignTimeAdvance", name = "Auto-remove on Campaign Time Advance", help = "For map only effects",
editor = "bool", default = false, template = true, },
{ category = "Effect", id = "dontRemoveOnDeath", name = "Don't Remove On Death",
editor = "bool", default = false, template = true, },
{ id = "InstParameters",
editor = "nested_list", default = false, base_class = "PresetParam", },
{ id = "HasParameters",
editor = "bool", default = true, read_only = true, no_edit = true, },
{ id = "Shown", help = "Whether the status effect is shown in the UI or it is for internal use only.",
editor = "bool", default = false, template = true, },
{ id = "ShownSatelliteView", help = "Whether the status effect is shown in the satellite view UI",
editor = "bool", default = false, template = true, },
{ id = "HideOnBadge", name = "HideOnBadge", help = "Whether the status effect is hidden on the combat badge, beneath the healthbar.",
editor = "bool", default = false, template = true, },
{ id = "HasFloatingText", help = "Whether the status effects shows floating text when it is added or removed.",
editor = "bool", default = false, template = true, },
},
}
function CharacterEffectProperties:SetParameter(name, value)
self.InstParameters = self.InstParameters or {}
for _, item in ipairs(self.InstParameters) do
if item.Name == name then
item.Value = value
return
end
end
table.insert(self.InstParameters, {Name = name, Value = value})
end
function CharacterEffectProperties:ClonePropertyValue(value, prop_meta)
if prop_meta.id=="InstParameters" then
local new_value = table.copy(value, "deep")
return new_value
end
return PropertyObject.ClonePropertyValue(self, value, prop_meta)
end
DefineClass.ConditionalLoot = {
__parents = { "ConditionalSpawn", },
__generated_by_class = "ClassDef",
properties = {
{ category = "Spawn Object", id = "ItemId", name = "Inventory Item Id",
editor = "preset_id", default = false, preset_class = "InventoryItemCompositeDef", },
{ category = "Spawn Object", id = "LootTableId", name = "Loot Table Id",
editor = "preset_id", default = false, preset_class = "LootDef", },
},
}
function ConditionalLoot:SpawnObjects(container)
if not rawget(self,"objects") then rawset(self, "objects", false) end
-- Empty table is not allowed intentionally.
if self.objects then return end
self.objects = {}
if self.ItemId and self.ItemId~="" then
table.insert(self.objects, PlaceInventoryItem(self.ItemId))
end
if self.LootTableId then
local loot_tbl = LootDefs[self.LootTableId]
if loot_tbl then
local is_external_seed = (loot_tbl.loot == "cycle") or (loot_tbl.loot =="each then last")
local init_seed = is_external_seed and GetQuestVar(container.QuestId, container.QuestSeedVariable)
local seed = loot_tbl:GenerateLootSeed(init_seed)
if is_external_seed then
local quest = QuestGetState(container.QuestId or "")
SetQuestVar(quest, container.QuestSeedVariable, seed)
end
loot_tbl:GenerateLoot(self, {}, seed, self.objects)
if IsGameRuleActive("AmmoScarcity") then
local percent = GameRuleDefs.AmmoScarcity:ResolveValue("LootDecrease")
local classes = {"Ammo", "Ordnance", "Grenade", "ThrowableTrapItem", "Flare"}
for _, item in ipairs( self.objects) do
if IsKindOf(item, "InventoryStack") and IsKindOfClasses(item, classes) then
item.Amount = Max(1, item.Amount - MulDivRound(item.Amount, percent, 100))
end
end
end
end
end
if IsKindOf(container, "ItemContainer") then
for _,o in ipairs(self.objects) do
if not container:GetItemPos(o) then
container:AddItem("Inventory", o)
end
end
end
end
function ConditionalLoot:DespawnObjects(container)
if not rawget(self,"objects") then rawset(self, "objects", false) end
if not self.objects or not next(self.objects) then return end
local is_container = IsKindOf(container, "ItemContainer")
for i, obj in ipairs(self.objects) do
if is_container then
container:RemoveItem("Inventory",obj)
end
DoneObject(obj)
end
table.clear(self.objects)
end
function ConditionalLoot:GetError()
if self.LootTableId and not LootDefs[self.LootTableId] then
return "Invalid LootTableId " .. self.LootTableId
end
end
DefineClass.ConditionalSpawn = {
__parents = { "InitDone", },
__generated_by_class = "ClassDef",
properties = {
{ category = "Spawn Object", id = "Spawn_Conditions", name = "Spawn Conditions",
editor = "nested_list", default = false, base_class = "Condition", },
{ category = "Spawn Object", id = "Despawn_Conditions", name = "Despawn Conditions",
editor = "nested_list", default = false, base_class = "Condition", },
},
objects = false,
last_spawned_objects = false,
}
function ConditionalSpawn:GetSpawnDespawnConditions(marker,spawn_once)
local bSpawnCond = EvalConditionList(self.Spawn_Conditions, self)
local bDespawnCond = next(self.Despawn_Conditions) and EvalConditionList(self.Despawn_Conditions, self)
return bSpawnCond, bDespawnCond
end
function ConditionalSpawn:Update(marker,spawn_once)
if ForceDisableSpawnEnemy(self) then
return
end
local bSpawnCond, bDespawnCond = self:GetSpawnDespawnConditions()
if IgnoreSpawnEnemyConditions(self) then
self.Side = "enemy1"
end
if not rawget(self,"objects") then rawset(self, "objects", false) end
if bSpawnCond and not bDespawnCond and (not self.objects or not next(self.objects)) and not (spawn_once and rawget(self,"last_spawned_objects")) then
self:SpawnObjects(marker)
self.last_spawned_objects = true
end
if bDespawnCond and self.objects then
self:DespawnObjects(marker)
end
end
function ConditionalSpawn:SpawnObjects()
end
function ConditionalSpawn:DespawnObjects()
end
DefineClass.ConditionalSpawnMarker = {
__parents = { "GridMarker", "ConditionalSpawn", },
__generated_by_class = "ClassDef",
properties = {
{ id = "EditorRolloverText", name = "EditorRolloverText",
editor = "text", default = "Sets objects in collection visible.", dont_save = true, read_only = true, no_edit = true, },
{ id = "EditorIcon", name = "EditorIcon",
editor = "text", default = "CommonAssets/UI/Icons/school", dont_save = true, read_only = true, no_edit = true, },
},
}
function ConditionalSpawnMarker:Init()
self.editor_text_offset = point(0,0,5*guim/2+300)
end
function ConditionalSpawnMarker:SpawnObjects()
end
function ConditionalSpawnMarker:DespawnObjects()
end
function ConditionalSpawnMarker:EditorGetText()
return self.class
end
function ConditionalSpawnMarker:EditorEnter()
GridMarker.EditorEnter(self)
end
function ConditionalSpawnMarker:EditorExit()
GridMarker.EditorExit(self)
end
function ConditionalSpawnMarker:GetExtraEditorText(texts)
for _, condition in ipairs(self.Spawn_Conditions or empty_table) do
texts[#texts+1] = "\t\t " .. Untranslated( "spawn: ") .. T{condition:GetEditorView(), condition}
end
for _, condition in ipairs(self.Despawn_Conditions or empty_table) do
texts[#texts+1] = "\t\t " .. Untranslated( "despawn: ") .. T{condition:GetEditorView(), condition}
end
end
function ConditionalSpawnMarker:GetDynamicData(data)
data.last_spawned_objects = self.last_spawned_objects or nil
data.objects = self.objects and true or nil
end
function ConditionalSpawnMarker:SetDynamicData(data)
self.last_spawned_objects = data.last_spawned_objects or false
end
DefineClass.ContainerMarker = {
__parents = { "ShowHideCollectionMarker", "ItemContainer", },
__generated_by_class = "ClassDef",
properties = {
{ category = "Spawn Object", id = "ItemSpawners", name = "ItemSpawners",
editor = "nested_list", default = false, base_class = "ConditionalLoot", inclusive = true, },
{ category = "Spawn Object", id = "HideIfEmpty", name = "HideIfEmpty", help = "If the holder is empty the marker becomes uninteractable.",
editor = "bool", default = true, },
{ category = "Spawn Object", id = "DespawnIfEmpty", name = "DespawnIfEmpty", help = "If the holder is empty the marker objects despawn.",
editor = "bool", default = false, },
{ id = "AreaHeight", name = "Area Height",
editor = "number", default = 0, read_only = true, no_edit = true, },
{ id = "AreaWidth", name = "Area Width",
editor = "number", default = 0, read_only = true, no_edit = true, },
{ id = "Type", name = "Type",
editor = "text", default = "InventoryItemSpawn", read_only = true, no_edit = true, },
{ id = "entity", name = "entity",
editor = "text", default = "WayPoint", read_only = true, no_edit = true, },
{ category = "Spawn Object", id = "DisplayName", name = "Container Display Name",
editor = "text", default = T(499385555106, --[[ClassDef Zulu ContainerMarker default]] "Bag"), no_edit = true, translate = true, },
{ category = "Spawn Object", id = "Name", name = "Display Name",
editor = "combo", default = "Bag", items = function (self) return GetContainerNamesCombo() end, },
{ category = "Spawn Object", id = "QuestId", name = "QuestId", help = "Quest to check.",
editor = "preset_id", default = false, preset_class = "QuestsDef", preset_filter = function (preset, obj, prop_meta)
return QuestHasVariable(preset, "QuestVarNum")
end,
},
{ category = "Spawn Object", id = "QuestSeedVariable", name = "QuestSeedVariable", help = "Quest variable to check.",
editor = "choice", default = false, items = function (self) return GetQuestsVarsCombo(self.QuestId, "Num") end, },
{ id = "EditorRolloverText", name = "EditorRolloverText",
editor = "text", default = "Spawn/despawn Inventory items using id or loot table", dont_save = true, read_only = true, no_edit = true, },
},
reserved_handles = 1,
}
function ContainerMarker:Init()
end
function ContainerMarker:Update()
if self.DespawnIfEmpty and not self:GetItemInSlot("Inventory") and self.objects then
self:DespawnObjects()
end
local spawn_once = self.Trigger == "once"
ShowHideCollectionMarker.Update(self)
for _, spawner in ipairs(self.ItemSpawners) do
spawner:Update(self, spawn_once)
end
end
function ContainerMarker:GetInteractionCombatAction(unit)
if self.HideIfEmpty and not self:GetItemInSlot("Inventory") then
return false
elseif self.Type == "IntelInventoryItemSpawn" and gv_CurrentSectorId and not gv_Sectors[gv_CurrentSectorId].intel_discovered then
return false
end
if self:IsEmpty("Inventory") then
local anyVisible
local efVisible = const.efVisible
for i, o in ipairs(self.objects) do
if o:GetEnumFlags(efVisible) ~= 0 then
anyVisible = true
break
end
end
if not anyVisible then
return false
end
end
return ItemContainer.GetInteractionCombatAction(self, unit)
end
function ContainerMarker:GetDynamicData(data)
for idx, spawner in ipairs(self.ItemSpawners) do
data.spawners = data.spawners or {}
data.spawners[idx] = data.spawners[idx] or {}
if rawget(spawner,"last_spawned_objects") then
data.spawners[idx].last_spawned_objects = spawner.last_spawned_objects
end
end
end
function ContainerMarker:SetDynamicData(data)
if data.spawners then
for idx, spawner in ipairs(self.ItemSpawners) do
spawner.last_spawned_objects = data.spawners[idx] and data.spawners[idx].last_spawned_objects
end
end
end
function ContainerMarker:EndInteraction(unit)
ItemContainer.EndInteraction(self, unit)
self:Update()
end
function ContainerMarker:OnEditorSetProperty(prop_id, old_value, ged)
if prop_id == "Name"then
local preset = Presets.ContainerNames.Default[self.Name]
if preset then
self.DisplayName = preset.DisplayName
else
self.DisplayName = T( RandomLocId(),self.Name)
end
end
end
function ContainerMarker:CheckDiscovered(unit)
if not self:IsMarkerEnabled() then return end
if not self:GetInteractionCombatAction(unit) then return end
return BoobyTrappable.CheckDiscovered(self, unit)
end
DefineClass.DamagePredictable = {
__parents = { "PropertyObject", },
__generated_by_class = "ClassDef",
properties = {
{ id = "PotentialDamage", name = "Potential Damage", help = "used to indicate predicted damage done by attacks",
editor = "number", default = 0, dont_save = true, read_only = true, no_edit = true, min = 0, },
{ id = "PotentialDamageConditional", name = "Potential Damage Conditional", help = "used to indicate predicted damage done by attacks",
editor = "number", default = 0, dont_save = true, read_only = true, no_edit = true, min = 0, },
{ id = "PotentialSecondaryConditional", name = "Potential Secondary Conditional", help = "used to indicate secondary conditional damage doen by attacks",
editor = "number", default = 0, dont_save = true, read_only = true, no_edit = true, min = 0, },
{ id = "StealthKillChance", name = "Stealth Kill Chance", help = "used to indicate chance a unit is instant killed from stealth",
editor = "number", default = -1, dont_save = true, read_only = true, no_edit = true, min = -1, },
{ id = "SmallPotentialDamageIcon", name = "SmallPotentialDamageIcon", help = "used to indicate meta-data about the PotentialDamage",
editor = "text", default = false, dont_save = true, read_only = true, no_edit = true, translate = true, },
{ id = "LargePotentialDamageIcon", name = "LargePotentialDamageIcon",
editor = "text", default = false, dont_save = true, read_only = true, no_edit = true, translate = true, },
},
}
DefineClass.DebrisList = {
__parents = { "ListPreset", },
__generated_by_class = "PresetDef",
properties = {
{ id = "debris_list",
editor = "nested_list", default = false, base_class = "DebrisWeight", },
},
}
DefineClass.EmailAttachment = {
__parents = { "PropertyObject", },
__generated_by_class = "ClassDef",
properties = {
{ id = "picture", name = "Picture",
editor = "ui_image", default = false, },
{ id = "name", name = "Name",
editor = "text", default = false, translate = true, },
{ id = "size", name = "Size",
editor = "text", default = T(476205954303, --[[ClassDef Zulu EmailAttachment default]] "82kb"), translate = true, },
{ id = "resolution", name = "Resolution",
editor = "text", default = T(485105911401, --[[ClassDef Zulu EmailAttachment default]] "800x420x24bpp"), translate = true, },
{ id = "scale", name = "Scale",
editor = "text", default = T(215258410442, --[[ClassDef Zulu EmailAttachment default]] "100%"), translate = true, },
},
}
DefineClass.FallingDust = {
__parents = { "DecorStateFXObjectNoSound", },
__generated_by_class = "ClassDef",
properties = {
{ category = "DecorStateFXObject", id = "ActivationRequiredStates", name = "States Required for Activation",
editor = "set", default = set( {RainHeavy = false,RainLight = false} ), three_state = true, items = function (self) return GetGameStateFilter() end, },
},
Preset = "Falling_Dust",
particles_pattern = "Falling_Dust",
place_category = "Effects",
place_name = "DecorFX_Falling_Dust",
}
DefineClass.Fire_1x1 = {
__parents = { "DecorStateFXObjectNoSound", },
__generated_by_class = "ClassDef",
properties = {
{ category = "DecorStateFXObject", id = "ActivationRequiredStates", name = "States Required for Activation",
editor = "set", default = set( {Night = true,RainHeavy = false,RainLight = false} ), three_state = true, items = function (self) return GetGameStateFilter() end, },
},
Preset = "Molotov_Fire_1x1_Smoldering",
particles_pattern = "Molotov_Fire_1x1_Smoldering",
place_category = "Effects",
place_name = "DecorFX_Fire_1x1",
}
DefineClass.Fire_1x2 = {
__parents = { "DecorStateFXObjectNoSound", },
__generated_by_class = "ClassDef",
properties = {
{ category = "DecorStateFXObject", id = "ActivationRequiredStates", name = "States Required for Activation",
editor = "set", default = set( {Night = true,RainHeavy = false,RainLight = false} ), three_state = true, items = function (self) return GetGameStateFilter() end, },
},
Preset = "Env_Fire1x2",
particles_pattern = "Env_Fire1x2",
place_category = "Effects",
place_name = "DecorFX_Fire_1x2",
}
DefineClass.Flies = {
__parents = { "DecorStateFXObjectWithSound", },
__generated_by_class = "ClassDef",
properties = {
{ category = "DecorStateFXObject", id = "ActivationRequiredStates", name = "States Required for Activation",
editor = "set", default = set( {Day = true,RainHeavy = false,RainLight = false} ), three_state = true, items = function (self) return GetGameStateFilter() end, buttons = { {name = "Check Game States", func = "PropertyDefGameStatefSetCheck"}, },},
},
Preset = "Swarm_Flies",
particles_pattern = "Swarm_Flies",
sounds_pattern = "flies",
place_category = "Effects",
place_name = "DecorFX_Flies",
}
function Flies:CheckUnderground()
end
DefineClass.Flies_Big = {
__parents = { "DecorStateFXObjectWithSound", },
__generated_by_class = "ClassDef",
properties = {
{ category = "DecorStateFXObject", id = "ActivationRequiredStates", name = "States Required for Activation",
editor = "set", default = set( {Day = true,RainHeavy = false,RainLight = false} ), three_state = true, items = function (self) return GetGameStateFilter() end, },
},
Preset = "Env_Flies_Big",
particles_pattern = "Env_Flies_Big",
place_category = "Effects",
place_name = "DecorFX_Flies_Big",
}
function Flies_Big:CheckUnderground()
end
DefineClass.FlyingCattilSeeds = {
__parents = { "DecorStateFXObjectNoSound", },
__generated_by_class = "ClassDef",
properties = {
{ category = "DecorStateFXObject", id = "ActivationRequiredStates", name = "States Required for Activation",
editor = "set", default = set( {Fog = false,RainHeavy = false,RainLight = false} ), three_state = true, items = function (self) return GetGameStateFilter() end, },
},
Preset = "Env_FlyingCattailSeeds",
particles_pattern = "Env_FlyingCattailSeeds",
place_category = "Effects",
place_name = "DecorFX_FlyingCattailSeeds",
}
DefineClass.FlyingConfetti = {
__parents = { "DecorStateFXObjectNoSound", },
__generated_by_class = "ClassDef",
properties = {
{ category = "DecorStateFXObject", id = "ActivationRequiredStates", name = "States Required for Activation",
editor = "set", default = set( {RainHeavy = false,RainLight = false} ), three_state = true, items = function (self) return GetGameStateFilter() end, },
},
Preset = "Env_FlyingConfetti",
particles_pattern = "Env_FlyingConfetti",
place_category = "Effects",
place_name = "DecorFX_FlyingConfetti",
}
DefineClass.FlyingDust = {
__parents = { "DecorStateFXObjectNoSound", },
__generated_by_class = "ClassDef",
properties = {
{ category = "DecorStateFXObject", id = "ActivationRequiredStates", name = "States Required for Activation",
editor = "set", default = set( "DustStorm" ), three_state = true, items = function (self) return GetGameStateFilter() end, },
},
Preset = "Env_FlyingDust",
particles_pattern = "Env_FlyingDust",
place_category = "Effects",
place_name = "DecorFX_FlyingDust",
}
DefineClass.FlyingDustRoad = {
__parents = { "DecorStateFXObjectNoSound", },
__generated_by_class = "ClassDef",
properties = {
{ category = "DecorStateFXObject", id = "ActivationRequiredStates", name = "States Required for Activation",
editor = "set", default = set(), three_state = true, items = function (self) return GetGameStateFilter() end, },
},
Preset = "Road_dust",
particles_pattern = "Road_dust",
place_category = "Effects",
place_name = "DecorFX_DustRoad",
}
DefineClass.FlyingEmbers = {
__parents = { "DecorStateFXObjectNoSound", },
__generated_by_class = "ClassDef",
properties = {
{ category = "DecorStateFXObject", id = "ActivationRequiredStates", name = "States Required for Activation",
editor = "set", default = set( {RainHeavy = false,RainLight = false} ), three_state = true, items = function (self) return GetGameStateFilter() end, },
},
Preset = "Env_FlyingEmbers",
particles_pattern = "Env_FlyingEmbers",
place_category = "Effects",
place_name = "DecorFX_FlyingEmbers",
}
DefineClass.FlyingGrass = {
__parents = { "DecorStateFXObjectNoSound", },
__generated_by_class = "ClassDef",
properties = {
{ category = "DecorStateFXObject", id = "ActivationRequiredStates", name = "States Required for Activation",
editor = "set", default = set( {RainHeavy = false,RainLight = false} ), three_state = true, items = function (self) return GetGameStateFilter() end, },
},
Preset = "Env_FlyingGrass",
particles_pattern = "Env_FlyingGrass",
place_category = "Effects",
place_name = "DecorFX_FlyingGrass",
}
DefineClass.FlyingGrass_Tropical = {
__parents = { "DecorStateFXObjectNoSound", },
__generated_by_class = "ClassDef",
properties = {
{ category = "DecorStateFXObject", id = "ActivationRequiredStates", name = "States Required for Activation",
editor = "set", default = set( {RainHeavy = false,RainLight = false} ), three_state = true, items = function (self) return GetGameStateFilter() end, },
},
Preset = "Env_FlyingGrass_Tropical",
particles_pattern = "Env_FlyingGrass_Tropical",
place_category = "Effects",
place_name = "DecorFX_FlyingGrassTropical",
}
DefineClass.FlyingMoney = {
__parents = { "DecorStateFXObjectNoSound", },
__generated_by_class = "ClassDef",
properties = {
{ category = "DecorStateFXObject", id = "ActivationRequiredStates", name = "States Required for Activation",
editor = "set", default = set( {RainHeavy = false,RainLight = false} ), three_state = true, items = function (self) return GetGameStateFilter() end, },
},
Preset = "Env_FlyingMoney",
particles_pattern = "Env_FlyingMoney",
place_category = "Effects",
place_name = "DecorFX_FlyingMoney",
}
DefineClass.FlyingPetals = {
__parents = { "DecorStateFXObjectNoSound", },
__generated_by_class = "ClassDef",
properties = {
{ category = "DecorStateFXObject", id = "ActivationRequiredStates", name = "States Required for Activation",
editor = "set", default = set( {RainHeavy = false,RainLight = false} ), three_state = true, items = function (self) return GetGameStateFilter() end, },
},
Preset = "Env_FlyingPetals",
particles_pattern = "Env_FlyingPetals",
place_category = "Effects",
place_name = "DecorFX_FlyingPetals",
}
DefineClass.GameSettings = {
__parents = { "CommonGameSettings", },
__generated_by_class = "ClassDef",
properties = {
{ id = "Campaign", name = "Campaign",
editor = "preset_id", default = "HotDiamonds", preset_class = "CampaignPreset", },
{ id = "playthrough_name", name = "Playthrough Name",
editor = "text", default = false, translate = true, lines = 1, max_lines = 1, },
{ id = "playthrough_time", name = "Playthrough time",
editor = "number", default = 0, min = 0, },
{ id = "isDev", name = "IsDev", help = "Used to flag new playthroughs as developer ones",
editor = "bool", default = false, },
},
}
DefineClass.GridMarkerType = {
__parents = { "ListPreset", },
__generated_by_class = "PresetDef",
properties = {
{ id = "Name",
editor = "text", default = false, translate = true, },
{ id = "Color",
editor = "color", default = 4278190080, },
{ id = "Entity",
editor = "combo", default = false, items = function (self) return table.keys2(GetAllEntities(), true) end, },
{ id = "Scale",
editor = "number", default = 100, min = 1, max = 2047, },
{ id = "AreaWidth",
editor = "number", default = 1, },
{ id = "AreaHeight",
editor = "number", default = 1, },
{ id = "MarkerGroup", name = "Default Group", help = "Add markers to this group by default",
editor = "text", default = false, },
{ id = "AreaThickness", name = "AreaThickness",
editor = "number", default = 240, min = 1, max = 1000, },
{ id = "DefenderRole", name = "Defender Role", help = "Is marker used for placing defender units",
editor = "bool", default = false, },
},
}
DefineClass.MercChatBranch = {
__parents = { "PropertyObject", },
__generated_by_class = "ClassDef",
properties = {
{ id = "Lines", name = "Lines",
editor = "nested_list", default = false,
sort_order = 100, base_class = "ChatMessage", },
{ id = "Conditions", name = "Conditions",
editor = "nested_list", default = false,
sort_order = 99, base_class = "Condition", },
{ id = "GetEditorView", name = "GetEditorView",
editor = "func", default = function (self)
local firstLine = self.Lines and self.Lines[1] and self.Lines[1].Text or ""
local firstCond = self.Conditions and self.Conditions[1]
firstCond = firstCond and _InternalTranslate(firstCond:GetEditorView(), firstCond) or ""
return Untranslated(firstCond) .. " - " .. firstLine
end, no_edit = true, },
{ id = "chanceToRoll", name = "chanceToRoll",
editor = "number", default = 50, },
},
}
DefineClass.MercChatHaggle = {
__parents = { "MercChatBranch", },
__generated_by_class = "ClassDef",
}
function MercChatHaggle:RollRandom(mercId)
local dayHash = xxhash(mercId, (Game.CampaignTime / const.Scale.day) / 3, Game.id)
local roll = 1 + BraidRandom(dayHash, 100)
if const.DbgHiring then print("Haggle rolled " .. roll .. " / " .. self.chanceToRoll) end
local successRollHaggle = roll < self.chanceToRoll
if const.DbgHiring then
if successRollHaggle then
CombatLog("debug","haggle ocurred " .. roll .. " / " .. self.chanceToRoll)
else
CombatLog("debug","no haggle " .. roll .. " / " .. self.chanceToRoll)
end
end
return successRollHaggle
end
DefineClass.MercChatMitigation = {
__parents = { "MercChatBranch", },
__generated_by_class = "ClassDef",
}
DefineClass.MercChatRefusal = {
__parents = { "MercChatBranch", },
__generated_by_class = "ClassDef",
properties = {
{ id = "Type", name = "Type",
editor = "choice", default = "normal", items = function (self) return { "normal", "duration", "rehire" } end, },
{ id = "Duration", name = "Duration",
editor = "choice", default = "short",
no_edit = function(self) return self.Type ~= "duration" end, items = function (self) return { "short", "long" } end, },
},
}
function MercChatRefusal:CustomBranchCondition(obj, ctx)
if self.Type ~= "duration" then return true end
local duration = ctx.ContractDuration or 0
if self.Duration == "short" then
return duration < 7
elseif self.Duration == "long" then
return duration >= 7
end
return true
end
DefineClass.MishapProperties = {
__parents = { "PropertyObject", },
__generated_by_class = "ClassDef",
properties = {
{ category = "Mishap", id = "MinMishapChance", help = "Mishap chance at 100 Explosives attribute",
editor = "number", default = -8, template = true, scale = "%", modifiable = true, },
{ category = "Mishap", id = "MaxMishapChance", help = "Mishap chance at 0 Explosives attribute",
editor = "number", default = 12, template = true, scale = "%", modifiable = true, },
{ category = "Mishap", id = "MinMishapRange", help = "Minimum range (in tiles) for the random target offest when a Mishap happens",
editor = "number", default = 2, template = true, modifiable = true, },
{ category = "Mishap", id = "MaxMishapRange", help = "Maximum range (in tiles) for the random target offest when a Mishap happens",
editor = "number", default = 4, template = true, modifiable = true, },
},
}
function MishapProperties:GetMishapChance(unit, target, async)
local chance = self.MinMishapChance + MulDivRound(Max(0, 100 - unit.Explosives), Max(0, self.MaxMishapChance - self.MinMishapChance), 100)
local item = IsKindOf(self, "FirearmBase") and self.parent_weapon or self
local percent = 100
if IsKindOf(item, "InventoryItem") then
percent = item:GetConditionPercent()
chance = Max(chance, 100 - percent)
end
if GameState.RainHeavy and IsKindOf(item, "GrenadeProperties") then
chance = Clamp(MulDivRound(chance, const.EnvEffects.RainMishapMultiplier, 100), const.EnvEffects.RainMishapMinChance, const.EnvEffects.RainMishapMaxChance)
end
if not async then
NetUpdateHash("GetMishapChance", unit, target, chance, unit.Explosives, percent, GameState.RainHeavy, self.MinMishapChance, self.MaxMishapChance)
end
return Max(0, chance)
end
function MishapProperties:GetMishapDeviationVector(unit, target)
local deviation = unit:RandRange(self.MinMishapRange * const.SlabSizeX, self.MaxMishapRange * const.SlabSizeX)
return Rotate(point(deviation, 0, 0), unit:Random(360*60))
end
DefineClass.Mist = {
__parents = { "DecorStateFXObjectNoSound", },
__generated_by_class = "ClassDef",
properties = {
{ category = "DecorStateFXObject", id = "ActivationRequiredStates", name = "States Required for Activation",
editor = "set", default = set( {RainHeavy = false} ), three_state = true, items = function (self) return GetGameStateFilter() end, },
{ id = "entity_scale", name = "Entity Scale",
editor = "number", default = 10, },
},
Preset = "Ground_Mist",
particles_pattern = "Mist",
place_category = "Effects",
}
DefineClass.MultiplayerGameFilters = {
__parents = { "ListPreset", },
__generated_by_class = "PresetDef",
properties = {
{ id = "Name",
editor = "text", default = false, translate = true, },
{ id = "Condition",
editor = "func", default = function (self)
return true
end, },
},
GlobalMap = "MultiplayerGameFiltersList",
}
DefineClass.PerkProperties = {
__parents = { "PropertyObject", },
__generated_by_class = "ClassDef",
properties = {
{ category = "Perk", id = "Tier",
editor = "combo", default = "System", template = true, items = function (self) return {"Bronze", "Silver", "Gold", "Personal", "Quirk", "Personality", "Specialization", "System"} end, },
{ category = "Perk", id = "Stat", name = "Related Stat",
editor = "combo", default = false, no_edit = function(self) return not (self.Tier == "Bronze" or self.Tier == "Silver" or self.Tier == "Gold") end, template = true, items = function (self) return {"Health", "Agility", "Dexterity", "Strength", "Leadership", "Wisdom", "Marksmanship", "Mechanical", "Explosives", "Medical"} end, },
{ category = "Perk", id = "StatValue", name = "Stat Requirement",
editor = "number", default = 30, no_edit = function(self) return not (self.Tier == "Bronze" or self.Tier == "Silver" or self.Tier == "Gold") end, template = true, slider = true, min = 0, max = 100, },
{ category = "Perk", id = "StartingPerkOf", name = "Starting Perk Of",
editor = "buttons", default = false, dont_save = true, read_only = true, template = true,
buttons = function(obj) return PersonalPerkStartingOfButtons(obj) end, },
{ id = "Icon",
editor = "ui_image", default = false, template = true, },
},
}
function PerkProperties:IsLevelUp()
return self.Tier == "Bronze" or self.Tier == "Silver" or self.Tier == "Gold"
end
DefineClass.RadioPlaylistTrack = {
__parents = { "PropertyObject", },
__generated_by_class = "ClassDef",
properties = {
{ id = "Track", name = "Track",
editor = "browse", default = "Music", folder = "Music", filter = "WAV or OPUS files|*.opus;*.wav", force_extension = "", },
{ id = "Frequency", name = "Weight",
editor = "number", default = 100, },
{ id = "EmptyTrack", name = "Empty Track",
editor = "bool", default = false, },
{ id = "Duration", name = "Duration",
editor = "number", default = 5000,
no_edit = function(self) return not self.EmptyTrack end, scale = "sec", },
},
}
function RadioPlaylistTrack:GetError()
if not self.EmptyTrack then
local path_wav = string.format("%s.wav", self.Track)
local path_opus = string.format("%s.opus", self.Track)
if not io.exists(path_wav) and not io.exists(path_opus) then
return string.format("Missing '%s' (supported extensions are .opus and .wav)", self.Track)
end
end
end
function RadioPlaylistTrack:GetEditorView()
if self.EmptyTrack then
return Untranslated("Empty Track (<u(Frequency)>) for <FormatScale(Duration, 'sec')>")
else
return Untranslated("<u(Track)> (<u(Frequency)>)")
end
end
DefineClass.ShowHideCollectionMarker = {
__parents = { "ConditionalSpawnMarker", "SaveMapCheckMarker", },
__generated_by_class = "ClassDef",
properties = {
{ id = "EditorRolloverText", name = "EditorRolloverText",
editor = "text", default = "Sets objects in collection visible.", dont_save = true, read_only = true, no_edit = true, },
{ id = "EditorIcon", name = "EditorIcon",
editor = "text", default = "CommonAssets/UI/Icons/school", dont_save = true, read_only = true, no_edit = true, },
{ id = "CollectionRange", name = "Collection Range", help = "The range in which to gather objects from the collection, warns with VME if further than that",
editor = "number", default = 10000, scale = "m", },
{ category = "Spawn Object", id = "sync_obj", name = "SyncObject",
editor = "bool", default = false, },
},
restore_enumflags = false,
}
function ShowHideCollectionMarker:GameInit()
if not IsEditorActive() and not self.objects then
self:HideObjects()
end
end
function ShowHideCollectionMarker:GetObjects()
local root_collection = self:GetRootCollection()
local collection_idx = root_collection and root_collection.Index or 0
if collection_idx and collection_idx ~= 0 then
return MapGet(self, self.CollectionRange, "collection", collection_idx, true, function(o)
return not IsKindOf(o, "EditorMarker")
end)
end
end
function ShowHideCollectionMarker:HideObjects()
local objects = self.objects or self:GetObjects()
local enumflags = self.restore_enumflags
local efCollision = const.efCollision
local bbox
for i, o in ipairs(objects) do
if IsValid(o) and o:GetVisible() then
o:SetVisible(false)
if o:GetCollision() then
o:SetCollision(false)
if not enumflags then
enumflags = {}
end
enumflags[o] = efCollision
bbox = bbox and AddRects(bbox, o:GetObjectAttachesBBox()) or o:GetObjectAttachesBBox()
end
end
end
if enumflags then
self.restore_enumflags = enumflags
end
if bbox then
RebuildCovers(bbox)
end
end
function ShowHideCollectionMarker:ShowObjects()
local objects = self.objects or self:GetObjects()
local enumflags = self.restore_enumflags
self.restore_enumflags = nil
local efCollision = const.efCollision
local bbox
for i, o in ipairs(objects) do
if IsValid(o) then
o:SetVisible(true)
if enumflags then
local flags = enumflags[o]
if flags and (flags & efCollision) ~= 0 then
o:SetCollision(true)
bbox = bbox and AddRects(bbox, o:GetObjectAttachesBBox()) or o:GetObjectAttachesBBox()
end
end
end
end
if bbox then
RebuildCovers(bbox)
end
end
function ShowHideCollectionMarker:SpawnObjects()
if self.objects then
return
elseif self.Trigger == "once" and self.last_spawned_objects then
return
end
self.objects = self:GetObjects() or empty_table
self:ShowObjects()
local game_flags = self.sync_obj and const.gofSyncObject
for i, o in ipairs(self.objects) do
o.spawner = self
if game_flags then
o:SetGameFlags(game_flags)
end
end
self.last_spawned_objects = true
end
function ShowHideCollectionMarker:DespawnObjects()
if not self.objects then return end
for _, o in ipairs(self.objects) do
o.spawner = nil
end
if not IsEditorActive() then
self:HideObjects()
end
self.objects = nil
end
function ShowHideCollectionMarker:EditorEnter()
GridMarker.EditorEnter(self)
self:ShowObjects()
end
function ShowHideCollectionMarker:EditorExit()
GridMarker.EditorExit(self)
if not self.objects then
self:HideObjects()
end
self:Update()
end
function ShowHideCollectionMarker:GetDynamicData(data)
data.objects = self.objects and true or nil
end
function ShowHideCollectionMarker:SetDynamicData(data)
if data.objects then
self.objects = self:GetObjects() or empty_table
self:ShowObjects()
for i, o in ipairs(self.objects) do
o.spawner = self
if self.sync_obj then
o:SetGameFlags(const.gofSyncObject)
end
end
end
end
function ShowHideCollectionMarker:GetError()
if not Platform.developer then return end
local collection_idx = self:GetCollectionIndex()
if collection_idx and collection_idx ~= 0 then
local outside_objects = MapGet("map", "collection", collection_idx, true, function(o, self)
return not IsCloser2D(self, o, self.CollectionRange)
end, self)
if outside_objects then
return string.format("'%s' too far from its '%s'(must be within %d", outside_objects[1]:GetEntity(), self.class, self.CollectionRange)
end
local nonEssentialObjects = MapGet("map", "collection", collection_idx, true, function(o, self)
return o:GetDetailClass() ~= "Essential"
end, self)
if nonEssentialObjects then
return "Objects in ShowHideCollectionMarker need to be marked as detail level: 'Essential'"
end
end
end
DefineClass.SunRays = {
__parents = { "DecorStateFXObjectNoSound", },
__generated_by_class = "ClassDef",
properties = {
{ category = "DecorStateFXObject", id = "ActivationRequiredStates", name = "States Required for Activation",
editor = "set", default = set( {Night = false} ), three_state = true, items = function (self) return GetGameStateFilter() end, },
},
Preset = "Env_SunRays",
particles_pattern = "env_SunRays",
place_category = "Effects",
place_name = "DecorFX_SunRays",
}
DefineClass.UnitDataSpawnData = {
__parents = { "PropertyObject", },
__generated_by_class = "ClassDef",
properties = {
{ id = "UnitDataDefId", name = "UnitDataCompositeDef Id", help = "Choose mercenary, enemy, or NPC from the Unit editor to spawn",
editor = "preset_id", default = false, preset_class = "UnitDataCompositeDef", },
{ id = "SpawnWeight", name = "Spawn Weight", help = "Spawn a unit from one of several unit templates using a weighted average.",
editor = "number", default = 100, min = 0, },
{ id = "ForcedAppearance", name = "Forced Appearance", help = "Force this template to use this appearance instead of randomly choosing from its own list of appearances",
editor = "preset_id", default = false, preset_class = "AppearancePreset", },
{ id = "Name", name = "Name Override", help = "Name for the spawned unit that will replace the one from template.",
editor = "text", default = false, template = true, translate = true, lines = 1, max_lines = 1, },
},
}
function UnitDataSpawnData:GetEditorView()
return Untranslated("<UnitDataDefId> <Name> (weight: <SpawnWeight>) ")
end
function UnitDataSpawnData:OnEditorSetProperty(prop_id, old_value, ged)
local function set_appearance(obj)
local first = obj:GetAppearenceTemplateId()
local appearance = ChooseUnitAppearance(first)
obj:ApplyAppearance(appearance)
obj.Appearance = appearance
end
if prop_id=="UnitDataDefId" then
local parent = ged.selected_object
if parent:IsKindOf("GedMultiSelectAdapter") then
for _, obj in ipairs(parent.__objects) do
set_appearance(obj)
end
else
set_appearance(parent)
end
end
end
DefineClass.UnitMarker = {
__parents = { "ShowHideCollectionMarker", "AppearanceObject", },
__generated_by_class = "ClassDef",
properties = {
{ id = "AreaHeight", name = "Area Height",
editor = "number", default = 1, },
{ id = "AreaWidth", name = "Area Width",
editor = "number", default = 1, },
{ category = "Spawn Object", id = "Appearance", name = "Appearance",
editor = "text", default = false, no_edit = true, },
{ id = "anim", name = "Animation",
editor = "choice", default = "idle", no_edit = true, no_validate = true, items = function (self) return ValidAnimationsCombo end, },
{ category = "Animation", id = "use_weapons", name = "Use weapons", help = "Use weapon animations in idle state.",
editor = "bool", default = true, },
{ category = "Spawn Object", id = "Suspicious", help = "Set spawned units to Suspicious state",
editor = "bool", default = false, },
{ id = "Type", name = "Type",
editor = "text", default = "UnitMarker", read_only = true, no_edit = true, },
{ id = "Entity", name = "Entity",
editor = "text", default = "WayPoint", dont_save = true, read_only = true, no_edit = true, },
{ id = "EditorIcon", name = "EditorIcon",
editor = "text", default = "CommonAssets/UI/Icons/user", dont_save = true, read_only = true, no_edit = true, },
{ category = "Banters", id = "SpecificBanters", name = "SpecificBanters", help = "Specific Banters to play when interacted with.",
editor = "preset_id_list", default = {}, preset_class = "BanterDef", item_default = "", },
{ category = "Banters", id = "BanterGroups", name = "Banters from group", help = "Add groups of banters at once",
editor = "string_list", default = {}, item_default = "", items = function (self) return PresetGroupsCombo("BanterDef") end, arbitrary_value = true, },
{ category = "Banters", id = "BantersSequential", name = "Play all banters one after another", help = "By default on unit interaction one of the banters from the list is played. If this is checked then all the banters will be played in succession.",
editor = "bool", default = false, },
{ category = "Banters", id = "ApproachedBanters", name = "ApproachedBanters", help = "Banters to play when the unit is approached within a specified range.",
editor = "preset_id_list", default = {}, preset_class = "BanterDef", item_default = "", },
{ category = "Banters", id = "ApproachBanterGroup", name = "Approach Banters from group", help = "Add a group of approach banters at once",
editor = "combo", default = false, items = function (self) return PresetGroupsCombo("BanterDef") end, },
{ category = "Banters", id = "ApproachRadius", name = "ApproachRadius", help = "How close a player controled unit has to be to trigger the approached banters.",
editor = "number", default = 8, },
{ category = "Interaction", id = "InteractionName", name = "Interaction Name",
editor = "text", default = false, translate = true, },
{ category = "Interaction", id = "InteractionConditions", name = "Interaction Enable Conditions", help = "The interaction effects and overwrites will apply if these pass as true.",
editor = "nested_list", default = false, base_class = "Condition", },
{ category = "Interaction", id = "ExecuteInteractionEffectsSequentially", name = "Execute Sequentially",
editor = "bool", default = false, },
{ category = "Interaction", id = "InteractionEffects", name = "Interaction Effects",
editor = "nested_list", default = false, base_class = "Effect", },
{ category = "Interaction", id = "InteractionVisuals", name = "InteractionVisuals",
editor = "choice", default = false, items = function (self) return AllInteractableIcons() end, },
{ category = "Spawn Object", id = "Side",
editor = "choice", default = "neutral", items = function (self) return Sides end, },
{ id = "kill_on_spawn",
editor = "bool", default = false, dont_save = true, no_edit = true, },
{ category = "Spawn Object", id = "Persistent", help = 'triggering the spawn multiple times will result in the same units, preserving any changes in their data; this is ignored if the template to be spawned has a non-empty "Persistent Session Id" (works as if it is enabled)',
editor = "bool", default = false, },
{ category = "Spawn Object", id = "AlwaysSpawn", name = "Spawn when gone", help = "Even if the unit is despawned or left, still spawn here",
editor = "bool", default = false, },
{ category = "Spawn Object", id = "ConflictIgnore", name = "Conflict Ignore", help = "The units from this marker are ignoring conflicts and don't use the Cower command.",
editor = "bool", default = false, },
{ category = "Spawn Object", id = "SessionId", name = "Session ID",
editor = "text", default = false,
no_edit = function(self) return not self.Persistent end, },
{ category = "Spawn Object", id = "UnitDataSpawnDefs", name = "UnitData Spawn Templates", help = "Choose mercenary, enemy, or NPC from the Unit editor to spawn, using weighted random.",
editor = "nested_list", default = false, base_class = "UnitDataSpawnData", inclusive = true, },
{ category = "Animation", id = "idle_stance", name = "Idle stance",
editor = "combo", default = "do not change", items = function (self) return GetIdleAnimStances(self.use_weapons) end, },
{ category = "Animation", id = "idle_action", name = "Idle Action",
editor = "combo", default = "do not change", items = function (self) return GetIdleAnimStanceActions(self.use_weapons, self.idle_stance) end, },
{ id = "EditorRolloverText", name = "EditorRolloverText",
editor = "text", default = "Spawn/despawn Unit from specified TemplateIds when spawn/despawn conditions are met", dont_save = true, read_only = true, no_edit = true, },
{ id = "Routine",
editor = "combo", default = "StandStill", items = function (self) return UnitRoutines end, },
{ id = "RoutineArea",
editor = "combo", default = "self", items = function (self) local g = table.copy(GridMarkerGroupsCombo()) g[1+#g] = "self" return g end, },
{ category = "Spawn Object", id = "status_effects", name = "Status Effects",
editor = "preset_id_list", default = {}, preset_class = "CharacterEffectCompositeDef", item_default = "", },
},
unit_template_idx = false,
}
function UnitMarker:Init()
self.parts = {}
self.attached_parts = { "Head", "Pants", "Shirt", "Armor", "Hat" }
self.attach_spot = { ["Hat"] = "Head" } -- "Origin" by default
local first = self:GetAppearenceTemplateId()
local appearance = self.Appearance or ChooseUnitAppearance(first, self.handle)
self:ApplyAppearance(appearance)
self.Appearance = appearance
end
function UnitMarker:SpawnObjects()
if not self.UnitDataSpawnDefs or #self.UnitDataSpawnDefs < 1 then
return
end
-- Empty table is not allowed intentionally to prevent respawning on
-- deleted unit object as some markers are not setup as "once".
if self.objects and not self.AlwaysSpawn then return end
if self.Trigger == "once" and self.last_spawned_objects then return end
local pts = GetReachablePositionsFromPos(self:GetPos(), 1)
-- prepare template & session ids
local session_id, template_idx = self:GenerateUnitIds()
if pts and #pts > 0 then
local idx = template_idx
local spawnEntry = self.UnitDataSpawnDefs[idx]
local unit_template_id = spawnEntry.UnitDataDefId
local name = spawnEntry.Name
local pos = pts[1]
-- check for existing UnitData for this session_id, if the unit has died skip the spawn
local unit_data = gv_UnitData and gv_UnitData[session_id]
if unit_data and unit_data.HealPersistentOnSpawn and not unit_data:IsDead() then
unit_data:RemoveAllStatusEffects()
--Wounded and unconscious are not removed by Remove all status effect as they are character effects
if unit_data.StatusEffects["Wounded"] then
unit_data:RemoveStatusEffect("Wounded", "all")
end
if unit_data.StatusEffects["Unconscious"] then
unit_data:RemoveStatusEffect("Unconscious", "all")
end
unit_data.HitPoints = unit_data.MaxHitPoints
end
if not (unit_data and unit_data:IsDead()) then
-- If changing the template id of a unit we need to recreate the unit data.
if unit_data and unit_data.class ~= unit_template_id then
unit_data:delete()
gv_UnitData[session_id] = false
end
pos:SetInvalidZ()
local unit = SpawnUnit(unit_template_id,
session_id,
pos,
self:GetAngle(),
self.Groups,
self)
unit.sequential_banter = self.BantersSequential
local approach_banters = {}
table.iappend(approach_banters, self.ApproachedBanters)
table.iappend(approach_banters, table.keys2(Presets.BanterDef[self.ApproachBanterGroup] or {}, "sorted"))
unit.approach_banters = approach_banters
unit.approach_banters_distance = self.ApproachRadius
if name and name~="" then
unit.Name = name
end
self.objects = { unit }
ShowHideCollectionMarker.SpawnObjects(self)
unit:SetSide(self.Side)
unit.routine = self.Routine
unit.routine_area = self.RoutineArea
unit.routine_spawner = self
unit.conflict_ignore = self.ConflictIgnore
if self.Side == "neutral" and GameState.Conflict and unit:CanCower() then
unit:TeleportToCower()
end
if self.kill_on_spawn then
unit:SetCommand("Die")
end
end
end
if self.Persistent then
self.unit_template_idx = template_idx
end
self.last_spawned_objects = true
return self.objects
end
function UnitMarker:DespawnObjects()
if not self.objects or not next(self.objects) then return end
for i = #self.objects,1,-1 do
local obj = self.objects[i]
if IsValid(obj) and IsKindOf(obj, "Unit") and obj:IsNPC() and (not obj:IsDead() or obj.PersistentSessionId) then
obj.spawner = false
obj:Despawn()
table.remove(self.objects, i)
end
end
ShowHideCollectionMarker.DespawnObjects(self)
self.objects = false
end
function UnitMarker:GenerateUnitIds()
local unit_template_idx, session_id
if not self.Persistent or not self.unit_template_idx then
-- weighted random
local accum_weight = 0
for i=1,#self.UnitDataSpawnDefs do
accum_weight = accum_weight + self.UnitDataSpawnDefs[i].SpawnWeight
end
-- weighted random get rnd template
local target_weight
target_weight = InteractionRand(accum_weight, "spawn_objects", self)
local sum_weight = 0
for i=1,#self.UnitDataSpawnDefs-1 do
sum_weight = sum_weight + self.UnitDataSpawnDefs[i].SpawnWeight
if sum_weight > target_weight then
unit_template_idx = i
break
end
end
unit_template_idx = unit_template_idx or #self.UnitDataSpawnDefs
else
unit_template_idx = self.unit_template_idx
end
local template = self.UnitDataSpawnDefs[unit_template_idx].UnitDataDefId
template = template and UnitDataDefs[template]
if template and (template.PersistentSessionId or "") ~= "" then
session_id = template.PersistentSessionId
elseif self.Persistent then
session_id = self.SessionId
else
session_id = GenerateUniqueUnitDataId("SpawnerUnit", gv_CurrentSectorId, unit_template_idx)
end
return session_id, unit_template_idx
end
function UnitMarker:GetDynamicData(data)
data.last_spawned_objects = self.last_spawned_objects or nil
if self.objects then
data.objects = {}
for _, obj in ipairs(self.objects) do
table.insert(data.objects, obj:GetHandle())
end
end
data.unit_template_idx = self.unit_template_idx or nil
end
function UnitMarker:SetDynamicData(data)
if data.objects then
self.objects = {}
for _, handle in ipairs(data.objects) do
local obj = HandleToObject[handle]
if obj then
table.insert(self.objects, obj)
end
end
end
self.last_spawned_objects = data.last_spawned_objects or false
self.unit_template_idx = data.unit_template_idx
end
function UnitMarker:EditorEnter()
ShowHideCollectionMarker.EditorEnter(self)
local first = self:GetAppearenceTemplateId()
local appearance = self.Appearance or ChooseUnitAppearance(first, self.handle)
self:ApplyAppearance(appearance)
self.Appearance = appearance
end
function UnitMarker:EditorGetText()
return self:GetAppearenceTemplateId() or self.class
end
function UnitMarker:GetExtraEditorText(texts)
texts[#texts+1] = "\t\t " .. T{747690717505, "<Side>:",self}
for _, temp_obj in ipairs(self.UnitDataSpawnDefs or empty_table) do
texts[#texts+1] = "\t\t\t " .. T{925017903706, "<UnitDataDefId> <Name> (<SpawnWeight>)", temp_obj, Name = temp_obj.Name}
end
ShowHideCollectionMarker.GetExtraEditorText(self, texts)
end
function UnitMarker:GetAppearenceTemplateId()
local first = self.UnitDataSpawnDefs and self.UnitDataSpawnDefs[1]
return first and first.UnitDataDefId
end
function UnitMarker:GetError()
if self.Persistent and (self.SessionId or "") == "" then
return "Persistent units must have a valid Session ID"
end
local errors = {}
local spawn_defs = self.UnitDataSpawnDefs
for _, spawn_def in ipairs(spawn_defs or empty_table) do
local unitdatadef_id = spawn_def.UnitDataDefId
local unit_def = unitdatadef_id and UnitDataDefs[unitdatadef_id]
if not unit_def then
table.insert(errors, string.format("Invalid UnitDataDefId '%s'", unitdatadef_id or ""))
else
local species = unit_def and unit_def.species or "Human"
if species == "Human" then
local prefix = not self.use_weapons and "civ" or "ar"
local stance = self.idle_stance ~= g_StanceActionDefault and self.idle_stance or ".*"
local action = self.idle_action ~= g_StanceActionDefault and self.idle_action or ".*"
local anim_regex = string.format("%s_%s_%s", prefix, stance, action)
local anims = ValidAnimationsCombo(self)
local anim_match = false
for _, a in ipairs(anims) do
if string.match(a, anim_regex) then
anim_match = true
break
end
end
if not anim_match then
table.insert(errors, string.format(
"These values don't match a valid animation: [%s] Use Weapons - %s; Idle stance - %s; Idle animation action - %s",
next(anims) and anims[1] or "no anims present",
self.use_weapons and "Yes" or "No",
self.idle_stance or "default",
self.idle_action or "default"
))
end
end
end
end
return next(errors) and table.concat(errors, "\n")
end
function UnitMarker:OnEditorSetProperty(prop_id, old_value, ged)
if prop_id == "idle_stance" then
local actions = GetIdleAnimStanceActions(self.use_weapons, self.idle_stance)
if not table.find(actions, self.idle_action) then
self:SetProperty("idle_action", actions[1])
end
end
end
DefineClass.UnitProperties = {
__parents = { "UnitPropertiesStats", "ZuluModifiable", "DamagePredictable", },
__generated_by_class = "ClassDef",
properties = {
{ category = "Appearance", id = "Headshot", name = "Headshot", help = "Set a blown out head",
editor = "bool", default = false, template = true, },
{ id = "CurrentSide",
editor = "text", default = false, },
{ id = "lastFiringMode", name = "LastFiringMode",
editor = "text", default = false, },
{ category = "Appearance", id = "Portrait",
editor = "ui_image", default = "UI/MercsPortraits/placeholder_portrait", template = true, image_preview_size = 100, },
{ category = "Appearance", id = "BigPortrait",
editor = "ui_image", default = "UI/Mercs/placeholder_character", template = true, image_preview_size = 100, },
{ category = "General", id = "IsMercenary", name = "Is mercenary", help = "Can the player have this unit in their team.",
editor = "bool", default = false, template = true, },
{ category = "General", id = "Name", name = "Full name", help = "The full name of the merc. When the full name is needed this entire string is used and the nickname is ignored.",
editor = "text", default = false, template = true, translate = true, lines = 1, max_lines = 1, },
{ category = "General", id = "Nick", name = "Nickname", help = "The nickname or short name of the merc",
editor = "text", default = false, template = true,
no_edit = function(self) return not IsMerc(self) and self.id ~= "Dummy" end, translate = true, lines = 1, max_lines = 1, },
{ category = "Stats", id = "Randomization", name = "Randomization", help = "When true any instance of this unit randomizes the stats of the unit by +/- 10 points",
editor = "bool", default = false, template = true,
no_edit = function(self) return IsMerc(self) end, },
{ category = "General", id = "AllCapsNick", name = "AllCapsNickname", help = "The nickname or short name of the merc with all caps letters (needed by some UI)",
editor = "text", default = false, template = true,
no_edit = function(self) return not IsMerc(self) end, translate = true, lines = 1, max_lines = 1, },
{ category = "General", id = "elite", name = "Elite", help = "Give the unit a unique random name.",
editor = "bool", default = false, template = true,
no_edit = function(self) return IsMerc(self) end, },
{ category = "General", id = "eliteCategory", name = "Elite Category", help = "From which group of names to select. If nothing is selected it will pick from any of the groups.",
editor = "combo", default = false, template = true,
no_edit = function(self) return IsMerc(self) end, items = function (self) return PresetGroupsCombo("EliteEnemyName") end, },
{ category = "General", id = "Affiliation",
editor = "combo", default = "AIM", template = true, items = function (self) return Affiliations end, },
{ category = "Hiring", id = "HireStatus", name = "Initial Hire Status",
editor = "combo", default = "Available", template = true,
no_edit = function(self) return not IsMerc(self) end, items = function (self) return PresetGroupCombo("MercHireStatus", "Default") end, },
{ category = "Hiring", id = "Bio", name = "Bio", help = "Biography of the merc",
editor = "text", default = false, template = true,
no_edit = function(self) return not IsMerc(self) end, translate = true, lines = 4, max_lines = 10, },
{ category = "Hiring", id = "Nationality", name = "Nationality", help = "Is shown next to the bio in the hire UI",
editor = "preset_id", default = false, template = true,
no_edit = function(self) return not IsMerc(self) end, preset_class = "MercNationalities", },
{ category = "Hiring", id = "Title", name = "Title", help = "Is shown next to the bio in the hire UI",
editor = "text", default = false, template = true,
no_edit = function(self) return not IsMerc(self) end, translate = true, },
{ category = "Hiring", id = "Email", name = "Email", help = "Is shown in the AIM chat.",
editor = "text", default = false, template = true,
no_edit = function(self) return not IsMerc(self) end, translate = true, },
{ category = "Hiring", id = "snype_nick", name = "snype Nick", help = "Is shown in the AIM chat.",
editor = "text", default = false, template = true,
no_edit = function(self) return not IsMerc(self) end, translate = true, },
{ category = "Hiring - Conditions", id = "Refusals", name = "Refusals",
editor = "nested_list", default = false, template = true,
no_edit = function(self) return not IsMerc(self) end, base_class = "MercChatRefusal", },
{ category = "Hiring - Conditions", id = "Haggles", name = "Haggles",
editor = "nested_list", default = false, template = true,
no_edit = function(self) return not IsMerc(self) end, base_class = "MercChatHaggle", },
{ category = "Hiring - Conditions", id = "HaggleRehire", name = "Rehire Haggles",
editor = "nested_list", default = false, template = true,
no_edit = function(self) return not IsMerc(self) end, base_class = "MercChatHaggle", },
{ category = "Hiring - Conditions", id = "Mitigations", name = "Mitigations",
editor = "nested_list", default = false, template = true,
no_edit = function(self) return not IsMerc(self) end, base_class = "MercChatMitigation", },
{ category = "Hiring - Conditions", id = "ExtraPartingWords", name = "Parting Words", help = "If any conditional passing remark passes it is played instead of the default one.",
editor = "nested_list", default = false, template = true,
no_edit = function(self) return not IsMerc(self) end, base_class = "MercChatBranch", inclusive = true, no_descendants = true, },
{ category = "Hiring - Lines", id = "Offline", name = "Offline",
editor = "nested_list", default = false, template = true,
no_edit = function(self) return not IsMerc(self) end, base_class = "ChatMessage", },
{ category = "Hiring - Lines", id = "GreetingAndOffer", name = "Greetings And Offer",
editor = "nested_list", default = false, template = true,
no_edit = function(self) return not IsMerc(self) end, base_class = "ChatMessage", },
{ category = "Hiring - Lines", id = "ConversationRestart", name = "Conversation Restart",
editor = "nested_list", default = false, template = true,
no_edit = function(self) return not IsMerc(self) end, base_class = "ChatMessage", },
{ category = "Hiring - Lines", id = "IdleLine", name = "Idle",
editor = "nested_list", default = false, template = true,
no_edit = function(self) return not IsMerc(self) end, base_class = "ChatMessage", },
{ category = "Hiring - Lines", id = "PartingWords", name = "PartingWords",
editor = "nested_list", default = false, template = true,
no_edit = function(self) return not IsMerc(self) end, base_class = "ChatMessage", },
{ category = "Hiring - Lines", id = "RehireIntro", name = "RehireIntro",
editor = "nested_list", default = false, template = true,
no_edit = function(self) return not IsMerc(self) end, base_class = "ChatMessage", },
{ category = "Hiring - Lines", id = "RehireOutro", name = "RehireOutro",
editor = "nested_list", default = false, template = true,
no_edit = function(self) return not IsMerc(self) end, base_class = "ChatMessage", },
{ category = "Hiring - Parameters", id = "MedicalDeposit", name = "Medical Deposit",
editor = "choice", default = "small", template = true,
no_edit = function(self) return not IsMerc(self) end, items = function (self) return { "small", "none", "large", "extreme" } end, },
{ category = "Hiring - Parameters", id = "DurationDiscount", name = "Duration Discount",
editor = "choice", default = "normal", template = true,
no_edit = function(self) return not IsMerc(self) end, items = function (self) return { "normal", "none", "long only" } end, },
{ category = "Hiring - Parameters", id = "Haggling", name = "Haggling",
editor = "choice", default = "normal", template = true,
no_edit = function(self) return not IsMerc(self) end, items = function (self) return { "normal", "low", "high" } end, },
{ category = "Hiring - Parameters", id = "StartingSalary", help = "The salary at the starting level (whichever it is).",
editor = "number", default = 1000, template = true,
no_edit = function(self) return not IsMerc(self) end, min = 0, max = 20000, },
{ category = "Hiring - Parameters", id = "SalaryIncrease", help = "Salary increase factor per level. Doesn't reflect changes by Game Rules.",
editor = "number", default = 250, template = true,
no_edit = function(self) return not IsMerc(self) end, scale = 1000, min = 0, max = 10000, },
{ category = "Hiring - Parameters", id = "SalaryLv1", name = "(To Be Deleted) Salary Lv 1", help = "The amount of money it costs to hire this merc for 1 day at level 1",
editor = "number", default = 1000, template = true,
no_edit = function(self) return not IsMerc(self) end, min = 0, max = 20000, },
{ category = "Hiring - Parameters", id = "SalaryMaxLv", name = "(To Be Deleted) Max Lv Daily Salary", help = "The amount of money it costs to hire this merc for 1 day at max level",
editor = "number", default = 10000, template = true,
no_edit = function(self) return not IsMerc(self) end, min = 0, max = 20000, },
{ category = "Hiring - Parameters", id = "SalaryPreview", name = "Salary Level 10", help = "Expected salary at Level 10. All active game rules are applied.",
editor = "number", default = 0, dont_save = true, read_only = true, template = true,
no_edit = function(self) return not IsMerc(self) end, },
{ category = "Hiring", id = "LegacyNotes", name = "Legacy Notes", help = "Any info about the merc from previous titles.",
editor = "text", default = false, template = true,
no_edit = function(self) return not IsMerc(self) end, lines = 4, },
{ category = "XP", id = "StartingLevel", name = "Starting Level", help = "The level at which this merc starts in a new game",
editor = "number", default = 1, template = true, slider = true, min = 1, max = 10, },
{ category = "General", id = "immortal", name = "Immortal",
editor = "bool", default = false, template = true,
no_edit = function(self) return IsMerc(self) end, },
{ category = "General", id = "ImportantNPC", name = "ImportantNPC", help = "Units with this flag have a green badge above them.",
editor = "bool", default = false, template = true,
no_edit = function(self) return IsMerc(self) end, },
{ category = "General", id = "reincarnate", name = "Reincarnate",
editor = "bool", default = false, template = true,
no_edit = function(self) return IsMerc(self) end, },
{ category = "General", id = "dummy", name = "Dummy",
editor = "bool", default = false, template = true,
no_edit = function(self) return IsMerc(self) end, },
{ category = "General", id = "militia", name = "Militia Unit",
editor = "bool", default = false, no_edit = true, template = true,
no_edit = function(self) return IsMerc(self) end, },
{ category = "General", id = "villain", name = "Recurring Villain",
editor = "bool", default = false, template = true,
no_edit = function(self) return IsMerc(self) end, },
{ category = "General", id = "neutral_retaliate", name = "Retaliate", help = "if enabled and the unit is Neutral, they will become hostile when damaged",
editor = "bool", default = false, template = true,
no_edit = function(self) return IsMerc(self) end, },
{ category = "General", id = "max_dead_slot_tiles", name = "max_dead_slot_tiles", help = "Max tiles in InventoryDead slot. It's caclulated on death, when a unit drops its loot.",
editor = "number", default = 24, no_edit = true, template = true, min = 1, max = 24, },
{ id = "VillainHealWoundProgress", help = "Used only for villains",
editor = "number", default = 0, no_edit = true, },
{ category = "AI", id = "AIKeywords",
editor = "string_list", default = {}, template = true, item_default = "", items = function (self) return AIKeywordsCombo end, arbitrary_value = true, },
{ category = "AI", id = "archetype", name = "Archetype",
editor = "preset_id", default = "Soldier", template = true,
no_edit = function(self) return IsMerc(self) end, preset_class = "AIArchetype", },
{ category = "AI", id = "script_archetype", name = "Archetype",
editor = "preset_id", default = "", no_edit = true, no_validate = true, template = true, preset_class = "AIArchetype", },
{ category = "AI", id = "role", name = "Enemy Role",
editor = "preset_id", default = "Default", template = true,
no_edit = function(self) return IsMerc(self) end, preset_class = "EnemyRole", },
{ category = "AI", id = "CanManEmplacements", name = "Can Man Emplacements",
editor = "bool", default = true, template = true,
no_edit = function(self) return IsMerc(self) end, },
{ category = "AI", id = "current_archetype", name = "Archetype",
editor = "preset_id", default = false, read_only = true, no_edit = true, template = true,
no_edit = function(self) return IsMerc(self) end, preset_class = "AIArchetype", },
{ category = "AI", id = "RepositionArchetype", name = "Reposition Archetype", help = "if not specified the unit will use it's normal archetype for Reposition action",
editor = "preset_id", default = false, template = true,
no_edit = function(self) return IsMerc(self) end, preset_class = "AIArchetype", },
{ category = "AI", id = "AlwaysUseOpeningAttack", name = "Always Use Opening Attack",
editor = "bool", default = false, template = true,
no_edit = function(self) return IsMerc(self) end, },
{ category = "AI", id = "OpeningAttackType", name = "Opening Attack Type",
editor = "choice", default = "Default", template = true,
no_edit = function(self) return IsMerc(self) end, items = function (self) return { "Default", "Overwatch", "PinDown" } end, },
{ category = "AI", id = "PinnedDownChance", name = "PinnedDown Chance", help = "chance to use PinnedDown archetype when the unit is pinned down by enemy/enemies",
editor = "number", default = 50, template = true,
no_edit = function(self) return IsMerc(self) end, min = 0, },
{ category = "AI", id = "MaxAttacks", help = "max attacks to perform per turn",
editor = "number", default = 3, template = true,
no_edit = function(self) return IsMerc(self) end, min = 1, },
{ category = "AI", id = "PickCustomArchetype", help = "implement custom archetype selection logic for this unit; standard retreat/reposition logic overrides this choice",
editor = "func", default = function (self, proto_context) end, template = true,
no_edit = function(self) return IsMerc(self) end, params = "self, proto_context", },
{ category = "Equipment", id = "CustomEquipGear", help = "implement custom logic for equipping starting gear for this unit; standard gearing logic is applied after this",
editor = "func", default = function (self, items) end, template = true, params = "self, items", },
{ category = "Villain", id = "Lives",
editor = "number", default = 3, template = true,
no_edit = function(self) return not self.villain end, min = 1, max = 5, },
{ category = "XP", id = "Experience",
editor = "number", default = false, no_edit = true, template = true, },
{ category = "XP", id = "RewardExperience", name = "XP override", help = "The amount of XP the unit will reward its enemies when defeated. If left unset the XPRewardTable table is used.",
editor = "number", default = false, template = true, },
{ category = "XP", id = "statGainingPoints",
editor = "number", default = 0, no_edit = true, template = true, min = 0, },
{ category = "XP", id = "UnitPower", help = "Unit power used in autoresolve: base unitLevel if non merc * basePower const",
editor = "number", default = 0, dont_save = true, read_only = true, template = true, min = 0, },
{ category = "XP", id = "unitPowerModifier", name = "Unit Power Modifier", help = "How effective(%) is the unit power in autoresolve.",
editor = "number", default = 100, template = true, min = 0, },
{ category = "Villain", id = "DefeatBehavior", name = "Defeat Behavior",
editor = "choice", default = "Dead", template = true,
no_edit = function(self) return not self.villain end, items = function (self) return { "Dead", "Defeated" } end, },
{ category = "Villain", id = "RetreatBehavior", name = "Retreat Behavior",
editor = "choice", default = "Full Retreat", template = true,
no_edit = function(self) return not self.villain end, items = function (self) return { "None", "Individual", "Full Retreat" } end, },
{ category = "Derived Stats", id = "ActionPoints", name = "Action Points", help = "This parameters determines how much actions a merc can do in a single round",
editor = "number", default = false,
no_edit = true, scale = "AP", },
{ category = "Derived Stats", id = "MaxActionPoints", name = "Max Action Points", help = "This parameters determines how much actions a merc can do in a single round",
editor = "number", default = false, dont_save = true, read_only = true, no_edit = true, template = true, scale = "AP", },
{ category = "Derived Stats", id = "Tiredness",
editor = "number", default = 0, read_only = true, no_edit = true, template = true, min = -1, max = 3, },
{ category = "Derived Stats", id = "RestTimer",
editor = "number", default = 0, read_only = true, no_edit = true, template = true, min = 0, },
{ category = "Derived Stats", id = "TravelTimerStart",
editor = "number", default = 0, read_only = true, no_edit = true, template = true, min = 0, },
{ category = "Derived Stats", id = "TravelTime",
editor = "number", default = 0, read_only = true, no_edit = true, template = true, min = 0, },
{ category = "Derived Stats", id = "HitPoints", name = "Hit Points",
editor = "number", default = -1,
no_edit = true, min = -1, max = 100, },
{ category = "Derived Stats", id = "MaxHitPoints", name = "Max Hit Points",
editor = "number", default = 0, read_only = true, no_edit = true, template = true, },
{ category = "Likes And Dislikes", id = "Likes",
editor = "string_list", default = {}, template = true,
no_edit = function(self) return not IsMerc(self) end, item_default = "", items = function (self) return MercPresetCombo() end, },
{ category = "Likes And Dislikes", id = "LearnToLike",
editor = "string_list", default = {}, template = true,
no_edit = function(self) return not IsMerc(self) end, item_default = "", items = function (self) return MercPresetCombo() end, },
{ category = "Likes And Dislikes", id = "Dislikes",
editor = "string_list", default = {}, template = true,
no_edit = function(self) return not IsMerc(self) end, item_default = "", items = function (self) return MercPresetCombo() end, },
{ category = "Likes And Dislikes", id = "LearnToDislike",
editor = "string_list", default = {}, template = true,
no_edit = function(self) return not IsMerc(self) end, item_default = "", items = function (self) return MercPresetCombo() end, },
{ category = "Likes And Dislikes", id = "LikedBy",
editor = "string_list", default = {}, dont_save = true, read_only = true, template = true,
no_edit = function(self) return not IsMerc(self) end, item_default = "", items = function (self) return MercPresetCombo() end, },
{ category = "Likes And Dislikes", id = "DislikedBy",
editor = "string_list", default = {}, dont_save = true, read_only = true, template = true,
no_edit = function(self) return not IsMerc(self) end, item_default = "", items = function (self) return MercPresetCombo() end, },
{ category = "Perks", id = "StartingPerks", name = "Starting Perks",
editor = "preset_id_list", default = {}, template = true,
editor_preview = true, preset_class = "CharacterEffectCompositeDef", preset_filter = function (preset, obj, prop_meta)
return preset.object_class == "Perk"
end,
item_default = "", },
{ id = "Operation", name = "Operation",
editor = "text", default = "Idle", no_edit = true, template = true, },
{ id = "OperationProfession",
editor = "text", default = "Idle", no_edit = true, template = true, },
{ id = "OperationProfessions", name = "OperationProfessions",
editor = "prop_table", default = false, },
{ id = "OperationInitialETA",
editor = "number", default = false, no_edit = true, template = true, },
{ id = "HiredUntil",
editor = "number", default = false, no_edit = true,
no_edit = function(self) return not IsMerc(self) end, },
{ id = "Squad",
editor = "number", default = false, no_edit = true, },
{ id = "OldSquad",
editor = "number", default = 0, no_edit = true, },
{ id = "heal_wound_progress",
editor = "number", default = 0, no_edit = true, },
{ id = "wounds_being_treated",
editor = "number", default = 0, no_edit = true, },
{ id = "arriving_progress",
editor = "number", default = 0, no_edit = true, },
{ id = "traveling_progress", help = "Travelling activity progress",
editor = "number", default = 0, no_edit = true, },
{ id = "randr_activity_progress",
editor = "number", default = 0, no_edit = true, min = 0, },
{ id = "arrival_dir",
editor = "text", default = false, no_edit = true, },
{ id = "gather_intel_progress", help = "Intel item is discovered when progress is 1000",
editor = "number", default = 0, no_edit = true,
no_edit = function(self) return not IsMerc(self) end, min = 0, },
{ id = "gather_intel_item_id",
editor = "text", default = false, no_edit = true,
no_edit = function(self) return not IsMerc(self) end, },
{ id = "gather_intel_sector_id",
editor = "text", default = false, no_edit = true,
no_edit = function(self) return not IsMerc(self) end, },
{ id = "stat_learning",
editor = "prop_table", default = false, },
{ id = "training_activity_progress",
editor = "prop_table", default = false, },
{ id = "already_spawned_on_map",
editor = "bool", default = false, no_edit = true, },
{ id = "stains",
editor = "nested_list", default = false, no_edit = true, base_class = "UnitStain", inclusive = true, },
{ id = "retreat_to_sector",
editor = "text", default = false, no_edit = true, },
{ category = "Appearance", id = "AppearancesList", name = "Appearances List",
editor = "nested_list", default = false, template = true, base_class = "AppearanceWeight", inclusive = true, auto_expand = true, },
{ category = "Appearance", id = "ForcedAppearance",
editor = "text", default = false, no_edit = true, },
{ category = "Spawn", id = "SpawnAppearancesButton",
editor = "buttons", default = false, buttons = { {name = "Spawn All NPCs", func = "SpawnAll"}, }, },
{ category = "Spawn", id = "SpawnButton",
editor = "buttons", default = false, buttons = { {name = "Spawn Random", func = "Spawn"}, }, },
{ category = "Spawn", id = "Spawn",
editor = "func", default = function (self, pos)
local weighted_list = GetAppearancesListTotalWeight(self)
local slot = AsyncRand(weighted_list.total_weight)
local appearance = GetWeightedAppearance(weighted_list, slot)
local spawn_pos = GetTerrainCursorXY(UIL.GetScreenSize()/2)
local obj = AppearanceObjectAME:new()
obj:ApplyAppearance(appearance)
obj:SetPos(spawn_pos)
obj:SetGameFlags(const.gofRealTimeAnim)
end, read_only = true, no_edit = true, params = "self, pos", },
{ category = "Spawn", id = "SpawnAll",
editor = "func", default = function (self)
local characters = {}
local widths = {}
local total_width = 0
for i, descr in ipairs(self.AppearancesList) do
characters[i] = AppearanceObjectAME:new()
characters[i]:ApplyAppearance(descr.Preset)
local width = characters[i]:GetSize():sizex()
widths[i] = width
total_width =total_width + width + guim
end
local right = camera.GetRight()
local lookat = camera.GetEye()
local spawn_pos = GetTerrainCursorXY(UIL.GetScreenSize()/2)
spawn_pos = spawn_pos - SetLen(right, total_width / 2)
for i, character in ipairs(characters) do
character:SetPos(spawn_pos)
character:Face(lookat)
character:SetGameFlags(const.gofRealTimeAnim)
spawn_pos = spawn_pos + SetLen(right, widths[i] + guim)
end
end, read_only = true, no_edit = true, },
{ id = "GetLogName",
editor = "func", default = function (self)
return self:GetDisplayName()
end, read_only = true, no_edit = true, },
{ id = "GetLevel",
editor = "func", default = function (self, baseLevel)
local curXp = self:GetProperty("Experience")
local addLevel = 0
if not IsMerc(self) and Game and not baseLevel then
addLevel = GameDifficulties[Game.game_difficulty]:ResolveValue("unitBonusLevel") or 0
end
if not curXp then return self:GetProperty("StartingLevel") + addLevel end
return CalcLevel(curXp) + addLevel
end, read_only = true, no_edit = true, params = "self, baseLevel", },
{ category = "Equipment", id = "Equipment",
editor = "preset_id_list", default = {}, template = true,
editor_preview = true, preset_class = "LootDef", item_default = "", },
{ id = "Group",
editor = "text", default = false, no_edit = true, translate = true, },
{ category = "General", id = "AdditionalGroups", name = "Additional Groups",
editor = "nested_list", default = false, template = true, base_class = "AdditionalGroup", },
{ id = "additional_groups",
editor = "string_list", default = {}, item_default = "", items = false, arbitrary_value = true, },
{ id = "ControlledBy",
editor = "number", default = 1, read_only = true, no_edit = true, },
{ category = "Hiring - Parameters", id = "Tier", name = "Tier",
editor = "combo", default = "Rookie", template = true,
no_edit = function(self) return not IsMerc(self) end, items = function (self) return PresetGroupCombo("MercTiers", "Default") end, },
{ category = "Hiring - Parameters", id = "Specialization", name = "Specialization",
editor = "combo", default = "None", template = true,
no_edit = function(self) return not IsMerc(self) end, items = function (self) return PresetGroupCombo("MercSpecializations", "Default") end, },
{ category = "Voice", id = "pollyvoice", name = "Polly Voice",
editor = "choice", default = "Brian", no_edit = function(self) return config.ModdingToolsInUserMode end, template = true, items = function (self) return g_LocPollyActors end, },
{ category = "Appearance", id = "species", name = "Species",
editor = "choice", default = "Human", template = true, items = function (self) return { "Human", "Crocodile", "Hyena", "Lion", "Hen" } end, },
{ category = "Appearance", id = "body_type", name = "Body Type",
editor = "choice", default = "Human", template = true, items = function (self) return { "Human", "Small animal", "Large animal" } end, },
{ category = "Appearance", id = "gender", name = "Gender",
editor = "choice", default = "N/A", template = true, items = function (self) return { "N/A", "Male", "Female" } end, },
{ category = "Appearance", id = "infected", name = "Infected",
editor = "bool", default = false, template = true, },
{ category = "Appearance", id = "blocked_spots", name = "Blocked Spots",
editor = "set", default = false, template = true, items = function (self) return { "Weaponrs", "Weaponls" } end, },
{ category = "General", id = "PersistentSessionId", name = "Persistent Session Id", help = "optional, all units spawned from this template will use the specified session id",
editor = "text", default = false, template = true, },
{ category = "General", id = "HealPersistentOnSpawn", name = "Heal Persistent Unit On Spawn", help = "if this unit is a persistent unit, it will be healed once spawned from a unit marker",
editor = "bool", default = false, template = true, },
{ category = "Voice", id = "VoiceResponseId", name = "Voice Response Id", help = "The VoiceResponse preset used be this unit; same as the unit Id by default",
editor = "preset_id", default = false, template = true, preset_class = "VoiceResponse", },
{ category = "Voice", id = "FallbackMissingVR", name = "FallbackMissingVR", help = "If no vr is found for this unit. Use this fallback unit for the vr. Applies only for Humans.",
editor = "preset_id", default = "VillagerMale", template = true, preset_class = "UnitDataCompositeDef", },
{ category = "Appearance", id = "RoamAnimationSet", name = "Roam Animation Set", help = "The VoiceResponse preset used be this unit; same as the unit Id by default",
editor = "preset_id", default = "Roam_Default", template = true, preset_class = "AnimationSet", preset_group = "AmbientLife", },
{ category = "General", id = "session_id",
editor = "text", default = false, no_edit = true, translate = true, },
{ id = "combat_damage_taken", help = "persistable damage taken, used for determining when to add Wounded status",
editor = "number", default = 0, no_edit = true, },
{ id = "time_of_death", help = "time of death (satellite time)",
editor = "number", default = false, no_edit = true, },
{ id = "randomization_seed",
editor = "number", default = 0, no_edit = true, },
{ category = "Hiring - Parameters", id = "DaysUntilOnline", name = "Days Until Online", help = "If the merc is set as offline at the beginning of the campaign through the randomess roll, it will automatically go online this amount of days after campaign start.",
editor = "number", default = 5, template = true,
no_edit = function(self) return not IsMerc(self) end, },
{ id = "AccumulateDamageTaken",
editor = "func", default = function (self, amount)
local Wounded = CharacterEffectDefs.Wounded
local wounded_add = Wounded:ResolveValue("HpLossToAddStack")
-- limit damage carried over from the past to the amount required for a single wound only
self.combat_damage_taken = Min(self.combat_damage_taken, wounded_add)
self.combat_damage_taken = self.combat_damage_taken + amount
local threshold = MulDivRound(self:GetInitialMaxHitPoints(), Wounded:ResolveValue("WoundsImmunityThreshold"), 100)
local stacks = 0
while self.HitPoints < threshold and self.combat_damage_taken >= wounded_add do
stacks = stacks + 1
self.combat_damage_taken = self.combat_damage_taken - wounded_add
end
if stacks > 0 then self:AddWounds(stacks) end
end, read_only = true, no_edit = true, params = "self, amount", },
{ id = "perkPoints", name = "Perk Points", help = "Avaliable points to spend on unlocking perks.",
editor = "number", default = 0, },
},
}
function UnitProperties:GetMercStartingSalary()
local stSalary = self:GetProperty("StartingSalary")
local tier = self:GetProperty("Tier")
if IsGameRuleActive("CheaperPros") and (tier=="Elite" or tier=="Legendary") then
local percent = GameRuleDefs.CheaperPros:ResolveValue("StartingSalaryModifier")
stSalary = MulDivRound(stSalary, percent, 100)
end
return stSalary
end
function UnitProperties:GetSalaryIncreaseProp()
local salaryIncrease = self:GetProperty("SalaryIncrease")
if IsGameRuleActive("Unionization") then
local additional_salary_increase = GameRuleDefs.Unionization:ResolveValue("AdditionalSalaryIncrease")
salaryIncrease = salaryIncrease + additional_salary_increase
end
return salaryIncrease
end
function UnitProperties:SelectArchetype(proto_context)
local archetype
local func = empty_func
if IsKindOf(self, "Unit") then
local emplacement = g_Combat and g_Combat:GetEmplacementAssignment(self)
if self.retreating then
archetype = "Deserter"
elseif self:HasStatusEffect("Panicked") then
archetype = "Panicked"
elseif self:HasStatusEffect("Berserk") then
archetype = "Berserk"
elseif emplacement then
assert(self.CanManEmplacements)
archetype = "EmplacementGunner"
proto_context.target_interactable = emplacement
elseif self.command == "Reposition" and self.RepositionArchetype then
archetype = self.RepositionArchetype
end
-- check for scout archetype first
local can_scout = not archetype
can_scout = can_scout and (not g_Encounter or g_Encounter:CanScout())
can_scout = can_scout and self.script_archetype ~= "GuardArea"
if can_scout then
local enemies = self:GetVisibleEnemies()
if #enemies == 0 then
self.last_known_enemy_pos = self.last_known_enemy_pos or AIPickScoutLocation(self)
if self.last_known_enemy_pos then
archetype = "Scout_LastLocation"
end
end
end
if not archetype then
for _, descr in pairs(g_Pindown) do
if descr.target == self then
if self:Random(100) < self.PinnedDownChance then
archetype = "PinnedDown"
end
break
end
end
end
local template= UnitDataDefs[self.unitdatadef_id]
func = template and template.PickCustomArchetype or self.PickCustomArchetype
end
self.current_archetype = archetype or func(self, proto_context) or self.archetype or "Assault"
end
function UnitProperties:EquipStartingGear(items)
local func = empty_func
if IsKindOf(self, "UnitData") then
local template= UnitDataDefs[self.class]
func = template and template.CustomEquipGear or self.CustomEquipGear
end
-- priority custom gearing rules
func(self, items)
-- default gearing rules:
-- make sure there's an equipped weapon if possible
if not self:GetItemInSlot("Handheld A", "BaseWeapon") then
local has_weapon = self:TryEquip(items, "Handheld A", "Firearm")
has_weapon = has_weapon or self:TryEquip(items, "Handheld A", "MeleeWeapon")
has_weapon = has_weapon or self:TryEquip(items, "Handheld A", "HeavyWeapon")
end
local equipped = {}
-- locked items that are not weapons add to the first inventory slot
for i, item in ipairs(items) do
if item.locked and not item:IsWeapon() and not IsKindOf(item, "Armor") then -- lock to the first inventory slot
if self:CanAddItem("Inventory", item) then
self:AddItem("Inventory", item)
equipped[i] = true
end
end
end
-- equip the rest of the equppable items when possible
for i, item in ipairs(items) do
if not equipped[i] then
local slot
if IsKindOf(item, "QuickSlotItem") then
if self:CanAddItem("Handheld A", item) then
slot = "Handheld A"
elseif self:CanAddItem("Handheld B", item) then
slot = "Handheld B"
end
elseif IsKindOf(item, "Armor") and not self:GetItemInSlot(item.Slot) then
slot = item.Slot
end
if slot and self:CanAddItem(slot, item) then
self:AddItem(slot, item)
equipped[i] = true
end
end
end
-- make sure all equipped firearms have ammo
local function reload_weapon(weapon)
if not weapon.ammo or weapon.ammo.Amount <= 0 then
local ammo = GetAmmosWithCaliber(weapon.Caliber, "sort")[1]
if ammo then
local tempAmmo = PlaceInventoryItem(ammo.id)
tempAmmo.Amount = tempAmmo.MaxStacks
weapon:Reload(tempAmmo, "suspend_fx")
DoneObject(tempAmmo)
end
end
end
self:ForEachItemInSlot("Handheld A", "Firearm", reload_weapon)
self:ForEachItemInSlot("Handheld B", "Firearm", reload_weapon)
-- place the rest in Inventory slot
for i, item in ipairs(items) do
if not equipped[i] then
local pos, reason = self:AddItem("Inventory", item)
if not pos then
print("Couldn't add starting item \'", item.class, "\' to unit", self.class, "because", reason, "max slots", self:GetMaxTilesInSlot("Inventory"))
end
end
end
end
function UnitProperties:TryEquip(items, slot, class)
local idx
for i, item in ipairs(items) do
local match = class ~= "Firearm" or not IsKindOfClasses(item, "HeavyWeapon", "FlareGun")
match = match and IsKindOf(item, class)
if match and self:CanAddItem(slot, item) then
idx = i
break
end
end
if idx then
self:AddItem(slot, items[idx])
table.remove(items, idx)
end
return not not idx
end
function UnitProperties:TryLoadAmmo(slot, weapon_class, ammo_id)
local found
local ammo = g_Classes[ammo_id]
if not ammo then
StoreErrorSource(self, string.format("Unit %s trying to load invalid ammo type '%s'", self.unitdatadef_id or self.class, ammo_id))
return
end
self:ForEachItemInSlot(slot, weapon_class, function(weapon, slot_name, left, top, self, ammo_id, caliber)
if weapon.Caliber ~= caliber then
StoreErrorSource(self, string.format("Unit %s trying to load incompatible ammo type '%s' in their '%s'", self.unitdatadef_id or self.class, ammo_id, weapon.class))
return
end
local tempAmmo = PlaceInventoryItem(ammo_id)
tempAmmo.Amount = tempAmmo.MaxStacks
weapon:Reload(tempAmmo, "suspend_fx")
DoneObject(tempAmmo)
end, self, ammo_id, ammo.Caliber)
end
function UnitProperties:GetMaxActionPoints()
local level = self:GetLevel()
return ((3 + self:GetProperty("Agility") / 10) + (level / 3)) * const.Scale.AP
end
function UnitProperties:SetTired(value)
value = Clamp(value or 0, -1, 3)
if self.Tiredness == value then
return
end
self:RemoveStatusEffect("WellRested")
self:RemoveStatusEffect("Tired")
self:RemoveStatusEffect("Exhausted")
self:RemoveStatusEffect("Unconscious")
local oldValue = self.Tiredness or 0
self.Tiredness = value
if value == 3 then
self.HitPoints = Max(1, self.HitPoints)
elseif value~=0 and UnitTirednessEffect[value] then
self:AddStatusEffect(UnitTirednessEffect[value])
end
if oldValue <= 0 and value >= 0 then
Msg("UnitTiredAdded", self)
elseif oldValue > 0 and value <= 0 then
Msg("UnitTiredRemoved", self)
end
if value - oldValue > 0 then
Msg("UnitTiredLevelAdded", self, value)
end
if value - oldValue < 0 then
Msg("UnitTiredLevelRemoved", self, value)
end
end
function UnitProperties:ChangeTired(delta)
self:SetTired(self.Tiredness + delta)
end
function UnitProperties:GetInitialMaxHitPoints()
local mod = self:GetProperty("villain") and const.Combat.LieutenantHpMod or 100
local maxhp = MulDivRound(self:GetProperty("Health"), mod, 100)
if HasPerk(self, "BeefedUp") then
maxhp = MulDivRound(maxhp, 100 + CharacterEffectDefs.BeefedUp:ResolveValue("bonus_health"), 100)
end
return maxhp
end
function UnitProperties:GetModifiedMaxHitPoints()
local maxhp = self:GetInitialMaxHitPoints()
local positive_mods_only = maxhp
local idx = self:HasStatusEffect("Wounded")
local effect = idx and self.StatusEffects[idx]
if effect then
local value = effect:ResolveValue("MaxHpReductionPerStack") or 0
local maxreduce = effect:ResolveValue("MinMaxHp") or 0
local min = MulDivRound(maxhp, maxreduce, 100)
maxhp = Max(min, maxhp - effect.stacks * value)
end
return maxhp, positive_mods_only
end
function UnitProperties:GetInventoryMaxSlots()
return IsMerc(self) and Max(4, (self.Strength - 30)/5) or self.max_dead_slot_tiles or 20
end
function UnitProperties:IsDead()
if self.immortal then return false end
return self.HitPoints <= 0
end
function UnitProperties:GetHealthAsText()
local max, max_positive = self:GetModifiedMaxHitPoints()
if self:UIObscured() or self:UIConcealed() then
return HpToText.Hidden
elseif self.HitPoints >= 90 then
return HpToText.Excellent
elseif self.HitPoints >= 75 then
return HpToText.Strong
elseif self.HitPoints >= 60 then
return HpToText.Healthy
elseif self.HitPoints >= 45 and self.HitPoints ~= max_positive then
return HpToText.Poor
elseif self.HitPoints >= 25 and self.HitPoints ~= max_positive then
return HpToText.Wounded
elseif self.HitPoints >= 10 and self.HitPoints ~= max_positive then
return HpToText.Critical
elseif self.HitPoints > 0 and self.HitPoints ~= max_positive then
return HpToText.Dying
elseif self.HitPoints == 0 then
return HpToText.Dead
else
return HpToText.Uninjured
end
end
function UnitProperties:GetLikedBy()
local id = IsKindOf(self, "UnitDataCompositeDef") and self.id or self.unitdatadef_id
local res = {}
for k, v in pairs(UnitDataDefs) do
if table.find(v:GetProperty("Likes"), id) then
res[#res+1] = v.id
end
end
return res
end
function UnitProperties:GetDislikedBy()
local id = IsKindOf(self, "UnitDataCompositeDef") and self.id or self.unitdatadef_id
local res = {}
for k, v in pairs(UnitDataDefs) do
if table.find(v:GetProperty("Dislikes"), id) then
res[#res+1] = v.id
end
end
return res
end
function UnitProperties:GetUnitPower()
return GetPowerOfUnit(self, "noMods")
end
function UnitProperties:GetStartingPerks()
return self.StartingPerks
end
function UnitProperties:GetDisplayName()
return self.Nick ~= "" and self.Nick or self.Name
end
function UnitProperties:AddWounds(wounds)
wounds = AdjustWoundsToHP(self, wounds or 1)
if wounds > 0 then
self:AddStatusEffect("Wounded", wounds)
end
end
function UnitProperties:GetBaseCrit(weapon)
if not self then
return weapon.CritChance + weapon.CritChanceScaled
end
return weapon.CritChance + MulDivRound(weapon.CritChanceScaled, self:GetLevel(), 10)
end
function UnitProperties:Getbase_BaseCrit(weapon)
if not self then
return weapon.base_CritChance + weapon.base_CritChanceScaled
end
return weapon.base_CritChance + MulDivRound(weapon.base_CritChanceScaled, self:GetLevel(), 10)
end
function UnitProperties:HasPassedTimeAfterDeath(givenTime)
if self.time_of_death then
local deathTimeH = self.time_of_death / const.Scale.h
local currentTimeH = Game.CampaignTime / const.Scale.h
if deathTimeH + givenTime <= currentTimeH then
return true
end
end
return false
end
function UnitProperties:GetToughness()
local toughness = self:GetLevel() * 1000
local stats = UnitPropertiesStats:GetProperties()
for _, stat in ipairs(stats) do
toughness = toughness + self[stat.id]
end
return toughness
end
function UnitProperties:RechargeSignatures()
self.signature_recharge = {}
ObjModified(self)
end
----- UnitProperties prop_table property to hold signature skill recharge data
table.insert(UnitProperties.properties, { id = "signature_recharge", editor = "prop_table", default = false, no_edit = true })
DefineClass.UnitPropertiesStats = {
__parents = { "PropertyObject", "Modifiable", },
__generated_by_class = "ClassDef",
properties = {
{ category = "Stats", id = "Health", name = T(561192724204, --[[ClassDef Zulu UnitPropertiesStats name]] "Health"), help = T(755618869033, --[[ClassDef Zulu UnitPropertiesStats help]] "Represents both the physical well-being of a merc and the amount of damage they can take before becoming downed."),
editor = "number", default = 60, template = true, slider = true, min = 0, max = 100, modifiable = true, },
{ category = "Stats", id = "Agility", name = T(427915460935, --[[ClassDef Zulu UnitPropertiesStats name]] "Agility"), help = T(313570226997, --[[ClassDef Zulu UnitPropertiesStats help]] "Measures how well a merc reacts physically to a new situation. Affects the total amount of AP, free movement at start of turn, and how stealthy the merc is."),
editor = "number", default = 60, template = true, slider = true, min = 0, max = 100, modifiable = true, },
{ category = "Stats", id = "Dexterity", name = T(460461870476, --[[ClassDef Zulu UnitPropertiesStats name]] "Dexterity"), help = T(485643076124, --[[ClassDef Zulu UnitPropertiesStats help]] "Measures a merc's ability to perform delicate or precise movements correctly. Affects bonus from aiming and Stealth Kill chance."),
editor = "number", default = 60, template = true, slider = true, min = 0, max = 100, modifiable = true, },
{ category = "Stats", id = "Strength", name = T(736846833602, --[[ClassDef Zulu UnitPropertiesStats name]] "Strength"), help = T(790754099931, --[[ClassDef Zulu UnitPropertiesStats help]] "Represents muscle and brawn. It's particularly important in Melee combat, affects throwing range and the size of the personal inventory of the character."),
editor = "number", default = 60, template = true, slider = true, min = 0, max = 100, modifiable = true, },
{ category = "Stats", id = "Wisdom", name = T(140562214443, --[[ClassDef Zulu UnitPropertiesStats name]] "Wisdom"), help = T(731447408225, --[[ClassDef Zulu UnitPropertiesStats help]] "Affects a merc's ability to learn from experience and training. Affects wilderness survival and the chance to notice hidden items and enemies."),
editor = "number", default = 60, template = true, slider = true, min = 0, max = 100, modifiable = true, },
{ category = "Stats", id = "Leadership", name = T(693671613488, --[[ClassDef Zulu UnitPropertiesStats name]] "Leadership"), help = T(396825125419, --[[ClassDef Zulu UnitPropertiesStats help]] "Measures charm, respect and presence. Affects the rate for training militia and other mercs. Affects the chance for getting positive and negative Morale events."),
editor = "number", default = 60, template = true, slider = true, min = 0, max = 100, modifiable = true, },
{ category = "Stats", id = "Marksmanship", name = T(616386794188, --[[ClassDef Zulu UnitPropertiesStats name]] "Marksmanship"), help = T(403638137917, --[[ClassDef Zulu UnitPropertiesStats help]] "Reflects a merc's ability to shoot accurately at any given target with a firearm."),
editor = "number", default = 60, template = true, slider = true, min = 0, max = 100, modifiable = true, },
{ category = "Stats", id = "Mechanical", name = T(302186486914, --[[ClassDef Zulu UnitPropertiesStats name]] "Mechanical"), help = T(338853681186, --[[ClassDef Zulu UnitPropertiesStats help]] "Rates a merc's ability to repair damaged, worn-out or broken items and equipment. Important for lockpicking, machine handling and hacking electronic devices. Used for detecting and disarming non-explosive traps."),
editor = "number", default = 60, template = true, slider = true, min = 0, max = 100, modifiable = true, },
{ category = "Stats", id = "Explosives", name = T(205333258567, --[[ClassDef Zulu UnitPropertiesStats name]] "Explosives"), help = T(767865457232, --[[ClassDef Zulu UnitPropertiesStats help]] "Determines a merc's ability to use grenades and other explosives and affects damage and mishap chance when using thrown items. Used for detecting and disarming explosive traps."),
editor = "number", default = 60, template = true, slider = true, min = 0, max = 100, modifiable = true, },
{ category = "Stats", id = "Medical", name = T(295773259174, --[[ClassDef Zulu UnitPropertiesStats name]] "Medical"), help = T(249121777425, --[[ClassDef Zulu UnitPropertiesStats help]] "Represents a merc's medical knowledge and ability to heal the wounded."),
editor = "number", default = 60, template = true, slider = true, min = 0, max = 100, modifiable = true, },
},
}
function UnitPropertiesStats:GetAttributes()
local result = self:GetProperties()
result = table.ifilter(result, function(k, v)
return v.id == "Health" or
v.id == "Agility" or
v.id == "Dexterity" or
v.id == "Strength" or
v.id == "Wisdom"
end)
return result
end
function UnitPropertiesStats:GetSkills()
local result = self:GetProperties()
result = table.ifilter(result, function(k, v)
return v.id == "Marksmanship" or
v.id == "Mechanical" or
v.id == "Explosives" or
v.id == "Medical" or
v.id == "Leadership"
end)
return result
end
DefineClass.UnitTarget = {
__parents = { "PropertyObject", },
__generated_by_class = "ClassDef",
properties = {
{ id = "TargetUnit", name = "Target Unit", help = "Target unit for match",
editor = "combo", default = false, items = function (self) return GetTargetUnitCombo() end, },
{ id = "DisableContextModification", help = "Disables modification of the current context units. Use this option when you don't want to affect the context of following conditions/effects.",
editor = "bool", default = false, },
},
}
function UnitTarget:Match(target, unit, context)
if Groups[target] then
if IsKindOfClasses(unit, "Unit", "CheeringDummy") and unit:IsInGroup(target) then
return true
end
end
if UnitDataDefs[target] and IsKindOfClasses(unit, "Unit", "UnitData") then
return target == unit.unitdatadef_id or target == unit.class
end
if target == "any" then
return true
elseif IsKindOf(unit, "Unit") and target== "any merc" then
return unit:IsMerc()
elseif IsKindOf(unit, "UnitData") and target == "any merc" then
return IsMerc(UnitDataDefs[unit.class])
elseif target == "player mercs on map" then
return IsKindOf(unit, "Unit") and unit.team and unit.team.side == "player1"
elseif (target == "current unit") then
return table.find(context and context.target_units or empty_table, unit)
end
return false
end
function UnitTarget:MatchMapUnit(target, unit, context)
if target == "any merc" then
return unit:IsMerc()
elseif UnitDataDefs[target] then
return target == unit.unitdatadef_id or target == unit.class
elseif Groups[target] and unit:IsInGroup(target) then
return true
elseif target == "any" then
return true
elseif target == "player mercs on map" then
return unit.team and unit.team.side == "player1"
elseif target == "current unit" then
return table.find(context and context.target_units or empty_table, unit)
end
return false
end
function UnitTarget:GetMatchedMapUnits(target, context)
local units
if target == "any merc" then
units = {}
local IsMerc = Unit.IsMerc
for i, unit in ipairs(g_Units) do
if IsMerc(unit) then
units[#units + 1] = unit
end
end
elseif target == "any" then
units = g_Units
elseif target == "player mercs on map" then
local idx = table.find(g_Teams, "side", "player1")
if idx then
units = g_Teams[idx].units
end
elseif target == "current unit" then
if context then
units = context.target_units
end
elseif UnitDataDefs[target] then
units = {}
for i, unit in ipairs(g_Units) do
if target == unit.unitdatadef_id or target == unit.class then
units[#units + 1] = unit
end
end
elseif Groups[target] then
for _, u in ipairs(Groups[target]) do
if IsKindOf(u, "Unit") then
units = units or {}
units[#units+1] = u
end
end
end
return units
end
function UnitTarget:MatchMapUnits(obj, context)
local units, new_units, triggered
local unitsAreClassUnit = true
local targetUnit = self.TargetUnit
if targetUnit == "player mercs on map" then
local team = GetCampaignPlayerTeam()
if team then
units = team.units
end
end
if context and not units then
if targetUnit == "current unit" then
units = context.target_units
elseif context.is_sector_unit then
if not obj then return false end
units = {obj}
end
unitsAreClassUnit = false
end
-- performance optimization
local matchFunc = unitsAreClassUnit and self.MatchMapUnit or self.Match
local negate = self.Negate
local replace_units = not self.DisableContextModification and type(context) == "table"
for _, unit in ipairs(units or g_Units) do
assert(not unitsAreClassUnit or IsKindOf(unit, "Unit"))
if matchFunc(self, targetUnit, unit, context) and self:UnitCheck(unit, obj, context) then
triggered = true
if not replace_units then
return true
end
if not negate then
new_units = new_units or {}
table.insert_unique(new_units, unit)
end
elseif negate and replace_units then
new_units = new_units or {}
table.insert_unique(new_units, unit)
end
end
if replace_units then
context.target_units = new_units
end
return triggered
end
function UnitTarget:UnitCheck(unit, obj,context)
return true
end
DefineClass.UnitTypeListWithWeights = {
__parents = { "PropertyObject", },
__generated_by_class = "ClassDef",
properties = {
{ id = "unitType", name = "Unit Type", help = "Type of the unit",
editor = "preset_id", default = "", preset_class = "UnitDataCompositeDef", extra_item = "empty", },
{ id = "spawnWeight", name = "Spawn Weight", help = "The weight to assign for the given unit that determines the chance of choosing it",
editor = "number", default = 100, min = 1, max = 100, },
{ id = "conditions", name = "Conditions", help = "The unit is only added to the weight pool if the conditions pass.",
editor = "nested_list", default = false, base_class = "Condition", },
{ id = "visualOverride", name = "Override Visuals",
editor = "combo", default = false, items = function (self) return PresetsCombo("UnitDataCompositeDef") end, },
{ id = "nameOverride", name = "Override Name",
editor = "text", default = false, translate = true, },
},
}
function UnitTypeListWithWeights:GetEditorView()
return tostring(self.unitType)
end
DefineClass.WeaponColor = {
__parents = { "ListPreset", },
__generated_by_class = "PresetDef",
properties = {
{ id = "name",
editor = "text", default = false, translate = true, },
{ id = "Slot",
editor = "text", default = T(898895049831, --[[PresetDef WeaponColor default]] "Color"), no_edit = true, translate = true, },
{ id = "Description",
editor = "text", default = false, translate = true, },
{ id = "color",
editor = "color", default = 4294967295, },
{ id = "Roughness", name = "Roughness",
editor = "range", default = false, min = -128, max = 127, },
{ id = "Metallic", name = "Metallic",
editor = "range", default = false, min = -256, max = 254, },
{ id = "Cost", name = "Cost (Parts)", help = "The cost of the upgrade in parts",
editor = "number", default = 0, },
},
}
|