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GameVar("gv_CombatTaskCDs", {})
function GenerateCombatTasks(amount)
amount = amount or 1
for i = 1, amount do
local unitTasks = GetAvailableCombatTasks()
if #unitTasks <= 0 then print("No more eligible combat tasks.") return end
local unitTaskCombo = unitTasks[InteractionRand(#unitTasks, "CombatTasks") + 1]
local unitId = unitTaskCombo.unitId
local taskId
local favouredRoll = InteractionRand(100, "CombatTasks")
if #unitTaskCombo.favoured > 0 and favouredRoll < const.CombatTask.FavouredChance then
taskId = unitTaskCombo.favoured[InteractionRand(#unitTaskCombo.favoured, "CombatTasks") + 1]
else
taskId = unitTaskCombo.general[InteractionRand(#unitTaskCombo.general, "CombatTasks") + 1]
end
local taskDef = CombatTaskDefs[taskId]
GiveCombatTask(taskDef, unitId)
end
RefreshCombatTasks()
return true
end
function GetAvailableCombatTasks()
local presets = PresetArray(CombatTask)
local units = GetCurrentMapUnits()
local result = {}
for _, unit in ipairs(units) do
if not gv_CombatTaskCDs[unit.session_id] or gv_CombatTaskCDs[unit.session_id] <= Game.CampaignTime then
local availableTasks = {}
for _, preset in ipairs(presets) do
if not gv_CombatTaskCDs[preset.id] or gv_CombatTaskCDs[preset.id] <= Game.CampaignTime then
if preset:CanBeSelected(unit) then
availableTasks[#availableTasks+1] = preset.id
end
end
end
if #availableTasks > 0 then
result[#result+1] = {}
result[#result].unitId = unit.session_id
result[#result].general = availableTasks
local favouredTasks = {}
for _, taskId in ipairs(availableTasks) do
if CombatTaskDefs[taskId]:IsFavoured(unit) then
favouredTasks[#favouredTasks+1] = taskId
end
end
result[#result].favoured = favouredTasks
end
end
end
return result
end
function GiveCombatTask(preset, unitId)
local unit = g_Units[unitId]
if not unit then return end
CreateGameTimeThread(function()
WaitLoadingScreenClose()
Sleep(1000)
PlayVoiceResponse(unit, "CombatTaskGiven")
end)
-- add CD to the preset
local cooldown = Game.CampaignTime + preset.cooldown
gv_CombatTaskCDs[preset.id] = cooldown
local mercCooldown = Game.CampaignTime + const.CombatTask.MercCooldown
gv_CombatTaskCDs[unitId] = mercCooldown
unit:AddCombatTask(preset.id)
RefreshCombatTasks()
end
function GetCombatTasksInSector()
if #g_Units <= 0 then return end
local units = GetCurrentMapUnits()
local tasks = {}
for _, unit in ipairs(units) do
for _, task in ipairs(unit.combatTasks) do
tasks[#tasks+1] = task
end
end
return tasks
end
function FindActiveCombatTask(id)
local units = GetCurrentMapUnits()
for _, unit in ipairs(units) do
local task = unit:FirstCombatTaskById(id)
if task then
return task
end
end
return false
end
-- Give New Tasks
function RollForCombatTasks()
local sector = gv_Sectors[gv_CurrentSectorId]
if CountAnyEnemies("skipAnimals") < const.CombatTask.RequiredEnemies then return end
if sector.combatTaskGenerate == "afterFirstConflict" and not sector.firstConflictWon then return end
if sector.combatTaskGenerate ~= "always" then return end
if gv_CombatTaskCDs[sector.Id] and Game.CampaignTime < gv_CombatTaskCDs[sector.Id] then return end
local chance = const.CombatTask.ChanceToGive
for i = 1, sector.combatTaskAmount do
local roll = InteractionRand(100, "CombatTasks")
if roll < chance then
local success = GenerateCombatTasks(1)
if success then
local sectorCooldown = Game.CampaignTime + const.CombatTask.SectorCooldown
gv_CombatTaskCDs[sector.Id] = sectorCooldown
end
end
end
end
function NetSyncEvents.InitCombatTasks()
if g_TestCombat and g_TestCombat.combatTask then
local units = GetCurrentMapUnits()
local unitId = units[InteractionRand(#units, "CombatTasks") + 1].session_id
local preset = CombatTaskDefs[g_TestCombat.combatTask]
GiveCombatTask(preset, unitId)
else
RollForCombatTasks()
end
end
function OnMsg.EnterSector(game_start, load_game)
if game_start or load_game or (netInGame and not NetIsHost()) then return end
NetSyncEvent("InitCombatTasks")
end
-- Finish Tasks
function FinishCombatTasks()
local tasks = GetCombatTasksInSector()
for _, task in ipairs(tasks) do
if task.state == "inProgress" then
local completed = (task.currentProgress >= task.requiredProgress and not task.reverseProgress)
or (task.currentProgress < task.requiredProgress and task.reverseProgress)
if completed then
task:Complete()
else
task:Fail()
end
end
end
end
function OnMsg.CombatEnd()
if CountAnyEnemies() <= 0 then
FinishCombatTasks()
end
end
-- Check for firstConflictWon
function OnMsg.ConflictEnd(sector, bNoVoice, playerAttacking, playerWon, isAutoResolve, isRetreat, fromMap)
if not sector.firstConflictWon and playerWon and IsPlayerSide(sector.Side) then
sector.firstConflictWon = true
end
end
-- Fail Associated Tasks
function OnMsg.UnitDied(unit)
if IsMerc(unit) then
for _, task in ipairs(unit.combatTasks) do
task:Fail()
end
end
end
function OnMsg.UnitRetreat(unit)
if IsMerc(unit) then
for _, task in ipairs(unit.combatTasks) do
task:Fail()
end
end
end
-- UI
MapVar("CombatTaskUIAnimations", {})
function RefreshCombatTasks()
ObjModified("combat_tasks")
end
OnMsg.OpenSatelliteView = RefreshCombatTasks
OnMsg.CloseSatelliteView = RefreshCombatTasks
-- Merc of the week
GameVar("gv_CombatTasksCompleted", 0)
GameVar("gv_RecentlyCompletedCombatTasks", {})
function OnMsg.CombatTaskFinished(taskId, unit, success)
if success then
gv_CombatTasksCompleted = gv_CombatTasksCompleted + 1
gv_RecentlyCompletedCombatTasks[#gv_RecentlyCompletedCombatTasks+1] = {
taskId = taskId,
unitId = unit.session_id
}
if gv_CombatTasksCompleted % const.CombatTask.CompletedForBonus == 0 then
CombatTaskBonusReward()
SendMercOfTheWeekEmail()
gv_RecentlyCompletedCombatTasks = {}
end
end
end
function CombatTaskBonusReward()
local bonus = const.CombatTask.BonusReward
CombatLog("important", T{646683516115, "Combat task completion bonus - received <money(bonus)>", bonus = bonus})
AddMoney(bonus, "deposit")
end
function SendMercOfTheWeekEmail()
local emailGroup = Presets.Email.MercOfTheWeek
local emailPreset = emailGroup[InteractionRand(#emailGroup, "CombatTasks")+1]
local combo = gv_RecentlyCompletedCombatTasks[InteractionRand(#gv_RecentlyCompletedCombatTasks, "CombatTasks")+1]
local context = {unitId = combo.unitId, taskId = combo.taskId, reward = const.CombatTask.BonusReward}
ReceiveEmail(emailPreset.id, context)
end
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