File size: 15,379 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 |
MapVar("MoraleEffectCooldown", {})
MapVar("MoraleModifierCooldown", {})
MapVar("MoraleGlobalCooldown", 0)
MapVar("MoraleActionThread", false)
local modifier_cooldowns = {
-- [id] = number of turns
-- 0 = cannot happen during current turn
-- 1 = cannot happen during current and next turns
}
MoraleLevelName = {
[-3] = T(738790082445, --[[MoraleLevelName: Abysmal]] "<error>Abysmal</error>"),
[-2] = T(628671961455, --[[MoraleLevelName: Very Low]] "<error>Very Low</error>"),
[-1] = T(966377690475, --[[MoraleLevelName: Low]] "<error>Low</error>"),
[0] = T(274341293889, --[[MoraleLevelName: Stable]] "Stable"),
[1] = T(899829984127, --[[MoraleLevelName: High]] "High"),
[2] = T(981991901247, --[[MoraleLevelName: Very High]] "Very High"),
[3] = T(447600477466, --[[MoraleLevelName: Exceptional]] "Exceptional"),
}
MoraleLevelIcon = {
[-2] = "UI/Hud/morale_very_low.png",
[-1] = "UI/Hud/morale_low.png",
[0] = "UI/Hud/morale_normal.png",
[1] = "UI/Hud/morale_high.png",
[2] = "UI/Hud/morale_very_high.png",
}
local function GetMoraleEffectTarget(effect, team)
if effect.AppliedTo == "custom" then
return effect:GetTargetUnit(team)
end
local units
if effect.AppliedTo == "teammate" then
units = table.icopy(team.units)
else
units = {}
for _, t in ipairs(g_Teams) do
if effect.AppliedTo == "ally" and (t == team or t:IsAllySide(team)) then
table.iappend(units, t.units)
elseif effect.AppliedTo == "enemy" and t:IsEnemySide(team) then
table.iappend(units, t.units)
end
end
end
units = table.ifilter(units, function(idx, unit) return not unit:IsIncapacitated() and unit.species == "Human" and unit:IsAware() end)
if effect.AppliedTo ~= "enemy" then
--get highest/lowest personal morale in the units table
local bestMerc
for _, unit in ipairs(units) do
if not bestMerc then
bestMerc = unit
elseif effect.Activation == "positive" and bestMerc:GetPersonalMorale() < unit:GetPersonalMorale() then
bestMerc = unit
elseif effect.Activation == "negative" and bestMerc:GetPersonalMorale() > unit:GetPersonalMorale() then
bestMerc = unit
end
end
--remove from the units table all units with different than the highest/lowest personal morale
local morale = bestMerc and bestMerc:GetPersonalMorale()
if morale then
for idx, unit in ipairs(units) do
if unit:GetPersonalMorale() ~= morale then
table.remove(units, idx)
end
end
end
end
if #units > 0 then
return table.interaction_rand(units, "Combat")
end
end
function GetEnemyPanicTargets(team)
local ref_unit
for _, unit in ipairs(team.units) do
if not unit:IsDead() then
ref_unit = unit
break
end
end
if not ref_unit then return end
local enemies = table.icopy(GetAllEnemyUnits(ref_unit))
local num_targets = (team.morale < 2) and 1 or InteractionRandRange(1, 3, "Combat")
local targets = {}
while #enemies > 0 and #targets < num_targets do
local unit, idx = table.interaction_rand(enemies, "Combat")
targets[#targets + 1] = unit
table.remove(enemies, idx)
end
return enemies
end
function CombatTeam:GetMoraleEffectChance(effect_type, leadership)
if not leadership then
leadership = 0
for _, unit in ipairs(self.units) do
if not unit:IsIncapacitated() then
leadership = Max(leadership, unit.Leadership)
end
end
end
if effect_type == "positive" then
return 20 * self.morale * Max(0, leadership - 50) / 50
end
assert(effect_type == "negative")
return Max(0, -20 * self.morale * (50 - Max(0, leadership - 50)) / 50)
end
function CombatTeam:ChangeMorale(delta, event)
if not g_Combat then return end
assert(self:IsPlayerControlled())
self.morale = Clamp(self.morale + delta, -2, 2)
if delta > 0 then
for _, unit in ipairs(self.units) do
if HasPerk(unit, "Pessimist") then
local chance = CharacterEffectDefs.Pessimist:ResolveValue("procChance")
local roll = InteractionRand(100, "Pessimist")
if roll < chance then
PlayVoiceResponse(unit, "Pessimist")
CombatLog("important", T(877663227979, "Pessimist: Morale increase event negated"))
return
end
end
end
CombatLog("important", T{990449238632, "<em>Morale</em> is improving and is now <em><morale_level></em> (<event>)", morale_level = MoraleLevelName[self.morale], event = event})
else
for _, unit in ipairs(self.units) do
if HasPerk(unit, "Optimist") then
local chance = CharacterEffectDefs.Optimist:ResolveValue("procChance")
local roll = InteractionRand(100, "Optimist")
if roll < chance then
PlayVoiceResponse(unit, "Optimist")
CombatLog("important", T(875387191185, "Optimist: Morale decrease event negated"))
return
end
end
end
CombatLog("important", T{293473420725, "<em>Morale</em> is dropping and is now <em><morale_level></em> (<event>)", morale_level = MoraleLevelName[self.morale], event = Untranslated(event)})
if self.morale <= -2 then
PlayVoiceResponse(table.rand(self.units), "TacticalLoss")
end
end
if event and modifier_cooldowns[event] then
MoraleModifierCooldown[event] = g_Combat.current_turn + modifier_cooldowns[event]
end
if MoraleGlobalCooldown >= g_Combat.current_turn or #self.units == 0 then
--return
end
local leadership = 0
for _, unit in ipairs(self.units) do
leadership = Max(leadership, unit.leadership)
end
-- find eligible effects, trigger one
local effect_targets = {}
local eligible_effects = {}
for id, effect in sorted_pairs(MoraleEffects) do
local target
local can_activate
local chance = self:GetMoraleEffectChance(effect.Activation, leadership)
if effect.Activation == "positive" then
can_activate = (delta > 0 and self.morale > 0) and (InteractionRand(100, "Combat") < chance)
elseif effect.Activation == "negative" then
can_activate = (delta < 0 and self.morale < 0) and (InteractionRand(100, "Combat") < chance)
end
if can_activate and (MoraleEffectCooldown[id] or 0) < g_Combat.current_turn then
target = GetMoraleEffectTarget(effect, self)
end
if target then
effect_targets[id] = target
eligible_effects[#eligible_effects + 1] = effect
end
end
if #eligible_effects > 0 then
local effect = table.weighted_rand(eligible_effects, "Weight", InteractionRand(1000000, "PickMoraleEffectSeed"))
local target = effect_targets[effect.id]
effect:Activate(target)
local cooldown = Max(0, effect.GlobalCooldown) -- limit 1 effect/turn
MoraleGlobalCooldown = Max(MoraleGlobalCooldown, g_Combat.current_turn + cooldown)
if effect.Cooldown >= 0 then
MoraleEffectCooldown[effect.id] = Max(MoraleEffectCooldown[effect.id], g_Combat.current_turn + effect.Cooldown)
end
end
Msg("MoraleChange")
ObjModified(self)
ObjModified(Selection)
end
function CombatTeam:GetMoraleLevelAndEffectsText()
local morale = self.morale
local effects_text = ""
local pchance = self:GetMoraleEffectChance("positive")
local nchance = self:GetMoraleEffectChance("negative")
if morale == 0 then
effects_text = T{872793014384, " Positive effect chance: <percent(num1)><newline>", num1 = pchance}
elseif morale > 0 then
effects_text = T{891625701767, " <ap(num)> on start of turn<newline> Positive effect chance: <percent(num1)>", num = morale * const.Scale.AP, num1 = pchance}
else
effects_text = T{295409017319, " <ap(num)> on start of turn<newline> Negative effect chance: <percent(num1)>", num = morale * const.Scale.AP, num1 = nchance}
end
return T{834924000608, "Team Morale: <level><newline><effects><newline><newline>The morale level of each merc is influenced by Team Morale and various individual factors. Morale <em>modifies AP</em> and can trigger positive and negative effects based on the <em>highest Leadership</em> among the mercs.", level = MoraleLevelName[morale] or morale, effects = effects_text}
end
-- called when a potentially morale-altering event happens
function MoraleModifierEvent(event, ...)
if not g_Combat or (MoraleModifierCooldown[event] or 0 >= g_Combat.current_turn) then
return
end
if event == "LieutenantDefeated" then
for _, team in ipairs(g_Teams) do
if team:IsPlayerControlled() and #team.units > 0 then
local unit = select(1, ...)
team:ChangeMorale(1, T{626055315388, "<villain_name> defeated",villain_name = unit:GetDisplayName()})
end
end
elseif event == "UnitDied" then
local unit = select(1, ...)
if unit.team:IsPlayerControlled() then
for _, merc in ipairs(unit.team.units) do
if merc ~= unit and unit.team and table.find(merc.Likes, unit.unitdatadef_id) then
unit.team:ChangeMorale(-1, T{660013290366, "<merc_name> died",merc_name = unit:GetDisplayName()})
break
end
end
end
elseif event == "UnitDowned" or event == "BecomeDisliked" then
local unit = select(1, ...)
if unit.team and unit.team:IsPlayerControlled() then
local negative_text
if event == "UnitDowned" then
negative_text = T{904916427918, "<merc_name> is Downed",merc_name = unit:GetDisplayName()}
else
local disliked_unit = select(2, ...)
negative_text = T{471976678995, "<merc_name> dislikes <disliked_merc>",merc_name = unit:GetDisplayName(), disliked_merc = disliked_unit:GetDisplayName()}
end
unit.team:ChangeMorale(-1, negative_text)
end
elseif event == "SpectacularKill" or event == "BecomeLiked" then
local unit = select(1, ...)
if unit.team and unit.team:IsPlayerControlled() then
local positive_text
if event == "SpectacularKill" then
positive_text = T(784410614255, "Good kill")
else
local liked_unit = select(2, ...)
positive_text = T{205575546925, "<merc_name> likes <liked_merc>", merc_name = unit:GetDisplayName(), liked_merc = liked_unit:GetDisplayName()}
end
unit.team:ChangeMorale(1, positive_text)
end
elseif event == "UnitDamaged" then
local unit = select(1, ...)
local dmg = select(2, ...)
if unit.team and unit.team:IsPlayerControlled() and dmg >= 30 then
unit.team:ChangeMorale(-1, T{347215662696, "<merc_name> is hurt",merc_name = unit:GetDisplayName()})
end
end
end
function TFormat.UnitDisplayAlias(ctx)
local unit = ctx and ctx[1]
if unit then
local enemy = not unit.team.player_team and not unit.team.player_ally
local ally = unit.team.player_ally
local merc = IsMerc(unit)
local count = #ctx
if merc then
return count > 1 and T{849089434818, "<num> Mercs", num = count} or unit.Nick or unit.Name or T(521796235967, "Merc")
elseif ally then
return count > 1 and T{237316267844, "<num> Allies", num = count} or unit.Nick or unit.Name or T(307626260917, "Ally")
elseif enemy then
return count > 1 and T{392526468031, "<num> Enemies", num = count} or unit.Nick or unit.Name or T(616781107824, "Enemy")
end
end
end
function UnitsDisplayAlias(units)
local unit = IsValid(units) and units or (units and units[1])
if not unit then return T(146939580323, "Someone") end
return TFormat.UnitDisplayAlias(units)
end
function ExecMoraleActions()
local team = g_Teams[g_CurrentTeam]
-- activate morale-related AI-control (panic, berserk) on eligible units, if any
local panicked = table.ifilter(team.units, function(idx, unit) return unit:HasStatusEffect("Panicked") and not unit:IsIncapacitated() and unit.ActionPoints > 0 end)
local controller
local lastUnit
if #panicked > 0 then
local name = UnitsDisplayAlias(panicked)
local notification = (team.player_team or team.player_ally) and "allyMoraleEffect" or "enemyMoraleEffect"
local text = #panicked == 1 and T{561380303080, "<name> is panicked", name = name} or T{164773003084, "<name> are panicked", name = name}
controller = CreateAIExecutionController({override_notification = notification, override_notification_text = text})
controller:Execute(panicked)
for _, unit in ipairs(panicked) do
unit:RemoveStatusEffect("FreeMove")
unit.ActionPoints = 0
lastUnit = unit
ObjModified(unit)
end
end
local berserk = table.ifilter(team.units, function(idx, unit) return unit:HasStatusEffect("Berserk") and not unit:IsIncapacitated() and unit.ActionPoints > 0 end)
if #berserk > 0 then
local name = UnitsDisplayAlias(berserk)
local notification = team.player_team and "allyMoraleEffect" or "enemyMoraleEffect"
local text = #berserk == 1 and T{455420829781, "<name> is going berserk", name = name} or T{896715224643, "<name> are going berserk", name = name}
if not controller then
controller = CreateAIExecutionController({override_notification = notification, override_notification_text = text})
else
controller.override_notification = notification
controller.override_notification_text = text
end
controller:Execute(berserk)
for _, unit in ipairs(berserk) do
unit:RemoveStatusEffect("FreeMove")
unit.ActionPoints = 0
lastUnit = unit
ObjModified(unit)
end
end
if controller then
HideTacticalNotification("allyMoraleEffect")
HideTacticalNotification("enemyMoraleEffect")
controller.restore_camera_obj = lastUnit --with this set, controller will restore camera angle on done and focus this obj
DoneObject(controller)
ClearAllCombatBadges()
end
end
function ScheduleMoraleActions() -- schedule units from the current team who panicked or went berserk to take their action
if not IsValidThread(MoraleActionThread) then
MoraleActionThread = CreateGameTimeThread(ExecMoraleActions)
end
end
function OnMsg.CombatStart()
MoraleEffectCooldown = {}
MoraleModifierCooldown = {}
MoraleGlobalCooldown = 0
if IsValidThread(MoraleActionThread) then
DeleteThread(MoraleActionThread)
MoraleActionThread = false
end
end
function OnMsg.EnterSector()
if not g_Combat then
for _, team in ipairs(g_Teams) do
team.morale = 0
end
end
end
function OnMsg.ConflictEnd(sector)
if gv_CurrentSectorId == sector.Id and not g_Combat then
for _, team in ipairs(g_Teams) do
team.morale = 0
end
end
end
MapVar("g_PanickedUnits", {})
MapVar("g_PanicThread", false)
function PanicOutOfSequence(units)
return CreateGameTimeThread(function(units) -- execution controller will wait for the current combat action to end
if not units then
units = g_PanickedUnits
g_PanickedUnits = {}
end
local name = UnitsDisplayAlias(units)
-- make sure the units have enough AP to act
for _, unit in ipairs(units) do
unit.ActionPoints = unit:GetMaxActionPoints()
end
local notification = --[[self.team.player_team and "allyMoraleEffect" or ]]"enemyMoraleEffect"
local text = #units == 1 and T{561380303080, "<name> is panicked", name = name} or T{164773003084, "<name> are panicked", name = name}
local controller = CreateAIExecutionController({override_notification = notification, override_notification_text = text})
SetInGameInterfaceMode("IModeCombatMovement")
if ActionCameraPlaying then
RemoveActionCamera(true)
WaitMsg("ActionCameraRemoved", 5000)
end
controller:Execute(units)
for _, unit in ipairs(units) do
unit:RemoveStatusEffect("FreeMove")
if not unit.infinite_ap then
unit.ActionPoints = 0
end
ObjModified(unit)
end
HideTacticalNotification(notification)
DoneObject(controller)
AdjustCombatCamera("reset")
end, units)
end
function OnMsg.StatusEffectAdded(unit, id)
if id == "Panicked" and unit.team ~= g_Teams[g_CurrentTeam] then
g_PanickedUnits[#g_PanickedUnits + 1] = unit
g_PanicThread = g_PanicThread or PanicOutOfSequence()
end
end |