File size: 9,573 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 |
-- area reached flags
local reachedPlayer = 1
local reachedBoss = 2
DefineClass.BossfightFaucheaux = {
__parents = { "Encounter" },
default_assigned_area = false,
-- state
run_away = false,
chosen_path = 1,
boss = false,
escape_turn = false,
escaped = false,
enemies_aware = false,
reached_areas = false, -- after Faucheaux has started running
released_areas = false,
}
g_SectorEncounters.K16 = "BossfightFaucheaux"
function BossfightFaucheaux:ShouldStart()
return not GetQuestVar("05_TakeDownFaucheux", "Completed")
end
function BossfightFaucheaux:Init()
self.reached_areas = {}
self.released_areas = {}
end
function BossfightFaucheaux:Setup()
self:InitAssignedArea()
end
function BossfightFaucheaux:GetDynamicData(data)
data.run_away = self.run_away or nil
data.chosen_path = (self.chosen_path ~= 1) and self.chosen_path or nil
data.escape_turn = self.escape_turn or nil
data.escaped = self.escaped or nil
data.reached_areas = table.copy(self.reached_areas)
data.released_areas = table.copy(self.released_areas)
data.boss = IsValid(self.boss) and self.boss:GetHandle() or nil
data.enemies_aware = self.enemies_aware or nil
end
function BossfightFaucheaux:SetDynamicData(data)
self.run_away = data.run_away
self.chosen_path = data.chosen_path
self.escape_turn = data.escape_turn
self.escaped = data.escaped
self.reached_areas = table.copy(data.reached_areas)
self.released_areas = table.copy(data.released_areas)
self.boss = data.boss and HandleToObject[data.boss]
self.enemies_aware = data.enemies_aware
end
local path1areas = {
"Control_Zone_HQ",
"Control_Zone_HQFront",
"Control_Zone_Containers1",
"Control_Zone_Containers2",
"ControlZone_OpenCorridor2",
"Control_Zone_FinalDest",
}
local path2areas = {
"Control_Zone_HQ",
"Control_Zone_MessHall",
"Control_Zone_Tents",
"Control_Zone_Armory",
"Control_Zone_Passage",
"Control_Zone_OfficerRoom",
"ControlZone_OpenCorridor2",
"Control_Zone_FinalDest",
}
local detection_areas = {
["Control_Zone_MessHall"] = true,
["Control_Zone_HQFront"] = true,
["Control_Zone_FaucheauxCabinet"] = true,
["Control_Zone_HQ"] = true,
["Control_Zone_Tents"] = true,
}
function BossfightFaucheaux:TriggerRetreat()
if self.run_away then
return
end
self.run_away = true
local path1alive, path1total = 0, 0
local path2alive, path2total = 0, 0
for _, unit in ipairs(g_Units) do
local x, y, z = unit:GetPosXYZ()
local unit_pos = point_pack(x, y, z)
local area = g_TacticalMap:GetUnitPrimaryArea(unit)
local original_area = self.original_area[unit]
if unit.team.player_enemy and table.find(path1areas, original_area) then
if not unit:IsDead() then
path1alive = path1alive + 1
end
path1total = path1total + 1
end
if unit.team.player_enemy and table.find(path2areas, original_area) then
if not unit:IsDead() then
path2alive = path2alive + 1
end
path2total = path2total + 1
end
end
local chance1 = MulDivRound(path1alive, 100, Max(1, path1total))
local chance2 = MulDivRound(path2alive, 100, Max(1, path2total))
if chance1 + chance2 > 0 then
local roll = InteractionRand(chance1 + chance2, "Bossfight")
self.chosen_path = (roll <= chance1) and 1 or 2
end
self.boss.script_archetype = "Faucheaux_BossRetreating"
end
function BossfightFaucheaux:OnDamageDone(attacker, target, dmg, hit_descr)
if target == self.boss then
self:TriggerRetreat()
end
end
function BossfightFaucheaux:OnAreaReached(area, flag)
if not self.run_away then
if flag == reachedPlayer and self.enemies_aware and detection_areas[area] then
self:TriggerRetreat()
end
return
end
if flag == reachedPlayer then
if area == "Control_Zone_KillingField1" or area == "Control_Zone_KillingField2" or area == "Control_Zone_Containers1" or area == "Control_Zone_Armory" then
self.released_areas.Control_Zone_EastWall = true
end
if area == "Control_Zone_KillingField1" or area == "Control_Zone_KillingField2" or area == "Control_Zone_Containers1" or area == "Control_Zone_MessHall" then
self.released_areas.Control_Zone_BlastEntrance = true
self.released_areas.Control_Zone_WestPicket = true
self.released_areas.Control_Zone_WestTower = true
end
if area == "Control_Zone_OpenCorridor1" or area == "Control_Zone_Containers1" or area == "Control_Zone_Tents" then
self.released_areas.Control_Zone_WallWest = true
self.released_areas.Control_Zone_RadioTower = true
end
elseif flag == reachedBoss then
if area == "Control_Zone_Tents" then
self.released_areas.Control_Zone_EastWall = true
end
if area == "Control_Zone_Containers1" or area == "Control_Zone_Armory" then
self.released_areas.Control_Zone_BlastEntrance = true
self.released_areas.Control_Zone_WestPicket = true
self.released_areas.Control_Zone_WestTower = true
self.released_areas.Control_Zone_WallWest = true
self.released_areas.Control_Zone_RadioTower = true
end
if area == "Control_Zone_FinalDest" then
self.escape_turn = g_Combat.current_turn + 1
end
end
end
function BossfightFaucheaux:UpdateAwareness()
if not self.boss then return end
local aware = self.enemies_aware
if not aware then
for _, unit in ipairs(g_Units) do
if unit.team == self.boss.team then
aware = aware or unit:IsAware()
end
end
end
if aware then
for _, unit in ipairs(g_Units) do
if unit.team == self.boss.team then
unit:RemoveStatusEffect("Unaware")
end
end
self.enemies_aware = true
end
end
function BossfightFaucheaux:UpdateAreaProgress()
assert(g_TacticalMap)
if not self.run_away then
return
end
for _, unit in ipairs(g_Units) do
local areas = g_TacticalMap:GetUnitAreas(unit)
if unit.team.player_team and not unit:IsDead() then
for area_id in tac_area_ids(areas) do
if band(self.reached_areas[area_id] or 0, reachedPlayer) == 0 then
self.reached_areas[area_id] = bor(self.reached_areas[area_id] or 0, reachedPlayer)
self:OnAreaReached(area_id, reachedPlayer)
end
end
elseif unit == self.boss and not unit:IsDead() then
for area_id in tac_area_ids(areas) do
if band(self.reached_areas[area_id] or 0, reachedBoss) == 0 then
self.reached_areas[area_id] = bor(self.reached_areas[area_id] or 0, reachedBoss)
self:OnAreaReached(area_id, reachedBoss)
end
end
end
end
end
function BossfightFaucheaux:AssignToNextArea(path, cur_area)
local area_idx = table.find(path, cur_area)
if area_idx then
-- assign to next area
local next_area_idx = Min(area_idx + 1, #path)
local area = path[next_area_idx]
g_TacticalMap:AssignUnit(self.boss, area, "reset", g_TacticalMap.PriorityHigh)
if area == "ControlZone_OpenCorridor2" then
g_TacticalMap:AssignUnit(self.boss, "ControlZone_OpenCorridor1", nil, g_TacticalMap.PriorityMedium)
end
g_TacticalMap:AssignUnit(self.boss, cur_area, nil, g_TacticalMap.PriorityLow)
else
-- fallback: assign to the nearest area (dist to marker)
local area, min_dist
local markers = MapGetMarkers()
for _, id in ipairs(path) do
local idx = table.find(markers, "ID", id)
if idx and id ~= "Control_Zone_OpenCorridor2" then
local dist = self.boss:GetDist(markers[idx])
if dist < (min_dist or dist + 1) then
area, min_dist = id, dist
end
end
end
if area then
g_TacticalMap:AssignUnit(self.boss, area, "reset")
else
assert(false, string.format("unable to find fallback area to assign Faucheaux following path %d; current area: %s", self.chosen_path, tostring(cur_area)))
end
end
end
function BossfightFaucheaux:UpdateUnitArchetypes()
assert(g_TacticalMap)
for _, unit in ipairs(g_Units) do
if unit.team.player_enemy and not unit:IsDead() then
local def_id = unit.unitdatadef_id or false
local classdef = g_Classes[def_id]
local base_archetype = classdef and classdef.archetype
if self.run_away and unit ~= self.boss then
local orig_area = self.original_area[unit]
unit.archetype = base_archetype
if not self.released_areas[orig_area] then
unit.scrpit_archetype = "GuardArea"
else
unit.scrpit_archetype = nil
end
else
unit.scrpit_archetype = "GuardArea"
end
end
end
-- Faucheaux
if self.run_away then
self.boss.scrpit_archetype = "Faucheaux_BossRetreating"
local cur_area = g_TacticalMap:GetUnitPrimaryArea(self.boss)
if cur_area == "Control_Zone_FinalDest" then
g_TacticalMap:AssignUnit(self.boss, "Control_Zone_FinalDest", "reset")
elseif self.chosen_path == 1 then
self:AssignToNextArea(path1areas, cur_area)
else
self:AssignToNextArea(path2areas, cur_area)
end
else
g_TacticalMap:AssignUnit(self.boss, "Control_Zone_FaucheauxCabinet", "reset")
end
end
function BossfightFaucheaux:OnTurnStart()
if g_Combat and self.escape_turn and g_Combat.current_turn >= self.escape_turn then
-- lose sequence
if not self.escaped then
self.escaped = true
-- in a thread so it can wait for the setpiece here
CreateGameTimeThread(function()
-- wait the boss escape setpiece to start
while not IsSetpiecePlaying() do
WaitMsg("SetpieceStarted", 10)
end
-- wait the boss escape setpiece to end
while IsSetpiecePlaying() do
WaitMsg("SetpieceEnded", 10)
end
-- run the rest of the logic now
self:OnTurnStart()
end)
return
end
end
if self.escaped then return end
for _, obj in ipairs(Groups.Faucheux) do
if IsKindOf(obj, "Unit") then
self.boss = obj
break
end
end
g_Encounter:UpdateAwareness()
g_Encounter:UpdateAreaProgress()
g_Encounter:UpdateUnitArchetypes()
end |