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DefineClass.ShipmentSquadPreset = {
__parents = { "Preset" },
properties = {
{ id = "SquadName", editor = "text", default = "", translate = true },
{ id = "IntelTitle", editor = "text", default = "", translate = true },
{ id = "IntelText", editor = "text", default = "", translate = true },
{ id = "icon", editor = "ui_image", default = "" },
{ id = "intel_icon", editor = "ui_image", default = "" },
{ id = "badge_icon", editor = "ui_image", default = "" },
{ id = "squad_icon", editor = "ui_image", default = "" },
{ id = "squad_icon_2", editor = "ui_image", default = "" },
{ id = "item", editor = "combo", items = ClassDescendantsCombo("InventoryItem"), default = "DiamondBriefcase" },
{ id = "enemy_squad_def", editor = "combo", items = function (self) return table.keys(EnemySquadDefs, true) end, default = "DiamondBriefcase" },
{ id = "EnableConditions", name = "Conditions", editor = "nested_list", default = false, base_class = "Condition", },
{ id = "weight", editor = "number", default = 100 },
{ category = "Timeline", id = "TimelineEventTitle", editor = "text", default = "", translate = true },
{ category = "Timeline", id = "TimelineEventText", editor = "text", default = "", translate = true },
{ category = "Timeline", id = "TimelineEventHint", editor = "text", default = "", translate = true },
},
GlobalMap = "ShipmentPresets",
Documentation = "Defines a squad preset that can be spawned from the diamond briefcase logic in SpawnDynamicDBSquad(). The properties mainly define how the spawned shipment squad will look like in the satellite UI, the condition for spawning the squad and the items and units it consists of.",
}
DefineModItemPreset("ShipmentSquadPreset", {
EditorName = "Shipment squad preset",
EditorSubmenu = "Satellite",
})
function DbgShipmentShowMeSourceDest()
DbgClearSectorTexts()
for _, s in pairs(gv_Sectors) do
local text = false
if s.DBSourceSector then
text = "Source"
end
if s.DBDestinationSector then
if text then
text = text .. " "
end
text = (text or "") .. "Dest"
end
if text then
DbgAddSectorText(s.Id, text)
end
end
end
-- Move to settings? Per campaign?
local lMaxStaticSquads = 3
local lMinDynamicSquadRouteLength = 10
local lMaxDynamicSquads = 2
local lDynamicSquadDayCooldown = 3
local lDynamicSquadDayChanceToSpawn = 7 -- Is accumulated every day the squad doesn't spawn.
DynamicSquadSpawnChanceOnScout = 25
-- Spawns static diamond shipment squads at the start of the campaign on
-- random sectors
function InitDiamondBriefcaseSquads(guaranteed_spawn)
local viableSectors = {}
for id, sector in sorted_pairs(gv_Sectors) do
if sector.Guardpost and (not guaranteed_spawn or not table.find(guaranteed_spawn, id)) then
viableSectors[#viableSectors + 1] = id
end
end
local spawned = 0
local spawnOn = {}
for i = 0, lMaxStaticSquads do
if #viableSectors == 0 then break end
local random = BraidRandom(xxhash(Game.id, i), 1, #viableSectors)
local randomId = table.remove(viableSectors, random)
spawnOn[#spawnOn + 1] = randomId
end
for i, sector in ipairs(guaranteed_spawn) do
spawnOn[#spawnOn + 1] = sector
end
local squadDef = EnemySquadDefs["DiamondBriefcase"]
local squadDefCarrier = squadDef.DiamondBriefcaseCarrier
assert(squadDefCarrier)
for i, sectorId in ipairs(spawnOn) do
-- Check if there is a diamond briefcase here already.
local _, enemySquads = GetSquadsInSector(sectorId)
if enemySquads and #enemySquads > 0 then
for i, sq in ipairs(enemySquads) do
if sq.diamond_briefcase then
goto continue
end
end
end
-- Promote a normal squad to a diamond briefcase squad if one exists here.
local bestUnit = false
for i, sq in ipairs(enemySquads) do
local units = sq.units
for i, u in ipairs(units) do
local ud = gv_UnitData[u]
local template = UnitDataDefs[ud.class]
if not ud.villain and not template.ImportantNPC then
bestUnit = ud
break
end
end
if bestUnit then break end
end
if not bestUnit then
local unitIds, unitNames, unitSources, unitAppearance = GenerateRandEnemySquadUnits(squadDef.id)
local units = GenerateUnitsFromTemplates(sectorId, unitIds, "StaticDB", unitNames, unitAppearance)
local squad_id = CreateNewSatelliteSquad(
{
Side = "enemy1",
CurrentSector = sectorId,
Name = squadDef.displayName and _InternalTranslate(squadDef.displayName) or SquadName:GetNewSquadName("enemy1", units),
diamond_briefcase = true,
shipment_preset_id = "DiamondShipment",
enemy_squad_def = squadDef.id,
},
units
)
for i, s in ipairs(unitSources) do
if s == squadDefCarrier then
bestUnit = units[i]
break
end
end
bestUnit = gv_UnitData[bestUnit]
assert(bestUnit) -- Diamond briefcase carrier not spawned
end
local dbItem = PlaceInventoryItem("DiamondBriefcase")
dbItem.drop_chance = 100
dbItem.extra_tag = "dynamic-db"
bestUnit:AddItem("Inventory", dbItem)
::continue::
end
end
GameVar("DynamicDBSquadAccumChance", 0)
GameVar("DynamicDBSquadLastSpawnTime", 0)
function OnMsg.NewDay()
if gv_SatelliteAttacksHalted then return end
DynamicDBSquadAccumChance = DynamicDBSquadAccumChance or 0
DynamicDBSquadLastSpawnTime = DynamicDBSquadLastSpawnTime or 0
if DynamicDBSquadLastSpawnTime - Game.CampaignTime > const.Scale.day * lDynamicSquadDayCooldown then
return
end
local currentDynamicSquadsOnMap = 0
for i, sq in ipairs(g_SquadsArray) do
if sq.diamond_briefcase_dynamic then
currentDynamicSquadsOnMap = currentDynamicSquadsOnMap + 1
end
end
if currentDynamicSquadsOnMap >= lMaxDynamicSquads then return end
DynamicDBSquadAccumChance = DynamicDBSquadAccumChance + lDynamicSquadDayChanceToSpawn
if DynamicDBSquadAccumChance > InteractionRand(100, "ShipmentRoll") then
SpawnDynamicDBSquad()
DynamicDBSquadLastSpawnTime = Game.CampaignTime
DynamicDBSquadAccumChance = 0
end
end
function PickShipmentPreset()
local shipmentPresets = Presets.ShipmentSquadPreset
local weights = {}
for i, group in ipairs(shipmentPresets) do
for i, preset in ipairs(group) do
if EvalConditionList(preset.Conditions) then
weights[#weights + 1] = { preset.weight, preset.id }
end
end
end
return GetWeightedRandom(weights, xxhash(Game.id, Game.CampaignTime, gv_NextSquadUniqueId))
end
function GetAllShipmentItems()
local shipmentPresets = Presets.ShipmentSquadPreset
local items = {}
for i, group in ipairs(shipmentPresets) do
for i, preset in ipairs(group) do
items[#items + 1] = { preset.item, preset.id }
end
end
return items
end
if FirstLoad then
ShipmentItemsCache = false
end
function OnMsg.DataLoaded()
ShipmentItemsCache = GetAllShipmentItems()
end
function HasAnyShipmentItem(unit)
local hasBriefcase, shipmentPresetId = false, false
for i, itemPair in ipairs(ShipmentItemsCache) do
hasBriefcase = not not unit:HasItem(itemPair[1])
if hasBriefcase then
shipmentPresetId = itemPair[2]
break
end
end
return hasBriefcase, shipmentPresetId
end
if FirstLoad then
DBRoutesCacheDynamic = false
DBRoutesMaxDistanceForLandOnlyCheck = 10
end
if config.Mods then
function OnMsg.NewGame()
DBRoutesCacheDynamic = false
end
function OnMsg.StartSatelliteGameplay()
if ModsLoaded and #ModsLoaded > 0 and not DBRoutesCacheDynamic then
DelayedCall(0, GenerateDynamicDBPathCache) --should only reach this line when loading a save in sat view
end
end
function OnMsg.GameMetadataLoaded()
if ModsLoaded and #ModsLoaded > 0 then
GenerateDynamicDBPathCache()
end
end
function OnMsg.CampaignStarted()
if ModsLoaded and #ModsLoaded > 0 then
GenerateDynamicDBPathCache()
end
end
end --config.Mods
function SpawnDynamicDBSquad(overrideSourceDest, srcOrDstSectorFilter)
local routes = DBRoutesCacheDynamic or DBRoutesCacheStatic
if not routes then return end
local weights = {}
if overrideSourceDest then
local src = overrideSourceDest[1]
local dst = overrideSourceDest[2]
if src and dst then
local route = GenerateRouteDijkstra(src, dst, false, empty_table, nil, nil, "diamonds")
if route then
route.source = src
route.dest = dst
weights[#weights + 1] = { 100, route }
routes = empty_table
else
return
end
end
end
-- Evaluate route weights.
for i, route in ipairs(routes) do
if srcOrDstSectorFilter and route.source ~= srcOrDstSectorFilter and route.dest ~= srcOrDstSectorFilter then
goto continue
end
local srcSector = gv_Sectors[route.source]
local dstSector = gv_Sectors[route.dest]
if not srcSector.reveal_allowed or srcSector.Side ~= "enemy1" then goto continue end
if not dstSector.reveal_allowed or dstSector.Side ~= "enemy1" then goto continue end
if srcSector.no_ddb or dstSector.no_ddb then goto continue end
-- Sector weights depend on total route length, to prevent only the
-- long routes from getting picked.
local weightPerSector = MulDivRound(1, 1000, #route)
local weight = 0
local playerSectorsAround = {}
for i, sId in ipairs(route) do
local prevSector = route[i - 1]
local nextSector = route[i + 1]
local sector = gv_Sectors[sId]
-- Prefer routes which graze player sectors.
if sector.Side ~= "player1" then
weight = weight + weightPerSector
ForEachSectorAround(sId, 1, function(sectorAroundId)
if sId ~= sectorAroundId and sectorAroundId ~= prevSector and sectorAroundId ~= nextSector then
local sectorAround = gv_Sectors[sectorAroundId]
if sectorAround.Side == "player1" and not playerSectorsAround[sectorAroundId] then
playerSectorsAround[sectorAroundId] = true
playerSectorsAround[#playerSectorsAround + 1] = sectorAroundId
end
end
end)
else
weight = weight - 100
end
end
local playerSectors = #playerSectorsAround
if playerSectors <= 2 then
playerSectors = 0
end
weight = weight + weightPerSector * playerSectors * 100
weight = weight + #route * 2 -- Prefer longer routes
weights[#weights + 1] = { weight, route, playerSectors }
::continue::
end
if #weights == 0 then return end
-- Remove bottom worst
table.sort(weights, function(a, b) return a[1] > b[1] end)
if #weights > 4 then
local halfWeights = #weights / 2
table.iclear(weights, halfWeights)
end
local randomRoute = GetWeightedRandom(weights, xxhash(Game.id, Game.CampaignTime, gv_NextSquadUniqueId))
if not randomRoute then return end
local presetId = PickShipmentPreset() or "DiamondShipment"
local preset = ShipmentPresets[presetId]
if not preset then return end
local sectorId = randomRoute.source
local squadDef = EnemySquadDefs[preset.enemy_squad_def or "DiamondBriefcase"]
local squadDefCarrier = squadDef.DiamondBriefcaseCarrier
local unitIds, unitNames, unitSources, unitAppearance = GenerateRandEnemySquadUnits(squadDef.id)
local units = GenerateUnitsFromTemplates(sectorId, unitIds, "Shipment", unitNames, unitAppearance)
local carrier = false
for i, s in ipairs(unitSources) do
if s == squadDefCarrier then
carrier = units[i]
end
end
carrier = gv_UnitData[carrier]
assert(carrier) -- DDiamond briefcase carrier not spawned
local dbItem = PlaceInventoryItem(preset.item or "DiamondBriefcase")
dbItem.drop_chance = 100
dbItem.extra_tag = "dynamic-db"
carrier:AddItem("Inventory", dbItem)
local squad_id = CreateNewSatelliteSquad(
{
Side = "enemy1",
CurrentSector = sectorId,
Name = preset.SquadName and _InternalTranslate(preset.SquadName) or SquadName:GetNewSquadName("enemy1", units),
diamond_briefcase = true,
diamond_briefcase_dynamic = true,
shipment_preset_id = presetId,
always_visible = true,
enemy_squad_def = squadDef.id,
image = preset.squad_icon
},
units
)
local squad = gv_Squads[squad_id]
randomRoute = table.copy(randomRoute)
randomRoute = {randomRoute} -- Waypointify
randomRoute.despawn_at_last_sector = true
randomRoute.diamond_briefcase = true
SetSatelliteSquadRoute(squad, randomRoute)
end
function GenerateDynamicDBPathCache(save, ged)
local activeMods = config.Mods and ModsLoaded and #ModsLoaded > 0
if save and activeMods then
if ged then
ged:ShowMessage("Warning", "Stop mods before saving the DB cache as they might cause incorrect generation of routes.")
end
return
end
if activeMods and DBRoutesCacheDynamic then
return
end
PauseInfiniteLoopDetection("DBPathfinding")
local st = GetPreciseTicks()
local routeCache = {}
local sources = {}
local destinations = {}
local campaign = GetCurrentCampaignPreset()
local cols = campaign.sector_columns
local rows = campaign.sector_rows
--caches for optimizing the GenerateRouteDijkstraSimplified
local cache_sorted_sectors = {}
local cache_sectors_shortcuts = {}
local cache_neighbors = {}
for id, sector in sorted_pairs(gv_Sectors) do
cache_sorted_sectors[#cache_sorted_sectors + 1] = id
cache_sectors_shortcuts[#cache_sectors_shortcuts + 1] = GetShortcutsAtSector(id, "force_twoway")
cache_neighbors[id] = GetNeighborSectors(id)
if IsSectorUnderground(id) then goto continue end
if sector.DBSourceSector and not sources[id] then
sources[#sources + 1] = id
sources[id] = "src"
end
local row, col = sector_unpack(id)
local isEdgeSector = row == rows or cols == col or row == 1 or col == 1
if (sector.DBDestinationSector or isEdgeSector) and not destinations[id] then
destinations[#destinations + 1] = id
destinations[id] = isEdgeSector and "edge" or "dest"
end
::continue::
end
if #sources == 0 or #destinations == 0 then
DBRoutesCacheDynamic = {}
return
end
local dedupe = {}
for i, source in ipairs(sources) do
for i, dest in ipairs(destinations) do
if source == dest then goto continue end
local dist = GetSectorDistance(source, dest)
local r
if dist <= DBRoutesMaxDistanceForLandOnlyCheck then
r = GenerateRouteDijkstraSimplified(source, dest, "land_only", "diamonds", cache_sorted_sectors, cache_sectors_shortcuts, cache_neighbors)
else
r = GenerateRouteDijkstraSimplified(source, dest, "land_water_boatless", "diamonds", cache_sorted_sectors, cache_sectors_shortcuts, cache_neighbors)
end
if not r then goto continue end
-- Shave off weird looking routes at the edge of the map.
if destinations[dest] == "edge" then
local edgeSectorsToRemove = 0
for i = #r, 1, -1 do
local sectorId = r[i]
local row, col = sector_unpack(sectorId)
local isEdgeSector = row == rows or cols == col or row == 1 or col == 1
if isEdgeSector then
edgeSectorsToRemove = edgeSectorsToRemove + 1
else
break
end
end
if edgeSectorsToRemove > 1 then
local routeLength = #r
for i = 0, edgeSectorsToRemove - 2 do
r[routeLength - i] = nil
end
dest = r[#r]
end
end
if dedupe[source .. " " .. dest] then goto continue end
local startSector = source
local firstSectorInRoute = r[1]
local sX, sY = sector_unpack(startSector)
local fX, fY = sector_unpack(firstSectorInRoute)
assert(abs(sX - fX) == 1 or abs(sY - fY) == 1)
-- The route should be at least X long.
if #r >= lMinDynamicSquadRouteLength then
r.source = source
r.dest = dest
dedupe[source .. " " .. dest] = true
routeCache[#routeCache + 1] = r
end
::continue::
end
end
if save then
local data = {}
data = routeCache
local code = TableToLuaCode(data)
code = "if FirstLoad then \nDBRoutesCacheStatic = " .. code .. "\nend"
SaveSVNFile("svnProject/Lua/DiamondPaths.generated.lua", code)
else
DBRoutesCacheDynamic = routeCache
end
--DebugPrint(string.format("GenerateDynamicDBPathCache finished after: %d ms/n", GetPreciseTicks() - st))
ResumeInfiniteLoopDetection("DBPathfinding")
end
local function pq_parent(i)
return DivRound(i - 1, 2)
end
local function pq_left_child(i)
return 2 * i
end
local function pq_right_child(i)
return 2 * i + 1
end
local function swap(t, i, j, key)
local tempid = t[i].id
local tempIdxCache = t[i].idx_in_cache
local tempWeight = t[i].weight
t[i].id = t[j].id
t[i].idx_in_cache = t[j].idx_in_cache
t[i].weight = t[j].weight
t[j].id = tempid
t[j].idx_in_cache = tempIdxCache
t[j].weight = tempWeight
if key then
t[t[i][key]] = i
t[t[j][key]] = j
end
end
local function pq_shift_up(t, i, field, key)
local parent = t[pq_parent(i)]
local parent_idx = pq_parent(i)
while i > 1 and (parent[field] > t[i][field] or (parent[field] == t[i][field] and parent.idx_in_cache > t[i].idx_in_cache and parent_idx ~= 1)) do
swap(t, parent_idx, i, key)
i = parent_idx
parent_idx = pq_parent(i)
parent = t[parent_idx]
end
end
local function pq_shift_down(t, i, field, key)
local curr_idx = i
local size = t.table_size
local curr_node = t[curr_idx]
local left_child_idx = pq_left_child(i)
local left_node = t[left_child_idx]
if left_child_idx <= size and (left_node[field] < curr_node[field] or (left_node[field] == curr_node[field] and left_node.idx_in_cache < curr_node.idx_in_cache)) then
curr_idx = left_child_idx
curr_node = t[curr_idx]
end
local right_child_idx = pq_right_child(i)
local right_node = t[right_child_idx]
if right_child_idx <= size and (right_node[field] < curr_node[field] or (right_node[field] == curr_node[field] and right_node.idx_in_cache < curr_node.idx_in_cache)) then
curr_idx = right_child_idx
end
if i ~= curr_idx then
swap(t, i, curr_idx, key)
pq_shift_down(t, curr_idx, field, key)
end
end
function pq_insert(t, node, field, key)
t.table_size = t.table_size + 1
local size = t.table_size
t[size] = node
t[t[size][key]] = size
pq_shift_up(t, size, field, key)
end
function pq_pop_max(t, field, key)
local max_prio_node = t[1]
local size = t.table_size
swap(t, 1, size, key)
t[t[size][key]] = nil
t[size] = nil
t.table_size = t.table_size - 1
pq_shift_down(t, 1, field, key)
return max_prio_node
end
function pq_change_prio(t, i, field, value, key)
local old_value = t[i][field]
t[i][field] = value
if value > old_value then
pq_shift_down(t, i, field, key)
else
pq_shift_up(t, i, field, key)
end
end
function pq_remove(t, i, field, key)
t[i] = t[1]
pq_shift_up(t, i, field, key)
pq_pop_max(t, field, key)
end
local function GetMinUnvisitedPathSizeSector(unvisited, sector_path_size)
local min = max_int
local min_sector
local min_sector_idx
for idx, sector in ipairs(unvisited) do
local sector_value = sector_path_size[sector]
if sector and sector_value < min then
min = sector_value
min_sector = sector
min_sector_idx = idx
end
end
if min == max_int then
return false
end
return min_sector, min_sector_idx
end
function GenerateRouteDijkstraSimplified(start_sector, end_sector, pass_mode, side, cache_sorted_sectors, cache_sectors_shortcuts, cache_neighbors)
local startIsUnderground = gv_Sectors and gv_Sectors[start_sector] and gv_Sectors[start_sector].GroundSector
local endIsUnderground = gv_Sectors and gv_Sectors[end_sector] and gv_Sectors[end_sector].GroundSector
assert(not startIsUnderground and not endIsUnderground, "Diamond briefcase routes should start/end on ground sectors.")
if start_sector == end_sector then
return false
end
if GetSectorDistance(start_sector, end_sector) == 1 then
local dir = GetSectorDirection(start_sector, end_sector)
local time = GetSectorTravelTime(start_sector, end_sector, nil, nil, pass_mode, nil, side, dir, nil, cache_neighbors[start_sector])
if time then
return { end_sector }
end
end
local underground_sector_map = {}
local priority_queue = {}
priority_queue.table_size = 0
local prev = {}
local currIdx
for idx, sector_id in ipairs(cache_sorted_sectors) do
if sector_id == start_sector then
pq_insert(priority_queue, {id = sector_id, weight = 0, idx_in_cache = idx}, "weight", "id")
currIdx = idx
else
pq_insert(priority_queue, {id = sector_id, weight = max_int, idx_in_cache = idx}, "weight", "id")
end
local sectorPreset = gv_Sectors[sector_id]
if sectorPreset.GroundSector then
underground_sector_map[sectorPreset.GroundSector] = sector_id
end
end
local curr = start_sector
while true do
local currPreset = gv_Sectors[curr]
local curr_node = priority_queue[1]
local currentIsUnderground = not not currPreset.GroundSector
for _, dir in ipairs(const.WorldDirections) do
local neigh = cache_neighbors[curr] and cache_neighbors[curr][dir] or GetNeighborSector(curr, dir)
if neigh and currentIsUnderground then
neigh = neigh .. "_Underground"
end
if priority_queue[neigh] then
local time = GetSectorTravelTime(curr, neigh, nil, nil, pass_mode, nil, side, dir, cache_sectors_shortcuts[currIdx], cache_neighbors[curr])
if time then
local time_value = time + curr_node.weight
if time_value < priority_queue[priority_queue[neigh]].weight then
pq_change_prio(priority_queue, priority_queue[neigh], "weight", time_value, "id")
prev[neigh] = curr
end
end
end
end
local last_node = pq_pop_max(priority_queue, "weight", "id")
local new_node = priority_queue[1]
local weight = new_node and new_node.weight
if weight and weight ~= max_int then
curr = new_node.id
currIdx = new_node.idx_in_cache
else
curr = false
end
if not curr then
return false
end
if curr == end_sector then
local s = curr
local route_rev = {}
local water_sectors = 0
while s ~= start_sector do
table.insert(route_rev, s)
s = prev[s]
end
local reversedRoute = table.reverse(route_rev)
return reversedRoute
end
end
end
function GetStaticDiamondBriefcaseSquadOnSector(sectorId)
local _, enemySquads = GetSquadsInSector(sectorId)
if enemySquads and #enemySquads > 0 then
for i, sq in ipairs(enemySquads) do
if sq.diamond_briefcase and not sq.diamond_briefcase_dynamic then
return sq
end
end
end
return false
end
local function lCheckDiamondBadge()
local sector = gv_Sectors[gv_CurrentSectorId]
if not sector then return end
local hasIntel = sector.intel_discovered
for i, u in ipairs(g_Units) do
-- Check if the unit has any of the shipment items
local hasBriefcase, shipmentPresetId = HasAnyShipmentItem(u)
hasBriefcase = hasBriefcase and (u.team.side == "enemy1" or u.team.side == "enemy2" or u:IsDead())
local showBriefcase = hasIntel or u:IsDead()
if hasBriefcase and hasIntel then
local ud = GameState.entering_sector and gv_UnitData[u.session_id]
local statusEffectObj = ud or u
statusEffectObj:AddStatusEffect("DiamondCarrier")
end
local needsBadge = hasBriefcase and showBriefcase
local diamondBadge = TargetHasBadgeOfPreset("DiamondBadge", u)
local hasBadge = not not diamondBadge
if needsBadge ~= hasBadge then
if needsBadge then
CreateBadgeFromPreset("DiamondBadge", { target = u, spot = u:GetInteractableBadgeSpot() or "Origin" }, u)
else
diamondBadge:Done()
end
end
local badge = TargetHasBadgeOfPreset("DiamondBadge", u)
if badge then
local shipmentPreset = ShipmentPresets[shipmentPresetId or "DiamondShipment"]
badge.ui.idImageIntel:SetImage(shipmentPreset.intel_icon)
badge.ui.idImage:SetImage(shipmentPreset.badge_icon)
badge.ui:SetRolloverTitle(shipmentPreset.IntelTitle)
badge.ui:SetRolloverText(shipmentPreset.IntelText)
end
end
end
OnMsg.CloseSatelliteView = lCheckDiamondBadge
OnMsg.EnterSector = lCheckDiamondBadge
OnMsg.CombatEnd = lCheckDiamondBadge
function OnMsg.InventoryChange(u)
if not IsKindOf(u, "Unit") and not TargetHasBadgeOfPreset("DiamondBadge", u) then return end
lCheckDiamondBadge()
end
function OnMsg.IntelDiscovered(sectorId)
if sectorId ~= gv_CurrentSectorId then return end
lCheckDiamondBadge()
end