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]] "Abysmal"),
[-2] = T(628671961455, --[[MoraleLevelName: Very Low]] "Very Low"),
[-1] = T(966377690475, --[[MoraleLevelName: Low]] "Low"),
[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, "Morale is improving and is now ()", 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, "Morale is dropping and is now ()", 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: ", num1 = pchance}
elseif morale > 0 then
effects_text = T{891625701767, " on start of turn Positive effect chance: ", num = morale * const.Scale.AP, num1 = pchance}
else
effects_text = T{295409017319, " on start of turn Negative effect chance: ", num = morale * const.Scale.AP, num1 = nchance}
end
return T{834924000608, "Team Morale: The morale level of each merc is influenced by Team Morale and various individual factors. Morale modifies AP and can trigger positive and negative effects based on the highest Leadership 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, " 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, " 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, " is Downed",merc_name = unit:GetDisplayName()}
else
local disliked_unit = select(2, ...)
negative_text = T{471976678995, " dislikes ",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, " likes ", 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, " 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, " Mercs", num = count} or unit.Nick or unit.Name or T(521796235967, "Merc")
elseif ally then
return count > 1 and T{237316267844, " Allies", num = count} or unit.Nick or unit.Name or T(307626260917, "Ally")
elseif enemy then
return count > 1 and T{392526468031, " 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, " is panicked", name = name} or T{164773003084, " 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, " is going berserk", name = name} or T{896715224643, " 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, " is panicked", name = name} or T{164773003084, " 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