-- ========== GENERATED BY ClassDef Editor (Ctrl-Alt-F3) DO NOT EDIT MANUALLY! ========== DefineClass.Camp = { __parents = { "PropertyObject", }, __generated_by_class = "ClassDef", properties = { { id = "Standing", editor = "number", default = 0, min = -100, max = 100, }, }, } DefineClass.CampaignCity = { __parents = { "CampaignObject", }, __generated_by_class = "ClassDef", properties = { { id = "Id", editor = "text", default = false, }, { id = "DisplayName", name = "Display Name", editor = "text", default = false, translate = true, }, { id = "Loyalty", name = "Loyalty", editor = "number", default = 0, no_edit = true, }, { id = "template_key", editor = "text", default = false, read_only = true, no_edit = true, }, { id = "currentCivilianDeathPenalty", editor = "number", default = 0, no_edit = true, min = 0, max = 30, }, }, } function CampaignCity:GetEditorView() return self.DisplayName or Untranslated(self.Id or "(unnamed city)") end DefineClass.EnemySquadUnit = { __parents = { "PropertyObject", }, __generated_by_class = "ClassDef", properties = { { id = "weightedList", name = "Unit List", help = "Weighted list with unit types to choose from", editor = "nested_list", default = false, base_class = "UnitTypeListWithWeights", }, { id = "UnitCountMin", name = "Unit Count Min", editor = "number", default = false, min = 0, }, { id = "UnitCountMax", name = "Unit Count Max", editor = "number", default = false, min = 0, }, }, } function EnemySquadUnit:GetError() if not self.weightedList then return "Choose at least one unit type" elseif not self.UnitCountMin or not self.UnitCountMax then return "Choose units count range (min-max)" elseif self.UnitCountMin > self.UnitCountMax then return "min should not be more than max" end end function EnemySquadUnit:GetEditorView() if self.weightedList then return tostring(self.UnitCountMin).."-"..tostring(self.UnitCountMax).." {"..table.concat(table.map(self.weightedList, "unitType"), "/").."}" end end DefineClass.EventOperationOutcome = { __parents = { "Preset", }, __generated_by_class = "PresetDef", properties = { { id = "Weight", help = "Event 'Weight' when choose outcome", editor = "number", default = false, }, { id = "Stat", name = "Unit Stat", help = "Weight depends from that stat", editor = "choice", default = false, items = function (self) return GetUnitStatsCombo() end, }, { id = "Desending", help = "The way the weight depends from the stat. Desending: heigher stat->lower weight", editor = "bool", default = false, }, { id = "PopupId", editor = "preset_id", default = false, preset_class = "PopupNotification", preset_group = "Outcome", }, { id = "Condition", editor = "func", default = function (self,operation_id,sector, mercs) return true end, params = "self,operation_id,sector, mercs", }, { id = "Effect", editor = "func", default = function (self,operation_id,sector, mercs) end, params = "self,operation_id,sector, mercs", }, }, HasParameters = true, GlobalMap = "EventOperationsOutcomes", EditorMenubarName = "Event Operation Outcomes", EditorIcon = "CommonAssets/UI/Icons/delivery fast packing truck.png", EditorMenubar = "Scripting", } function EventOperationOutcome:GetWeight(operation_id, sector, mercs) if self.Weight and self.Weight>0 then return self.Weight end local stat = self.Stat if stat and mercs and #mercs>0 then local max_merc = table.max(mercs, function(m) return m[stat] end ) local max_stat = max_merc[stat] return self.Descending and Min((100-max_stat), 20) or max_stat end return 0 end DefineClass.Intel = { __parents = { "CampaignObject", }, __generated_by_class = "ClassDef", properties = { { id = "Id", editor = "text", default = false, }, { id = "Description", editor = "text", default = false, translate = true, }, { id = "Discoverable", editor = "bool", default = true, }, { id = "discovered", editor = "bool", default = false, no_edit = true, }, { id = "sector_id", editor = "text", default = false, no_edit = true, }, { id = "template_key", editor = "text", default = false, no_edit = true, }, }, } function Intel:GetCampaignTemplate() if self.template_key and Game and Game.Campaign and CampaignPresets[Game.Campaign] then local campaign = CampaignPresets[Game.Campaign] local sector = table.find_value(campaign.Sectors, "Id", self.sector_id) return sector and sector.Intel and table.find_value(sector.Intel, "Id", self.Id) end end function Intel:LoadFirstPriorityProps(prop_data, obj) CampaignObject.LoadFirstPriorityProps(self, prop_data, obj) -- sector_id used when finding the intel template local idx = table.find(prop_data, "sector_id") if idx then obj.sector_id = prop_data[idx + 1] end end DefineClass.SatelliteSector = { __parents = { "CampaignObject", }, __generated_by_class = "ClassDef", properties = { { id = "SetId", editor = "func", default = function (self, id) if self.modId then return end self.name = id CampaignObject.SetId(self, id) end, no_edit = true, params = "self, id", }, { id = "Setdisplay_name", editor = "func", default = function (self, display_name) self.display_name = display_name if self.modId then return end if display_name then self.name = string.format("%s %s", self.Id, _InternalTranslate(display_name)) else self.name = self.Id end end, no_edit = true, params = "self, display_name", }, { id = "OnEditorSetProperty", editor = "func", default = function (self, prop_id) if not self.modId and prop_id == "Roads" or prop_id == "BlockTravel" then SatelliteSectorSetDirectionsProp(self, prop_id) end if g_SatelliteUI then g_SatelliteUI:UpdateSectorVisuals(self.Id) end if prop_id == "WeatherZone" then g_WeatherZones = false end end, no_edit = true, params = "self, prop_id", }, { category = "Data", id = "generated_hint", help = "
This is an automatically-generated empty sector.", editor = "help", default = false, no_edit = function(self) return not self.generated end, }, { category = "Data", id = "inherited_hint", help = "
This is an inherited sector - use the button below to override it in this DLC.", editor = "help", default = false, no_edit = function(self) return not self.inherited end, }, { category = "Data", id = "edit_sector_button", editor = "buttons", default = false, buttons = { {name = "Edit sector", func = "EditGeneratedSector", is_hidden = function(self) if self.modId or config.ModdingToolsInUserMode then return true end return IsKindOf(self, "GedMultiSelectAdapter") or not self.inherited and not self.generated end }, }, }, { id = "Id", editor = "text", default = false, read_only = true, }, { category = "Underground", id = "HideUnderground", name = "Hide underground", editor = "bool", default = false, no_edit = function(self) return self.GroundSector end, }, { category = "Underground", id = "CanGoUp", name = "Can go overground", help = "Whether this underground sector has a travel connection to its overground sector.", editor = "bool", default = true, no_edit = function(self) return not self.GroundSector end, }, { category = "Underground", id = "underground_sector_buttons", editor = "buttons", default = false, buttons = { {name = "Add underground sector", func = "AddUndergroundSector", is_hidden = function(self) if IsKindOf(self, "GedMultiSelectAdapter") then return true end if self.modId or config.ModdingToolsInUserMode then return true end local campaign = GetParentTableOfKind(self, "CampaignPreset") return not self.Id or self.Id:ends_with("_Underground") or (campaign and table.find(campaign.Sectors, "Id", self.Id .. "_Underground")) end }, {name = "Select underground sector", func = "SelectUndergroundSector", is_hidden = function(self) if IsKindOf(self, "GedMultiSelectAdapter") then return true end if self.modId or config.ModdingToolsInUserMode then return true end local campaign = GetParentTableOfKind(self, "CampaignPreset") return not self.Id or self.Id:ends_with("_Underground") or not (campaign and table.find(campaign.Sectors, "Id", self.Id .. "_Underground")) end }, {name = "Remove sector", func = "RemoveSector", is_hidden = function(self) if self.modId or config.ModdingToolsInUserMode then return true end return IsKindOf(self, "GedMultiSelectAdapter") or not self.Id or self.inherited or not self.Id:ends_with("_Underground") end }, }, }, { id = "MapPosition", help = "delete me", editor = "point", default = false, dont_save = true, no_edit = true, }, { id = "XMapPosition", editor = "point", default = false, no_edit = true, }, { id = "IconMapPosition", editor = "point", default = false, dont_save = true, no_edit = true, }, { id = "Map", name = "Map", editor = "combo", default = false, items = function (self) return ListMaps() end, }, { id = "MapTier", name = "Tier", help = "Used in the 'PlayerIsInSectorsOfTier' conditional effect to, for example, spawn loot on the map.", editor = "number", default = 0, scale = 10, step = 5, min = 0, max = 50, }, { id = "Label1", name = "Label 1", editor = "text", default = false, no_edit = function(self) return config.ModdingToolsInUserMode end, }, { id = "modId", editor = "text", default = false, no_edit = true, }, { id = "Label2", name = "Label 2", editor = "text", default = false, no_edit = function(self) return config.ModdingToolsInUserMode end, }, { id = "RunLoyaltyLogic", name = "Run loyalty logic", help = "Whether this sector will grant/remove loyalty on conflict resolution", editor = "bool", default = true, }, { id = "GroundSector", editor = "text", default = false, no_edit = true, }, { id = "template_key", editor = "text", default = false, read_only = true, no_edit = true, }, { id = "display_name", name = "Display name", editor = "text", default = false, translate = true, context = SatelliteSectorLocContext(), }, { id = "Side", editor = "combo", default = "enemy1", items = function (self) return Sides end, }, { id = "StickySide", name = "Sticky side", help = "Prevents changing the side of the sector unless it is forced from a conditinal effect or 'SatelliteSectorSetSide' with 'force' param.", editor = "bool", default = false, }, { category = "Travel", id = "TerrainType", name = "Terrain type", help = "Terrain type modifies the travel time", editor = "preset_id", default = "Savanna", no_edit = function(self) return self.GroundSector end, preset_class = "SectorTerrain", }, { id = "WeatherZone", name = "Weather zone", help = "Weather Zone the sector belongs to. Sectors within the same Weather Zone have the same weather cycle.", editor = "combo", default = "Default", items = function (self) local campaignPreset if self.modId then local modItem = GetParentTableOfKind(self, "ModItemSector") campaignPreset = modItem and CampaignPresets[modItem.campaignId] else campaignPreset = GetCurrentCampaignPreset() end return campaignPreset and WeatherZoneCombo(campaignPreset) or {} end, }, { category = "Travel", id = "Passability", editor = "combo", default = "Land", no_edit = function(self) return self.GroundSector end, items = function (self) return {"Land", "Water", "Land and Water", "Blocked"} end, }, { category = "City", id = "City", name = "Associated city", editor = "combo", default = "none", items = function (self) return table.iappend({"none"}, table.map(GetCurrentCampaignPreset().Cities, "Id")) end, }, { category = "City", id = "ShowCity", name = "Show city name", help = "Whether to show the city name on the sector", editor = "bool", default = false, }, { id = "reveal_allowed", help = "This sector can be revealed by the player, and traits on them are shown in the satellite view. At the start of the campaign mainland sectors are not visible.", editor = "bool", default = false, no_edit = true, }, { id = "never_autoresolve", name = "Never autoresolve", help = "Conflicts on this sector can never be autoresolved", editor = "bool", default = false, }, { id = "discovered", name = "Discovered", help = "The player has been to this sector, or has started travelling to it via some method. In use only for underground sectors.", editor = "bool", default = true, }, { category = "Conflict", id = "AutoResolveDefenderBonus", name = "AutoResolve defender bonus", help = "Percent by which defender power is increased in this sector", editor = "number", default = 0, min = 0, }, { category = "Mine", id = "Mine", editor = "bool", default = false, }, { category = "Mine", id = "DailyIncome", help = "Profit per day at 100% loyalty", editor = "number", default = 1000, no_edit = function(self) return not self.Mine end, min = 0, }, { id = "intel_progress", name = "Intel progress", editor = "number", default = 0, no_edit = true, }, { category = "Mine", id = "Depletion", editor = "bool", default = false, no_edit = function(self) return not self.Mine end, }, { category = "Mine", id = "DepletionTime", help = "In how many days the mine will deplete. This should be randomized each game around this value.", editor = "number", default = 90, no_edit = function(self) return not self.Mine end, min = 1, max = 500, }, { category = "Mine", id = "mine_work_days", editor = "number", default = false, no_edit = true, }, { category = "Mine", id = "mine_depleted", editor = "bool", default = false, no_edit = true, }, { category = "Mine", id = "mine_enabled", editor = "bool", default = true, no_edit = true, }, { category = "Mine", id = "income_mods", editor = "prop_table", default = false, no_edit = true, }, { category = "Mine", id = "depletion_mods", editor = "prop_table", default = false, no_edit = true, }, { category = "Hospital", id = "Hospital", editor = "bool", default = false, no_edit = function(self) return self.GroundSector end, }, { category = "Hospital", id = "HospitalLocked", name = "Hospital locked", editor = "bool", default = false, no_edit = function(self) return self.GroundSector end, }, { category = "Guardpost", id = "Guardpost", editor = "bool", default = false, no_edit = function(self) return self.GroundSector end, }, { category = "Guardpost", id = "PatrolRespawnTime", name = "Attack spawn (+24h preparation)", editor = "number", default = 172800, no_edit = function(self) return not self.Guardpost end, scale = "h", min = 0, }, { category = "Guardpost", id = "InitialSpawn", name = "Initial squad spawn", editor = "bool", default = false, no_edit = function(self) return not self.Guardpost end, }, { category = "Guardpost", id = "TargetSectors", name = "Target sectors", help = "Target sectors for spawned enemy squads.", editor = "string_list", default = {}, no_edit = function(self) return not self.Guardpost end, item_default = "", items = function (self) return GetCampaignSectorsCombo("") end, }, { category = "Guardpost", id = "ExtraDefenderSquads", name = "Extra defender squads", help = "Squads that will be spawned as extra defenders (4th shield)", editor = "preset_id_list", default = {}, no_edit = function(self) return not self.Guardpost end, preset_class = "EnemySquads", item_default = "", }, { category = "Guardpost", id = "EnemySquadsList", name = "Enemy squads list", help = "A random squad from the list will be chosen on guardpost spawn time", editor = "preset_id_list", default = {}, no_edit = function(self) return not self.Guardpost end, preset_class = "EnemySquads", item_default = "", }, { category = "Guardpost", id = "StrongEnemySquadsList", name = "Strong enemy squads list", help = 'When the guardpost performs a "strong attack" it will swap the currently primed squad with one from this array.', editor = "preset_id_list", default = {}, no_edit = function(self) return not self.Guardpost end, preset_class = "EnemySquads", item_default = "", }, { category = "Militia", id = "Militia", editor = "bool", default = false, no_edit = function(self) return self.GroundSector end, }, { category = "Militia", id = "MaxMilitia", editor = "number", default = 8, no_edit = function(self) return not self.Militia end, min = 1, max = 50, }, { category = "Militia", id = "MilitiaTrainingCost", name = "Training cost", editor = "number", default = 750, no_edit = function(self) return not self.Militia end, min = 1, max = 10000, }, { category = "Conflict", id = "ForceConflict", name = "Force conflict", editor = "bool", default = false, }, { category = "Conflict", id = "InitialSquads", name = "Initial squads", editor = "string_list", default = {}, item_default = "", items = function (self) return table.keys(EnemySquadDefs, true) end, }, { category = "Conflict", id = "CustomConflictDescr", name = "Custom conflict description", help = "The first time a conflict is initiated in this sector, this description preset will be shown.", editor = "combo", default = false, items = function (self) return PresetGroupCombo("ConflictDescription", "Default") end, }, { category = "Militia", id = "militia_training", editor = "bool", default = false, no_edit = true, }, { category = "Militia", id = "militia_training_progress", editor = "number", default = 0, no_edit = true, }, { category = "Militia", id = "militia_squad_id", editor = "number", default = false, no_edit = true, }, { category = "Militia", id = "militia_training_payed_cost", editor = "number", default = false, no_edit = true, }, { category = "Operation", id = "training_stat", editor = "text", default = false, no_edit = true, }, { category = "Operation", id = "custom_operations", editor = "prop_table", default = false, no_edit = true, }, { category = "Operation", id = "operations_temp_data", help = "Temp data for assigned mercs before the actual operation start/change. Valid only when the UI is opened in 'change' mode.", editor = "prop_table", default = false, dont_save = true, no_edit = true, }, { category = "Operation", id = "started_operations", help = "Started operations for the sector", editor = "prop_table", default = false, no_edit = true, }, { id = "Intel", editor = "bool", default = true, }, { id = "intel_discovered", editor = "bool", default = false, no_edit = true, }, { id = "player_visited", help = "Marked as visited when a player squad reaches the sector's center on the satellite.", editor = "bool", default = false, no_edit = true, }, { id = "autoresolve_disabled", editor = "bool", default = false, no_edit = true, }, { id = "InterestingSector", name = "Interesting sector", help = "Will be listed as one after GatherIntel operation completes and will start voice responses if passed by.", editor = "bool", default = false, }, { id = "MinFlareCarriers", name = "Min flare carriers", help = "Minimum number of Roaming NPCs to carry a light during Night or Underground", editor = "number", default = 1, slider = true, min = 0, max = 20, }, { id = "MaxFlareCarriers", name = "Max flare carriers", help = "Minimum number of Roaming NPCs to carry a light during Night or Underground", editor = "number", default = 3, slider = true, min = function(self) return self.MinFlareCarriers end, max = function(self) return 20 end, }, { id = "RAndRAllowed", name = "R&R allowed", help = "R&R operation is available in this sector", editor = "bool", default = false, }, { id = "RepairShop", name = "Repair shop", help = "Allows Craft Ammo, Craft Explosives operations in this sector", editor = "bool", default = false, }, { category = "Travel", id = "bidirectionalRoadApply", name = "Apply roads to adjacent sectors", editor = "bool", default = false, no_edit = function(self) return not self.modId end, }, { category = "Travel", id = "Roads", name = "Roads", help = "Roads only improve the quality of travel and lack of a road doesn't prevent travel between sectors", editor = "directions_set", default = false, no_edit = function(self) return self.GroundSector end, }, { category = "Travel", id = "ImpassableForEnemies", name = "Impassable for enemies", help = "Enemy squads can't pass through this sector", editor = "bool", default = false, }, { category = "Diamond Briefcase", id = "ImpassableForDiamonds", name = "Impassable for diamonds", help = "Diamond shipments can't pass through this sector", editor = "bool", default = false, }, { category = "Travel", id = "bidirectionalBlockApply", name = "Apply block travel to adjacent sectors", editor = "bool", default = false, no_edit = function(self) return not self.modId end, }, { category = "Travel", id = "BlockTravel", name = "Block travel", help = "Blocks travel and adds ui indication for that in the satellite view (red/white line)", editor = "directions_set", default = false, }, { category = "Travel", id = "BlockTravelRiver", name = "Block travel - invisible", help = "Blocks travel without displaying it on the sat view", editor = "directions_set", default = false, no_edit = function(self) return self.GroundSector end, }, { id = "sector_data", editor = "text", default = false, no_edit = true, }, { id = "dead_units", help = "All dead units on the map before removing and converting them to bags. Used for adding their staff to the stash", editor = "nested_list", default = false, no_edit = true, base_class = "InventoryItem", }, { id = "sector_inventory", editor = "nested_list", default = false, no_edit = true, base_class = "InventoryItem", }, { id = "sector_repair_items", editor = "nested_list", default = false, no_edit = true, base_class = "InventoryItem", }, { id = "sector_repair_items_queued", editor = "nested_list", default = false, no_edit = true, base_class = "InventoryItem", }, { id = "sector_craft_ammo_items_queued", editor = "nested_list", default = false, no_edit = true, base_class = "InventoryItem", }, { id = "sector_craft_explosive_items_queued", editor = "nested_list", default = false, no_edit = true, base_class = "InventoryItem", }, { id = "conflict", editor = "prop_table", default = false, no_edit = true, }, { id = "conflict_backup", editor = "prop_table", default = false, no_edit = true, }, { id = "guardpost_obj", editor = "nested_obj", default = false, no_edit = true, base_class = "GuardpostSessionObject", }, { id = "image", name = "Image", editor = "ui_image", default = "UI/SatelliteView/SectorImages/_Highlands", image_preview_size = 200, }, { id = "override_loading_screen", editor = "ui_image", default = false, no_edit = true, image_preview_size = 200, }, { category = "Events", id = "Events", editor = "nested_list", default = false, base_class = "SectorEvent", }, { id = "ExecutedEvents", editor = "prop_table", default = false, no_edit = true, }, { category = "Port", id = "Port", name = "Port", editor = "bool", default = false, }, { category = "Port", id = "PortLocked", name = "Port locked", editor = "bool", default = false, }, { category = "Port", id = "CanBeUsedForArrival", name = "Can be used for arrival", editor = "bool", default = false, }, { category = "Port", id = "BobbyRayDeliveryCostMultiplier", name = "Bobby Ray delivery cost multiplier", editor = "number", default = 100, no_edit = function(self) return not self.CanBeUsedForArrival end, scale = "%", }, { category = "Port", id = "SectorImagePreview", name = "Sector image preview", editor = "ui_image", default = "UI/PDA/ss_i1.png", no_edit = function(self) return not self.CanBeUsedForArrival end, }, { category = "Diamond Briefcase", id = "DBSourceSector", name = "Source sector", help = "Travelling squads carrying diamond shipments will spawn on this sector.", editor = "bool", default = false, }, { category = "Diamond Briefcase", id = "DBDestinationSector", name = "Destination sector", help = "Travelling squads carrying diamond shipments will path to this sector.", editor = "bool", default = false, }, { category = "Diamond Briefcase", id = "DBRecalc", help = "You only need to run this once when applying multiple changes. It will take a while!", editor = "buttons", default = false, buttons = { {name = "Recalculate Diamond Routes", func = "GenerateDBCacheStatic", is_hidden = function(self) return config.ModdingToolsInUserMode end }, }, }, { category = "Port", id = "PricePerTile", name = "Price per tile", editor = "number", default = false, }, { id = "enabled_auto_deploy", editor = "bool", default = true, no_edit = true, }, { id = "awareness_sequence", name = "Awareness sequence", editor = "choice", default = "Standard", items = function (self) return { "Standard", "Skip Setpiece", "Skip All" } end, }, { id = "last_enter_campaign_time", editor = "number", default = 0, no_edit = true, }, { id = "last_own_campaign_time", editor = "number", default = 0, no_edit = true, }, { category = "Music", id = "MusicCombat", name = "Music combat", help = "Music in turn based mode", editor = "combo", default = "Battle_Easy", items = function (self) return PresetsCombo("RadioStationPreset") end, }, { category = "Music", id = "MusicConflict", name = "Music conflict", help = "In real time exploration but the sector is still in conflict", editor = "combo", default = "Village_Conflict", items = function (self) return PresetsCombo("RadioStationPreset") end, }, { category = "Music", id = "MusicExploration", name = "Music exploration", help = "Real time exploration and there is no conflict in the sector", editor = "combo", default = "Jungle_Exploration", items = function (self) return PresetsCombo("RadioStationPreset") end, }, { category = "Squads", id = "enemy_squads", editor = "nested_list", default = false, dont_save = true, no_edit = true, base_class = "SatelliteSquad", }, { category = "Squads", id = "ally_squads", editor = "nested_list", default = false, dont_save = true, no_edit = true, base_class = "SatelliteSquad", }, { category = "Squads", id = "underground_squads", editor = "nested_list", default = false, dont_save = true, no_edit = true, base_class = "SatelliteSquad", }, { category = "Squads", id = "ally_and_militia_squads", editor = "nested_list", default = false, dont_save = true, no_edit = true, base_class = "SatelliteSquad", }, { category = "Squads", id = "all_squads", editor = "nested_list", default = false, dont_save = true, no_edit = true, base_class = "SatelliteSquad", }, { category = "Warning State", id = "warningStateEnabled", name = "Enable warning state", help = "If enabled the first time you are discovered by enemies you will enter a Warning State.\nA timer is set. Enemies become neutral until the timer expires. And effects can be executed.", editor = "bool", default = false, }, { category = "Warning State", id = "warningReceived", name = "Warning received", editor = "bool", default = false, no_edit = true, }, { category = "Warning State", id = "inWarningState", editor = "bool", default = false, no_edit = true, }, { category = "Warning State", id = "warningTimerText", name = "Warning timer text", help = "Text to display when the Warning State is active.", editor = "text", default = T(888882045986, --[[ClassDef Satellite View SatelliteSector default]] "Exit the Area"), no_edit = function(self) return not self.warningStateEnabled end, translate = true, }, { category = "Warning State", id = "warningStateTimer", name = "Warning state timer", help = "How long (sec) will the Warning State hold.", editor = "number", default = 30000, no_edit = function(self) return not self.warningStateEnabled end, scale = "sec", min = 0, }, { category = "Warning State", id = "warningBanters", name = "Warning banters", help = "List of banters from which to choose one to play when spotted by the nearest enemy.", editor = "preset_id_list", default = {}, no_edit = function(self) return not self.warningStateEnabled end, preset_class = "BanterDef", item_default = "", }, { category = "Combat Tasks", id = "combatTaskGenerate", name = "When to generate", help = "When to generate Combat Tasks. Chances and cooldowns are independant and are always taken into account.", editor = "choice", default = "always", items = function (self) return {"always", "afterFirstConflict", "never"} end, }, { category = "Combat Tasks", id = "combatTaskAmount", name = "Maximum amount", help = "Maximum Combat Tasks that can be given.", editor = "number", default = 1, min = 0, }, { category = "Combat Tasks", id = "firstConflictWon", editor = "bool", default = false, no_edit = true, }, { id = "conflictLoyaltyGained", help = "Checks whether to give loyalty on Conflict Win. Resets on sector lost and sector defended.", editor = "bool", default = false, no_edit = true, }, }, EditorView = Untranslated(" [inherited] [generated - empty]"), FilterClass = "SatelliteSectorGedFilter", generated = false, inherited = false, } function SatelliteSector:GetError() local errors = {} if self.Guardpost and not next(self.EnemySquadsList) then table.insert(errors, string.format("%s: Please select at least one enemy squad for guardpost", self.Id)) elseif self.Guardpost then for _, squad in ipairs(self.EnemySquadsList) do if squad == "" then table.insert(errors, string.format("Please remove empty entries from guardpost enemy squads", self.Id)) break end end end local radios = Presets.RadioStationPreset["Default"] if not radios[self.MusicCombat] then table.insert(errors, string.format("%s: '%s' Music Combat radio station is invalid!", self.Id, self.MusicCombat)) end if not radios[self.MusicConflict] then table.insert(errors, string.format("%s: '%s' Music Conflict radio station is invalid!", self.Id, self.MusicConflict)) end if not radios[self.MusicExploration] then table.insert(errors, string.format("%s: '%s' Music Exploration radio station is invalid!", self.Id, self.MusicExploration)) end local mapdata = MapData[self.Map] local region = mapdata and mapdata.Region if region and GameStateDefs[region].WeatherCycle and not self.WeatherZone then table.insert(errors, string.format("Sectors from region %s need to have WeatherZone defined", region)) end return next(errors) and table.concat(errors, "\n") or nil end function SatelliteSector:OnEditorNew(parent, ged, is_paste) if parent.mod and IsKindOf(parent, "ModItemSector") then self.Id = parent.sectorId self.Map = parent:GetMapName() self.modId = parent.mod.id self.bidirectionalRoadApply = true self.bidirectionalBlockApply = true parent.SatelliteSectorObj = self parent:PostLoad() end end function SatelliteSector:EditGeneratedSector(root, prop_id, ged) self.inherited = nil self.generated = nil ObjModified(self) ged:SetUiStatus("editing_sector", "Editing sector...") if g_SatelliteUI then g_SatelliteUI:RebuildSectorGrid() end ged:SetUiStatus("editing_sector") end function SatelliteSector:AddUndergroundSector(root, prop_id, ged) CreateRealTimeThread(function() local id = self.Id .. "_Underground" local sector = PlaceObject("SatelliteSector") sector.GroundSector = self.Id sector:SetId(id) local sectors = GetParentTable(self) local idx = table.find(sectors, "Id", self.Id) + 1 table.insert(sectors, idx, sector) UpdateParentTable(sector, sectors) ged:SetUiStatus("add_sector", "Adding sector...") CreateSessionCampaignObject(sector, SatelliteSector, gv_Sectors, "Sectors") if g_SatelliteUI then g_SatelliteUI:RebuildSectorGrid() end ObjModified(sectors) Sleep(100) ged:SetSelection("root", { idx }, nil, "notify") ged:SetUiStatus("add_sector") end) end function SatelliteSector:SelectUndergroundSector(root, prop_id, ged) CreateRealTimeThread(function() ged:ResetFilter("root") Sleep(100) ged:SetSelection("root", { table.find(GetParentTable(self), "Id", self.Id .. "_Underground") }, nil, "notify") end) end function SatelliteSector:RemoveSector(root, prop_id, ged) CreateRealTimeThread(function() local sectors = GetParentTable(self) table.remove_value(sectors, self) GetParentTableOfKind(self, "CampaignPreset"):PostLoad() -- rerun sector inheritance if not table.find(sectors, "Id", self.Id) then DeleteSessionCampaignObject(self, SatelliteSector, gv_Sectors) end ged:SetUiStatus("remove_sector", "Removing sector...") if g_SatelliteUI then g_SatelliteUI:RebuildSectorGrid() end ObjModified(sectors) Sleep(100) ged:SetSelection("root", { table.find(GetParentTable(self), "Id", self.Id:gsub("_Underground", "")) }, nil, "notify") ged:SetUiStatus("remove_sector") end) end function SatelliteSector:GenerateDBCacheStatic(root, prop_id, ged) GenerateDynamicDBPathCache("save", ged) end function SatelliteSector:GetTravelPrice(squad) local cost = self.PricePerTile or const.Satellite.DefaultPortPricePerTile local discounts = false local cityHere = gv_Cities[self.City] if cityHere and cityHere.Loyalty > 0 then local discount = Lerp(0, 50, cityHere.Loyalty, 100) cost = cost - MulDivRound(cost, discount, 100) if not discounts then discounts = {} end discounts[#discounts + 1] = { label = T(342530626078, "Loyalty"), percent = discount } end if IsKindOf(squad, "SatelliteSquad") then for _, id in ipairs(squad.units) do local unit = gv_UnitData[id] if HasPerk(unit, "Negotiator") then local discount = CharacterEffectDefs.Negotiator:ResolveValue("discountPercent") if not discounts then discounts = {} end discounts[#discounts + 1] = { label = T{542222741234, " ()", Nick = unit.Nick, perkName = CharacterEffectDefs.Negotiator.DisplayName}, percent = discount, } cost = cost - MulDivRound(cost, discount, 100) break end end end return cost, discounts end function SatelliteSector:IsReadOnly() return self.generated or self.inherited or (config.ModdingToolsInUserMode and not self.modId) end DefineClass.SatelliteSectorGedFilter = { __parents = { "GedFilter", }, __generated_by_class = "ClassDef", properties = { { id = "HideGenerated", name = "Hide inherited/empty", editor = "bool", default = false, }, { id = "City", editor = "choice", default = "don't care", items = function (self) return table.iappend({"don't care", "any", "none"}, table.map(GetCurrentCampaignPreset().Cities, "Id")) end, }, { id = "Mine", editor = "choice", default = "don't care", items = function (self) return { true, false, "don't care" } end, }, { id = "Events", editor = "choice", default = "don't care", items = function (self) return { true, false, "don't care" } end, }, { id = "Guardpost", editor = "choice", default = "don't care", items = function (self) return { true, false, "don't care" } end, }, { id = "Region", editor = "choice", default = "don't care", items = function (self) return PresetsCombo("GameStateDef", "region", "don't care") end, }, { id = "Port", editor = "choice", default = "don't care", items = function (self) return { true, false, "don't care" } end, }, { id = "Militia", editor = "choice", default = "don't care", items = function (self) return { true, false, "don't care" } end, }, { id = "Music", editor = "choice", default = false, items = function (self) return PresetsCombo("RadioStationPreset") end, }, { id = "Weather", editor = "text", default = false, }, }, } function SatelliteSectorGedFilter:FilterObject(sector) if self.HideGenerated and (sector.inherited or sector.generated) then return false end if self.Mine ~= "don't care" and self.Mine ~= sector.Mine then return false end if self.Guardpost ~= "don't care" and self.Guardpost ~= sector.Guardpost then return false end if self.City == "any" then if sector.City == "none" then return false end elseif self.City ~= "don't care" and self.City ~= sector.City then return false end if self.Events ~= "don't care" and self.Events ~= (sector.Events and #sector.Events > 0) then return false end if self.Region ~= "don't care" then local region = sector.Map and MapData[sector.Map] and MapData[sector.Map].Region if self.Region ~= region then return false end end if self.Port ~= "don't care" and self.Port ~= sector.Port then return false end if self.Militia ~= "don't care" and self.Militia ~= sector.Militia then return false end if self.Music then local music_match if sector.MusicCombat and string.match(sector.MusicCombat, self.Music) then music_match = true end if sector.MusicConflict and string.match(sector.MusicConflict, self.Music) then music_match = true end if sector.MusicExploration and string.match(sector.MusicExploration, self.Music) then music_match = true end if not music_match then return false end end if self.Weather then if not (sector.WeatherZone and string.match(string.lower(sector.WeatherZone), string.lower(self.Weather)) )then return false end end return true end DefineClass.SatelliteSquad = { __parents = { "PropertyObject", }, __generated_by_class = "ClassDef", properties = { { id = "Side", editor = "combo", default = "enemy1", items = function (self) return Sides end, }, { id = "Name", editor = "text", default = false, }, { id = "image", editor = "text", default = false, }, { id = "UniqueId", editor = "number", default = false, }, { id = "CurrentSector", editor = "combo", default = false, items = function (self) return GetCampaignSectorsCombo() end, }, { id = "PreviousSector", editor = "text", default = false, no_edit = true, }, { id = "PreviousLandSector", editor = "text", default = false, no_edit = true, }, { id = "Sleep", editor = "bool", default = false, }, { id = "Retreat", editor = "bool", default = false, }, { id = "VisualPos", editor = "point", default = false, }, { id = "XVisualPos", editor = "point", default = false, }, { id = "route", editor = "prop_table", default = false, }, { id = "water_route", editor = "prop_table", default = false, }, { id = "water_travel", editor = "bool", default = false, }, { id = "returning_water_travel", editor = "bool", default = false, no_edit = true, }, { id = "water_travel_rest_timer", editor = "number", default = 0, }, { id = "traversing_shortcut_start", editor = "number", default = false, }, { id = "traversing_shortcut_start_sId", editor = "text", default = false, translate = true, }, { id = "traversing_shortcut_water", editor = "bool", default = false, no_edit = true, }, { id = "uninterruptable_travel", editor = "bool", default = false, no_edit = true, }, { id = "joining_squad", editor = "number", default = false, }, { id = "units", editor = "prop_table", default = false, }, { id = "militia", help = "Militia squad", editor = "bool", default = false, no_edit = true, }, { id = "arrival_squad", help = "Squad not on the map yet", editor = "bool", default = false, no_edit = true, }, { id = "diamond_briefcase", editor = "bool", default = false, no_edit = true, }, { id = "shipment_preset_id", editor = "text", default = false, no_edit = true, translate = true, }, { id = "guardpost", editor = "bool", default = false, no_edit = true, }, { id = "diamond_briefcase_dynamic", editor = "bool", default = false, no_edit = true, }, { id = "always_visible", editor = "bool", default = false, no_edit = true, }, { id = "villain", help = "Villain squad", editor = "bool", default = false, no_edit = true, }, { id = "ref", help = "Used by UI in objects which pretend to be squads, because of duck typing it needs to be in the squad definition as well", editor = "bool", default = false, dont_save = true, read_only = true, no_edit = true, }, { id = "enemy_squad_def", editor = "text", default = false, no_edit = true, }, { id = "wait_in_sector", editor = "number", default = false, no_edit = true, }, { id = "arrive_in_sector", editor = "prop_table", default = false, no_edit = true, }, { id = "vrForActivity", editor = "prop_table", default = false, }, { id = "squad_bag", editor = "nested_list", default = false, no_edit = true, base_class = "InventoryItem", }, { id = "on_reach_quest", editor = "text", default = false, no_edit = true, }, { id = "on_reach_var", editor = "prop_table", default = false, no_edit = true, }, }, } function SatelliteSquad:CancelTravel() NetSyncEvent("SquadCancelTravel", self.UniqueId) end DefineClass.SectorOperation = { __parents = { "Preset", "CampaignSpecific", }, __generated_by_class = "PresetDef", properties = { { id = "Custom", help = "Custom operations show only certain properties", editor = "bool", default = true, }, { id = "CustomRepeat", name = "Repeat", help = "Operation reamains enabled on completion and can be performed again", editor = "bool", default = false, no_edit = function(self) return not self.Custom end, }, { id = "operation_type", name = "Type", help = "Operation categories by action", editor = "set", default = false, items = function (self) return {"Healing"} end, }, { id = "display_name", name = "Display name", editor = "text", default = false, translate = true, }, { id = "short_name", name = "Short Name", editor = "text", default = T(814680295449, --[[PresetDef SectorOperation default]] "Operation"), translate = true, }, { id = "sub_title", name = "Sub Title", editor = "text", default = false, translate = true, }, { id = "progress_sub_title", name = "Sub Title in Progress", editor = "text", default = false, translate = true, }, { id = "description", name = "Description", editor = "text", default = false, translate = true, }, { id = "log_msg_start", name = "LogMsgOnStart", help = "Log message on operation start", editor = "text", default = "", translate = true, }, { id = "image", name = "Image", editor = "ui_image", default = false, }, { id = "icon", name = "Icon", help = "Satellite view on-screen merc icon", editor = "ui_image", default = false, }, { id = "Professions", editor = "nested_list", default = false, base_class = "SectorOperationProfession", auto_expand = true, }, { id = "ShowInCombatBadge", help = "Show in Combat Badge", editor = "bool", default = true, }, { id = "ShowPauseProgress", help = "Show saved operation progress when no mercs are attached", editor = "bool", default = false, }, { id = "error_msg", name = "ErrorMessage", editor = "text", default = false, translate = true, }, { id = "RequiredItem", name = "Required Item", editor = "combo", default = false, items = function (self) return table.keys2(InventoryItemDefs, "sorted", "") end, }, { id = "RequiredResources", editor = "string_list", default = {}, item_default = "Money", items = function (self) local items = table.imap(SectorOperationResouces, "id") table.sort(items) return items end, }, { id = "GetSectorSlots", help = "Maximum merc slots per profession for this operation in the sector", editor = "func", default = function (self, prof, sector) return 1 end, params = "self, prof, sector", }, { id = "related_stat", name = "Associated Stat", help = "Stat which is used to advance the operation per tick (50 for no selected stat)", editor = "combo", default = false, items = function (self) return UnitPropertiesStats:GetProperties() end, }, { id = "related_stat_2", name = "Second Associated Stat", help = "Between the two stats - the one with higher value is counted", editor = "combo", default = false, items = function (self) return UnitPropertiesStats:GetProperties() end, }, { id = "min_requirement_stat", name = "Min Requirement Stat", help = "Given Stat at given value required for mercs to be able to perform the operation", editor = "combo", default = false, items = function (self) return UnitPropertiesStats:GetProperties() end, }, { id = "min_requirement_stat_value", name = "Min Requirement Value", help = "Min value of the stat required for mercs to be able to perform the operation", editor = "number", default = 0, }, { id = "target_contribution", name = "Target Contribution", help = "Each tick the merc contributes his Associated Stat (or 50 if no stat is set) towards a value that has to reach Target Contribution to finish the Operation", editor = "number", default = 1000, }, { id = "target_example", name = "Target Example Time", help = "The time (in hours) it would take for a full set of mercs with stat 100 to finish the operation.", editor = "number", default = 1000, dont_save = true, read_only = true, }, { id = "bonus_perks", name = "Bonus Perks", help = "Each perk provides additional contribution", editor = "nested_list", default = false, base_class = "SectorOperationBonusPerk", auto_expand = true, }, { id = "Tick", name = "Tick", editor = "func", default = function (self, merc) local sector = merc:GetSector() local progress_per_tick = self:ProgressPerTick(merc) if CheatEnabled("FastActivity") then progress_per_tick = progress_per_tick*100 end self:ModifyProgress(progress_per_tick, sector) self:CheckCompleted(merc, sector) end, params = "self, merc", }, { id = "SectorMercsTick", name = "SectorMercsTick", editor = "func", default = function (self, merc) end, params = "self, merc", }, { id = "CheckCompleted", editor = "func", default = function (self, merc, sector) if self:ProgressCurrent(merc, sector) >= self:ProgressCompleteThreshold(merc, sector) then self:Complete(sector) end end, params = "self, merc, sector", }, { id = "Complete", editor = "func", default = function (self, sector) local mercs = GetOperationProfessionals(sector.Id, self.id) local merc_names = {} for _, merc in ipairs(mercs) do merc_names[#merc_names + 1] = merc.Nick merc:SetCurrentOperation("Idle") end self:OnComplete(sector, mercs) if next(merc_names) then CombatLog("important", T{352089713704, " finished in ", mercs = ConcatListWithAnd(merc_names),activity = self.display_name, sector = sector}) end Msg("OperationCompleted", self, mercs, sector) end, params = "self, sector", }, { id = "OnComplete", editor = "func", default = function (self, sector, mercs) if self.Custom then local ca = sector.custom_operations[self.id] if not self.CustomRepeat then ca.status = "completed" else ca.progress = 0 end local script = ca.EffectsOnSuccess if script then ExecuteEffectList(script) end local loot_table = ca.LootTableId if loot_table then local apply = ca.GrantItemApply local units= apply=="all" and mercs or {mercs[1]} for _, unit in ipairs(units) do local items = {} local loot_tbl = LootDefs[loot_table] if loot_tbl then loot_tbl:GenerateLoot(self, {}, unit:Random(), items) --self.GrantedItemsTextUI = GetItemsNamesText(items) local squad = unit.Squad local all_squad_mercs = gv_Squads[squad].units AddItemsToSquadBag(unit.Squad, items) if #items>0 then unit:AddItemsToInventory(items) end if #items>0 then --give to all mercs from the squad for idx, merc in ipairs(all_squad_mercs) do if #items<=0 then break end local u = gv_UnitData[merc] u:AddItemsToInventory(items) end end if #items > 0 then local stash = GetSectorInventory(sector.Id) if stash then AddItemsToInventory(stash, items, true) end end if #items>0 then CombatLog("important", T{825769344536, "Inventory full. can not grant all items", name = unit:GetDisplayName()}) end end end end end end, params = "self, sector, mercs", }, { id = "ProgressPerTick", name = "ProgressPerTick", editor = "func", default = function (self, merc, prediction) if self.Custom then local bonus = 0 local perks = self.bonus_perks for _, bp in ipairs(self.bonus_perks or empty_table) do if HasPerk(merc, bp.perk) then bonus = bonus + bp.bonus end end local _, val = self:GetRelatedStat(merc) return (val or 50) + bonus end return 0 end, params = "self, merc, prediction", }, { id = "ProgressCompleteThreshold", editor = "func", default = function (self, merc, sector, prediction) if self.Custom then return self.target_contribution end return 0 end, params = "self, merc, sector, prediction", }, { id = "ProgressCurrent", editor = "func", default = function (self, merc, sector, prediction) return self.Custom and sector.custom_operations and sector.custom_operations[self.id] and sector.custom_operations[self.id].progress or -1 end, params = "self, merc, sector, prediction", }, { id = "OnSetOperation", name = "OnSetOperation", editor = "func", default = function (self, merc, arg) end, params = "self, merc, arg", }, { id = "OnRemoveOperation", name = "OnRemoveOperation", editor = "func", default = function (self, merc) end, params = "self, merc", }, { id = "OnMove", name = "OnMove", editor = "func", default = function (self, merc,already_synced) local operation_id = self.id if operation_id== "Traveling" or operation_id == "Idle" or operation_id== "Arriving" then return end local sector = merc:GetSector() local mercs = GetOperationProfessionals(sector.Id, operation_id,false, merc.session_id) if #mercs<=0 then if already_synced then local event_id = GetOperationEventId(merc, operation_id) RemoveTimelineEvent(event_id) NetSyncEvents.InterruptSectorOperation(sector.Id,operation_id) else NetSyncEvent("InterruptSectorOperation", sector.Id,operation_id) end Msg("OperationCompleted", SectorOperations[operation_id], mercs, sector) end end, params = "self, merc,already_synced", }, { id = "GetOperationCost", editor = "func", default = function (self, merc, profession, idx) return {} end, params = "self, merc, profession, idx", }, { id = "FilterAvailable", editor = "func", default = function (self, merc, profession) return not self.min_requirement_stat or merc[self.min_requirement_stat] >= self.min_requirement_stat_value end, params = "self, merc, profession", }, { id = "CanPerformOperation", editor = "func", default = function (self, merc, profession) return self:CanPerformOperationBase(merc, profession) end, no_edit = function(self) return self.Custom end, params = "self, merc, profession", }, { id = "CanPerformOperationBase", editor = "func", default = function (self, merc, profession) local cost = self:GetOperationCost(merc, profession) if not CanPayOperation(cost, merc:GetSector()) then return "OperationResourceError", {activity = self.display_name} elseif merc:IsTravelling() then return "OperationTravelError", {activity = self.display_name} elseif self.RequiredItem and not merc:HasItem(self.RequiredItem) then return "OperationMissingItemError", {activity = self.display_name, item = InventoryItemDefs[self.RequiredItem].DisplayName} end end, no_edit = true, no_edit = function(self) return self.Custom end, params = "self, merc, profession", }, { id = "HasOperation", editor = "func", default = function (self, sector) if self.Custom then return sector.custom_operations and sector.custom_operations[self.id] and sector.custom_operations[self.id].status == "enabled" end return true end, no_edit = function(self) return self.Custom end, params = "self, sector", }, { id = "IsEnabled", editor = "func", default = function (self, sector) return true end, no_edit = function(self) return self.Custom end, params = "self, sector", }, { id = "GetDescription", editor = "func", default = function (self, merc) return self.description end, no_edit = function(self) return self.Custom end, params = "self, merc", }, { id = "GetTimelineEventDescription", editor = "func", default = function (self, sector_id, eventcontext) local mercs local professionId = self.Professions and self.Professions[1] and self.Professions[1].id if eventcontext.mercs then mercs = table.map(eventcontext.mercs, function(id) return gv_UnitData[id].Nick end) else mercs = GetOperationProfessionalsGroupedByProfession(sector_id, self.id) mercs = table.map(professionId and mercs[professionId] or mercs, "Nick") end mercs = ConcatListWithAnd(mercs) return T{366696912627, " will finish .", mercs = mercs, activityName = self.display_name} end, params = "self, sector_id, eventcontext", }, { id = "GetAssignMessage", editor = "func", default = function (self, nameCombination, costTexts) costTexts = T(210127148759, "It will cost ") .. table.concat(costTexts, T(642697486575, ", ")) .. T(194271688304, ".") return T{810287359580, "Do you want to assign mercs - to this Operation? ", names = nameCombination, costTexts = costTexts} end, no_edit = function(self) return self.Custom end, params = "self, nameCombination, costTexts", }, { id = "SectorOperationStats", editor = "func", default = function (self, sector, check_only) if self.Custom then local lines = {} if self.min_requirement_stat and self.min_requirement_stat_value then local prop = table.find_value(UnitPropertiesStats:GetProperties(), "id", self.min_requirement_stat) if check_only then return true end lines[#lines + 1] = {text = T{300232421689, "Min Required ", name = prop.name}, value = T{139355455984, "",self}} end local progressVal = MulDivTrunc(self:ProgressCurrent(nil, sector) or 0, 100, self:ProgressCompleteThreshold(nil, sector)) if check_only then return true end lines[#lines + 1] = {text = T(349715428104, "Current Progress"), value = T{257328164584, "", value = progressVal}} return lines, progressVal end return false, false end, no_edit = function(self) return self.Custom end, params = "self, sector, check_only", }, { id = "GetErrorMessage", editor = "func", default = function (self, merc) local genericError = self:CanPerformOperation(merc) if genericError and self.error_msg then return self.error_msg end if genericError == "OperationMissingItemError" then return T{996660950207, "Missing required item .", self} end if genericError then return Untranslated(genericError) end return false end, no_edit = function(self) return self.Custom end, params = "self, merc", }, { id = "ModifyProgress", editor = "func", default = function (self, value, sector) if self.Custom then local ac = sector.custom_operations and sector.custom_operations[self.id] if ac then ac.progress = ac.progress + value end end end, no_edit = function(self) return self.Custom end, params = "self, value, sector", }, { id = "BoostProgress", editor = "func", default = function (self, perc, sector) local progress = self:ProgressCompleteThreshold(nil,sector) * perc / 100 self:ModifyProgress(Min(progress, self:ProgressCompleteThreshold(nil, sector) - self:ProgressCurrent(nil, sector)), sector) ObjModified(sector) end, no_edit = true, no_edit = function(self) return self.Custom end, params = "self, perc, sector", }, { id = "GetRelatedStat", editor = "func", default = function (self, merc, sector) local stat1 = self.related_stat local stat2 = self.related_stat_2 if stat1 or stat2 then local stat = stat1 if not stat1 or (stat2 and merc[stat2] > merc[stat1]) then stat = stat2 end return stat, merc[stat] end end, params = "self, merc, sector", }, }, HasSortKey = true, HasParameters = true, GlobalMap = "SectorOperations", EditorMenubarName = "Sector Operations", EditorIcon = "CommonAssets/UI/Icons/location marker pin.png", EditorMenubar = "Scripting", EditorMenubarSortKey = "4500", Documentation = "Creates a new sector operation that could be accessed through the sector operation menu. Allows adding new quests along with setting up variables that are related to them.", } DefineModItemPreset("SectorOperation", { EditorName = "Sector operation", EditorSubmenu = "Campaign & Maps" }) function SectorOperation:Gettarget_example() return self.target_contribution / (4*self:GetSectorSlots()*100) end DefineClass.SectorOperationBonusPerk = { __parents = { "PropertyObject", }, __generated_by_class = "ClassDef", properties = { { id = "perk", name = "Perk", help = "Mercs with this perk provide bonus contribution per tick", editor = "preset_id", default = false, preset_class = "CharacterEffectCompositeDef", preset_filter = function (preset, obj, prop_meta) return preset.object_class == "Perk" end, }, { id = "bonus", name = "Bonus", help = "Value of the bonus contribution per tick", editor = "number", default = false, }, }, } DefineClass.SectorOperationProfession = { __parents = { "PropertyObject", }, __generated_by_class = "ClassDef", properties = { { id = "id", name = "Id", help = "Profession", editor = "text", default = false, }, { id = "display_name", name = "Display Name", help = "Profession", editor = "text", default = false, translate = true, }, { id = "description", name = "Description", help = "Profession", editor = "text", default = false, translate = true, }, { id = "display_name_all_caps", name = "Display Name All Caps", help = "Profession", editor = "text", default = false, translate = true, }, { id = "display_name_plural", name = "Display Name Plural", help = "Profession", editor = "text", default = false, translate = true, }, { id = "display_name_plural_all_caps", name = "Display Name Plural All Caps", help = "Profession", editor = "text", default = false, translate = true, }, }, }