From b3e1f4d18d909a88edf2f6e2a51c7e83fdb8a78f Mon Sep 17 00:00:00 2001 From: Xansta <> Date: Mon, 16 Sep 2024 11:40:27 -0500 Subject: [PATCH 1/2] Surf's Up! --- scripts/scenario_29_surf.lua | 1762 ++++++++++++++++++++++++++++++++++ 1 file changed, 1762 insertions(+) create mode 100644 scripts/scenario_29_surf.lua diff --git a/scripts/scenario_29_surf.lua b/scripts/scenario_29_surf.lua new file mode 100644 index 000000000..2af7e539a --- /dev/null +++ b/scripts/scenario_29_surf.lua @@ -0,0 +1,1762 @@ +-- Name: Surf's Up! +-- Description: Wave after wave of enemy ships attack, each wave harder than the previous +--- wave. Single or multiple player ships may participate. Scenario is over when the +--- friendly bases are destroyed. Loosely based on the Waves scenario. +--- +--- No victory condition. How many waves can you complete? +--- +--- Version 1 +--- +--- USN Discord: https://discord.gg/PntGG3a where you can join a game online. There's one almost every weekend. All experience levels are welcome. +-- Type: Basic +-- Setting[Enemies]: Configures strength and/or number of enemies in this scenario +-- Enemies[Easy]: Fewer or weaker enemies +-- Enemies[Normal|Default]: Normal number or strength of enemies +-- Enemies[Hard]: More or stronger enemies +-- Enemies[Extreme]: Much stronger, many more enemies +-- Enemies[Quixotic]: Insanely strong and/or inordinately large numbers of enemies +-- Setting[Prototype]: Use alternative player ship or not +-- Prototype[None|Default]: Select a normal player ship from the next screen +-- Prototype[Cruiser]: Spawn a player cruiser +-- Prototype[Missile Cruiser]: Spawn a player missile cruiser (no beams) +-- Prototype[Fighter]: Spawn a player fighter (no warp or jump) +-- Setting[Pace]: Configures how fast the enemy ships move +-- Pace[Normal|Default]: Enemy ships move at their normal speed +-- Pace[10]: Enemy ships move ten percent faster than normal +-- Pace[20]: Enemy ships move twenty percent faster than normal +-- Pace[30]: Enemy ships move thirty percent faster than normal +-- Pace[40]: Enemy ships move forty percent faster than normal +-- Pace[50]: Enemy ships move fifty percent faster than normal +-- Setting[Advance]: Configure the simulated wave level. Default is one +-- Advance[1|Default]: Normal wave start point +-- Advance[2]: Advance wave start to 2 +-- Advance[3]: Advance wave start to 3 +-- Advance[4]: Advance wave start to 4 +-- Advance[5]: Advance wave start to 5 +-- Advance[6]: Advance wave start to 6 +-- Advance[7]: Advance wave start to 7 +-- Advance[8]: Advance wave start to 8 +-- Advance[9]: Advance wave start to 9 + +require("utils.lua") +-- For this scenario, utils.lua provides: +-- vectorFromAngle(angle, length) +-- Returns a relative vector (x, y coordinates) +-- setCirclePos(obj, x, y, angle, distance) +-- Returns the object with its position set to the resulting coordinates. +require("place_station_scenario_utility.lua") +require("cpu_ship_diversification_scenario_utility.lua") +require("generate_call_sign_scenario_utility.lua") +require("comms_scenario_utility.lua") + +function init() + scenario_version = "1.0.6" + ee_version = "2024.08.09" + print(string.format(" ---- Scenario: Surf's Up! ---- Version %s ---- Tested with EE version %s ----",scenario_version,ee_version)) + if _VERSION ~= nil then + print(_VERSION) + end + -- global variables: + wave_number = 0 + spawn_wave_delay = nil + add_station_to_database = true + include_goods_for_sale_in_status = true + include_ordnance_in_status = true + stations_sell_goods = true + enemy_list = {} + friendly_stations = {} + neutral_stations = {} + station_list = {} + transport_list = {} + nebulas = {} + check_zones = {} + + -- Random friendly stations + local name_categories = { + "Science", + "History", + "Pop Sci Fi", + "Spec Sci Fi", + "Generic", + } + local station_angle = random(0,360) + local station_x, station_y = vectorFromAngle(station_angle,random(2000,5000)) + local name_category = tableRemoveRandom(name_categories) + local station = placeStation(station_x, station_y,name_category,"Human Navy") + setReinforcements(station) + table.insert(friendly_stations, station) + table.insert(station_list, station) + local dx, dy = vectorFromAngle(station_angle + random(-60,60),random(2000,5000)) + name_category = tableRemoveRandom(name_categories) + station = placeStation(station_x + dx, station_y + dy,name_category,"Human Navy") + setReinforcements(station) + table.insert(friendly_stations, station) + spreadServiceToStations(friendly_stations) + table.insert(station_list, station) + local mission_reasons = { + ["energy"] = { + [_("situationReport-comms", "A recent reactor failure has put us on auxiliary power, so we cannot recharge ships.")] = { + "nickel","platinum","gold","dilithium","tritanium","cobalt","optic","filament","sensor","lifter","software","circuit","battery" + }, + [_("situationReport-comms", "A damaged power coupling makes it too dangerous to recharge ships.")] = { + "nickel","platinum","gold","dilithium","tritanium","cobalt","optic","filament","sensor","lifter","circuit","battery" + }, + [_("situationReport-comms", "An asteroid strike damaged our solar cells and we are short on power, so we can't recharge ships right now.")] = { + "nickel","platinum","gold","dilithium","tritanium","cobalt","optic","filament","sensor","circuit","battery" + }, + }, + ["hull"] = { + [_("situationReport-comms", "We're out of the necessary materials and supplies for hull repair.")] = { + "nickel","platinum","dilithium","tritanium","cobalt","lifter","filament","sensor","circuit","repulsor","nanites","shield" + }, + [_("situationReport-comms", "Hull repair automation unavailable while it is undergoing maintenance.")] = { + "nickel","platinum","gold","dilithium","tritanium","cobalt","optic","filament","sensor","lifter","software","circuit","android","robotic","nanites" + }, + [_("situationReport-comms", "All hull repair technicians quarantined to quarters due to illness.")] = { + "medicine","transporter","sensor","communication","autodoc","android","nanites" + }, + }, + ["restock_probes"] = { + [_("situationReport-comms", "Cannot replenish scan probes due to fabrication unit failure.")] = { + "nickel","platinum","gold","dilithium","tritanium","cobalt","optic","filament","sensor","lifter","software","circuit","battery" + }, + [_("situationReport-comms", "Parts shortage prevents scan probe replenishment.")] = { + "optic","filament","shield","impulse","warp","sensor","lifter","circuit","battery","communication" + }, + [_("situationReport-comms", "Station management has curtailed scan probe replenishment for cost cutting reasons.")] = { + "nickel","platinum","gold","dilithium","tritanium","cobalt","luxury" + }, + } + } + mission_goods = {} + for i,station in ipairs(friendly_stations) do + if not station:getRestocksScanProbes() then + if station.probe_fail_reason == nil then + local reason_list = { + _("situationReport-comms", "Cannot replenish scan probes due to fabrication unit failure."), + _("situationReport-comms", "Parts shortage prevents scan probe replenishment."), + _("situationReport-comms", "Station management has curtailed scan probe replenishment for cost cutting reasons."), + } + station.probe_fail_reason = reason_list[math.random(1,#reason_list)] + mission_goods["restock_probes"] = mission_reasons["restock_probes"][station.probe_fail_reason] + end + end + if not station:getRepairDocked() then + if station.repair_fail_reason == nil then + reason_list = { + _("situationReport-comms", "We're out of the necessary materials and supplies for hull repair."), + _("situationReport-comms", "Hull repair automation unavailable while it is undergoing maintenance."), + _("situationReport-comms", "All hull repair technicians quarantined to quarters due to illness."), + } + station.repair_fail_reason = reason_list[math.random(1,#reason_list)] + mission_goods["hull"] = mission_reasons["hull"][station.repair_fail_reason] + end + end + if not station:getSharesEnergyWithDocked() then + if station.energy_fail_reason == nil then + reason_list = { + _("situationReport-comms", "A recent reactor failure has put us on auxiliary power, so we cannot recharge ships."), + _("situationReport-comms", "A damaged power coupling makes it too dangerous to recharge ships."), + _("situationReport-comms", "An asteroid strike damaged our solar cells and we are short on power, so we can't recharge ships right now."), + } + station.energy_fail_reason = reason_list[math.random(1,#reason_list)] + mission_goods["energy"] = mission_reasons["energy"][station.energy_fail_reason] + end + end + end + + -- Random nebulae + local neb_x, neb_y = vectorFromAngle(random(0, 360), 15000) + for n = 1, 5 do + local d_neb_x, d_neb_y = vectorFromAngle(random(0, 360), random(2500, 10000)) + table.insert(nebulas,Nebula():setPosition(neb_x + d_neb_x, neb_y + d_neb_y)) + end + + -- Random asteroids + for cnt = 1, random(2, 7) do + local major_angle = random(0, 360) + local minor_angle = random(0, 360) + local dist = random(3000, 15000 + cnt * 5000) + local base_x, base_y = vectorFromAngle(major_angle, dist) + for a_cnt = 1, 25 do + dx1, dy1 = vectorFromAngle(minor_angle, random(-1000, 1000)) + dx2, dy2 = vectorFromAngle(minor_angle + 90, random(-10000, 10000)) + Asteroid():setPosition(base_x + dx1 + dx2, base_y + dy1 + dy2):setSize(random(4,300) + random(4,300) + random(4,300)) + end + for a_cnt = 1, 50 do + dx1, dy1 = vectorFromAngle(minor_angle, random(-1500, 1500)) + dx2, dy2 = vectorFromAngle(minor_angle + 90, random(-10000, 10000)) + VisualAsteroid():setPosition(base_x + dx1 + dx2, base_y + dy1 + dy2):setSize(random(4,300) + random(4,300) + random(4,300)) + end + end + asteroid_storm = false + storm_asteroids = {} + + -- Enemy strength configuration and primary enemy type list + local enemy_config = { + ["Easy"] = {number = .5}, + ["Normal"] = {number = 1}, + ["Hard"] = {number = 2}, + ["Extreme"] = {number = 3}, + ["Quixotic"] = {number = 5}, + } + enemy_power = enemy_config[getScenarioSetting("Enemies")].number + local enemy_speed = { + ["Normal"] = 1, + ["10"] = 1.1, + ["20"] = 1.2, + ["30"] = 1.3, + ["40"] = 1.4, + ["50"] = 1.5 + } + speed_factor = enemy_speed[getScenarioSetting("Pace")] + local advance_config = { + ["1"] = 0, + ["2"] = 1, + ["3"] = 2, + ["4"] = 3, + ["5"] = 4, + ["6"] = 5, + ["7"] = 6, + ["8"] = 7, + ["9"] = 8, + } + wave_advance = advance_config[getScenarioSetting("Advance")] + ship_templates = { + {name = "Gnat", warp_jammer = "none", strength = 2, create = gnat}, + {name = "MT52 Hornet", warp_jammer = "none", strength = 5, create = stockTemplate}, + {name = "MU52 Hornet", warp_jammer = "none", strength = 5, create = stockTemplate}, + {name = "Adder MK5", warp_jammer = "none", strength = 7, create = stockTemplate}, + {name = "WX-Lindworm", warp_jammer = "none", strength = 7, create = stockTemplate}, + {name = "Adder MK9", warp_jammer = "none", strength = 11, create = stockTemplate}, + {name = "Phobos T3", warp_jammer = "none", strength = 15, create = stockTemplate}, + {name = "Piranha F12", warp_jammer = "beam", strength = 15, create = stockTemplate}, + {name = "Farco 11", warp_jammer = "plain", strength = 21, create = farco11}, + {name = "Ranus U", warp_jammer = "beam", strength = 25, create = stockTemplate}, + {name = "Stalker Q7", warp_jammer = "missile", strength = 25, create = stockTemplate}, + {name = "Stalker R7", warp_jammer = "missile", strength = 25, create = stockTemplate}, + {name = "Maniapak", warp_jammer = "none", strength = 34, create = maniapak}, + {name = "Cucaracha", warp_jammer = "plain", strength = 36, create = cucaracha}, + {name = "Atlantis X23", warp_jammer = "none", strength = 50, create = stockTemplate}, + {name = "Atlantis Y42", warp_jammer = "plain", strength = 60, create = atlantisY42}, + {name = "Enforcer", warp_jammer = "none", strength = 75, create = enforcer}, + {name = "Starhammer III", warp_jammer = "none", strength = 85, create = starhammerIII}, + {name = "Starhammer V", warp_jammer = "plain", strength = 90, create = starhammerV}, + {name = "Tyr", warp_jammer = "none", strength = 150, create = tyr}, + } + + -- Random neutral stations + neutral_stations = {} + for n = 1, 6 do + name_category = tableRemoveRandom(name_categories) + if name_category == nil then + name_category = "RandomHumanNeutral" + end + local station = placeStation(0,0,name_category,"Independent") + setCirclePos(station, 0, 0, random(0,360), random(15000,30000)) + table.insert(neutral_stations,station) + table.insert(station_list, station) + end + spreadServiceToStationPairs(neutral_stations) + + local ordnance_missions = { + "Homing","Nuke","EMP","Mine","HVLI", + } + for i,mission in ipairs(ordnance_missions) do + mission_goods[mission] = {"nickel","platinum","gold","dilithium","tritanium","cobalt","circuit","filament"} + end + table.insert(mission_goods.Homing,"sensor") + table.insert(mission_goods.Nuke,"sensor") + table.insert(mission_goods.EMP,"sensor") + local missions_stations_goods = {} + for i,neutral_station in ipairs(neutral_stations) do + if neutral_station.comms_data ~= nil and neutral_station.comms_data.goods ~= nil then + for station_good,details in pairs(neutral_station.comms_data.goods) do + for mission,mission_goods in pairs(mission_goods) do + for k,mission_good in ipairs(mission_goods) do + if mission_good == station_good then + if missions_stations_goods[mission] == nil then + missions_stations_goods[mission] = {} + end + if missions_stations_goods[mission][neutral_station] == nil then + missions_stations_goods[mission][neutral_station] = {} + end + table.insert(missions_stations_goods[mission][neutral_station],mission_good) + end + end + end + end + end + end + mission_good = {} + -- Pick goods for missions + local already_selected_station = {} + local already_selected_good = {} + for mission,stations_goods in pairs(missions_stations_goods) do + local station_pool = {} + for station,goods in pairs(stations_goods) do + if #already_selected_station > 0 then + local exclude = false + for i,previous_station in ipairs(already_selected_station) do + if station == previous_station then + exclude = true + end + end + if not exclude then + table.insert(station_pool,station) + end + else + table.insert(station_pool,station) + end + end + if #station_pool > 0 then + local selected_station = station_pool[math.random(1,#station_pool)] + table.insert(already_selected_station,selected_station) + local good = stations_goods[selected_station][math.random(1,#stations_goods[selected_station])] + if #already_selected_good > 0 then + local good_selected = false + for i,previous_good in ipairs(already_selected_good) do + if previous_good == good then + good_selected = true + break + end + end + if not good_selected then + mission_good[mission] = {good = good, station = selected_station} + mission_goods[mission] = {good} + table.insert(already_selected_good,good) + selected_station.selected_mission_good = good + end + else + mission_good[mission] = {good = good, station = selected_station} + mission_goods[mission] = {good} + table.insert(already_selected_good,good) + selected_station.selected_mission_good = good + end + end + end + -- complete goods selection for missions + for mission,goods in pairs(mission_goods) do + local selected_good = nil + if #goods > 1 then + local good_pool = {} + for i,good in ipairs(goods) do + local good_selected = false + for j,previous_good in ipairs(already_selected_good) do + if good == previous_good then + good_selected = true + break + end + end + if not good_selected then + table.insert(good_pool,good) + end + end + if #good_pool > 0 then + selected_good = good_pool[math.random(1,#good_pool)] + mission_good[mission] = {good = selected_good} + table.insert(already_selected_good,selected_good) + else + selected_good = goods[math.random(1,#goods)] + mission_good[mission] = {good = selected_good} + end + else + selected_good = goods[1] + end + end + for mission,details in pairs(mission_good) do + if details.station == nil then + for i,station in ipairs(neutral_stations) do + if station.selected_mission_good == nil then + if station.comms_data.goods == nil then + station.comms_data.goods = {} + end + station.comms_data.goods[details.good] = {quantity = math.random(3,8), cost = math.random(40,80)} + station.selected_mission_good = details.good + details.station = station + break + end + end + end + end + --[[ + print("Missions and goods final:") + for mission,details in pairs(mission_good) do + local out_station = "None" + if details.station ~= nil then + out_station = details.station:getCallSign() + end + print("Mission:",mission,"Good:",details.good,"Station:",out_station) + end + --]] + -- Player ship(s) + player_ship_stats = { + ["Atlantis"] = { strength = 52, cargo = 6, long_range_radar = 30000, short_range_radar = 5000, }, + ["Benedict"] = { strength = 10, cargo = 9, long_range_radar = 30000, short_range_radar = 5000, }, + ["Crucible"] = { strength = 45, cargo = 5, long_range_radar = 20000, short_range_radar = 6000, }, + ["Ender"] = { strength = 100, cargo = 20, long_range_radar = 45000, short_range_radar = 7000, }, + ["Flavia P.Falcon"] = { strength = 13, cargo = 15, long_range_radar = 40000, short_range_radar = 5000, }, + ["Hathcock"] = { strength = 30, cargo = 6, long_range_radar = 35000, short_range_radar = 6000, }, + ["Kiriya"] = { strength = 10, cargo = 9, long_range_radar = 35000, short_range_radar = 5000, }, + ["MP52 Hornet"] = { strength = 7, cargo = 3, long_range_radar = 18000, short_range_radar = 4000, }, + ["Maverick"] = { strength = 45, cargo = 5, long_range_radar = 20000, short_range_radar = 4000, }, + ["Nautilus"] = { strength = 12, cargo = 7, long_range_radar = 22000, short_range_radar = 4000, }, + ["Phobos M3P"] = { strength = 19, cargo = 10, long_range_radar = 25000, short_range_radar = 5000, }, + ["Piranha"] = { strength = 16, cargo = 8, long_range_radar = 25000, short_range_radar = 6000, }, + ["Player Cruiser"] = { strength = 40, cargo = 6, long_range_radar = 30000, short_range_radar = 5000, }, + ["Player Fighter"] = { strength = 7, cargo = 3, long_range_radar = 15000, short_range_radar = 4500, }, + ["Player Missile Cr."] = { strength = 45, cargo = 8, long_range_radar = 35000, short_range_radar = 6000, }, + ["Repulse"] = { strength = 14, cargo = 12, long_range_radar = 38000, short_range_radar = 5000, }, + ["Striker"] = { strength = 8, cargo = 4, long_range_radar = 35000, short_range_radar = 5000, }, + ["ZX-Lindworm"] = { strength = 8, cargo = 3, long_range_radar = 18000, short_range_radar = 5500, }, + } + player_ship_names = { + ["Atlantis"] = {"Excaliber","Thrasher","Punisher","Vorpal","Protang","Drummond","Parchim","Coronado"}, + ["Benedict"] = {"Elizabeth","Ford","Vikramaditya","Liaoning","Avenger","Naruebet","Washington","Lincoln","Garibaldi","Eisenhower"}, + ["Crucible"] = {"Sling", "Stark", "Torrid", "Kicker", "Flummox", "3rd Charm"}, + ["Ender"] = {"Mongo","Godzilla","Leviathan","Kraken","Jupiter","Saturn"}, + ["Flavia P.Falcon"] = {"Ladyhawke","Hunter","Seeker","Gyrefalcon","Kestrel","Magpie","Bandit","Buccaneer"}, + ["Hathcock"] = {"Hayha", "Waldron", "Plunkett", "Mawhinney", "Furlong", "Zaytsev", "Pavlichenko", "Pegahmagabow", "Fett", "Hawkeye", "Hanzo"}, + ["Kiriya"] = {"Cavour","Reagan","Gaulle","Paulo","Truman","Stennis","Kuznetsov","Roosevelt","Vinson","Old Salt"}, + ["MP52 Hornet"] = {"Dragonfly","Scarab","Mantis","Yellow Jacket","Jimminy","Flik","Thorny","Buzz"}, + ["Maverick"] = {"Angel", "Thunderbird", "Roaster", "Magnifier", "Hedge"}, + ["Nautilus"] = {"October", "Abdiel", "Manxman", "Newcon", "Nusret", "Pluton", "Amiral", "Amur", "Heinkel", "Dornier"}, + ["Phobos M3P"] = {"Blinder","Shadow","Distortion","Diemos","Ganymede","Castillo","Thebe","Retrograde"}, + ["Piranha"] = {"Razor","Biter","Ripper","Voracious","Carnivorous","Characid","Vulture","Predator"}, + ["Player Cruiser"] = {"Excelsior","Velociraptor","Thunder","Kona","Encounter","Perth","Aspern","Panther"}, + ["Player Fighter"] = {"Buzzer","Flitter","Zippiticus","Hopper","Molt","Stinger","Stripe"}, + ["Player Missile Cr."] ={"Projectus","Hurlmeister","Flinger","Ovod","Amatola","Nakhimov","Antigone"}, + ["Repulse"] = {"Fiddler","Brinks","Loomis","Mowag","Patria","Pandur","Terrex","Komatsu","Eitan"}, + ["Striker"] = {"Sparrow","Sizzle","Squawk","Crow","Phoenix","Snowbird","Hawk"}, + ["ZX-Lindworm"] = {"Seagull","Catapult","Blowhard","Flapper","Nixie","Pixie","Tinkerbell"}, + ["Player Cruiser"] = {"Excelsior","Velociraptor","Thunder","Kona","Encounter","Perth","Aspern","Panther"}, + ["Player Missile Cr."] ={"Projectus","Hurlmeister","Flinger","Ovod","Amatola","Nakhimov","Antigone"}, + ["Player Fighter"] = {"Buzzer","Flitter","Zippiticus","Hopper","Molt","Stinger","Stripe"}, + ["Leftovers"] = {"Foregone","Righteous","Masher"}, + } + player_spawn_count = 0 + onNewPlayerShip(setPlayer) + + -- Alternative player ship + local prototype_config = { + ["None"] = "None", + ["Cruiser"] = "Player Cruiser", + ["Missile Cruiser"] = "Player Missile Cr.", + ["Fighter"] = "Player Fighter", + } + if getScenarioSetting("Prototype") ~= "None" then + PlayerSpaceship():setTemplate(prototype_config[getScenarioSetting("Prototype")]) + end +end +function setReinforcements(station) + station.comms_data = {} + station.comms_data.service_cost = {} + station.comms_data.service_cost.amk3_reinforcements = math.random(75,125) + station.comms_data.service_cost.hornet_reinforcements = math.random(75,125) + station.comms_data.service_cost.reinforcements = math.random(140,160) + station.comms_data.service_cost.amk8_reinforcements = math.random(150,200) + station.comms_data.service_cost.phobos_reinforcements = math.random(175,225) + station.comms_data.service_cost.stalker_reinforcements = math.random(275,325) + station.comms_data.service_available = {} + station.comms_data.service_available.amk3_reinforcements = random(1,100) < 72 + station.comms_data.service_available.hornet_reinforcements = random(1,100) < 72 + station.comms_data.service_available.reinforcements = true + station.comms_data.service_available.amk8_reinforcements = random(1,100) < 72 + station.comms_data.service_available.phobos_reinforcements = random(1,100) < 72 + station.comms_data.service_available.stalker_reinforcements = random(1,100) < 72 +end +-------------------------------- +-- Initialization utilities -- +-------------------------------- +function setPlayer(p) + player_spawn_count = player_spawn_count + 1 + local player_ship_name = tableRemoveRandom(player_ship_names[p:getTypeName()]) + if player_ship_name == nil then + player_ship_name = tableRemoveRandom(player_ship_names["Leftovers"]) + end + if player_ship_name ~= nil then + p:setCallSign(player_ship_name) + end + p.maxCargo = 5 + p.cargo = p.maxCargo +end +function spreadServiceToStationPairs(stations) + for _,station in ipairs(stations) do + station:setSharesEnergyWithDocked(false) + station:setRepairDocked(false) + station:setRestocksScanProbes(false) + station.comms_data.weapon_available.Homing = false + station.comms_data.weapon_available.Nuke = false + station.comms_data.weapon_available.EMP = false + station.comms_data.weapon_available.Mine = false + station.comms_data.weapon_available.HVLI = false + station.comms_data.service_available = { + supplydrop = false, + reinforcements = false, + hornet_reinforcements = false, + phobos_reinforcements = false, + amk3_reinforcements = false, + amk8_reinforcements = false, + } + station.comms_data.service_cost = { + supplydrop = math.random(90,110), + reinforcements = math.random(140,160), + hornet_reinforcements = math.random(75,125), + phobos_reinforcements = math.random(175,225), + amk3_reinforcements = math.random(75,125), + amk8_reinforcements = math.random(150,200), + } + end + local station_service_pool = { + "energy","hull","restock_probes","homing","nuke","emp","mine","hvli", + "supply_drop","reinforcements","hornet_reinforcements","phobos_reinforcements","amk3_reinforcements","amk8_reinforcements", + } + local station_pool = {} + while(#station_service_pool > 0) do + local service = tableRemoveRandom(station_service_pool) + if #station_pool < 1 then + for _,station in ipairs(stations) do + table.insert(station_pool,station) + end + end + local station_1 = tableRemoveRandom(station_pool) + if #station_pool < 1 then + for _,station in ipairs(stations) do + table.insert(station_pool,station) + end + end + local station_2 = tableRemoveRandom(station_pool) + if service == "energy" then + station_1:setSharesEnergyWithDocked(true) + station_2:setSharesEnergyWithDocked(true) + elseif service == "hull" then + station_1:setRepairDocked(true) + station_2:setRepairDocked(true) + elseif service == "restock_probes" then + station_1:setRestocksScanProbes(true) + station_2:setRestocksScanProbes(true) + elseif service == "homing" then + station_1.comms_data.weapon_available.Homing = true + station_2.comms_data.weapon_available.Homing = true + elseif service == "nuke" then + station_1.comms_data.weapon_available.Nuke = true + station_2.comms_data.weapon_available.Nuke = true + elseif service == "emp" then + station_1.comms_data.weapon_available.EMP = true + station_2.comms_data.weapon_available.EMP = true + elseif service == "mine" then + station_1.comms_data.weapon_available.Mine = true + station_2.comms_data.weapon_available.Mine = true + elseif service == "hvli" then + station_1.comms_data.weapon_available.HVLI = true + station_2.comms_data.weapon_available.HVLI = true + elseif service == "supply_drop" then + station_1.comms_data.service_available.supplydrop = true + station_2.comms_data.service_available.supplydrop = true + elseif service == "reinforcements" then + station_1.comms_data.service_available.reinforcements = true + station_2.comms_data.service_available.reinforcements = true + elseif service == "hornet_reinforcements" then + station_1.comms_data.service_available.hornet_reinforcements = true + station_2.comms_data.service_available.hornet_reinforcements = true + elseif service == "phobos_reinforcements" then + station_1.comms_data.service_available.phobos_reinforcements = true + station_2.comms_data.service_available.phobos_reinforcements = true + elseif service == "amk3_reinforcements" then + station_1.comms_data.service_available.amk3_reinforcements = true + station_2.comms_data.service_available.amk3_reinforcements = true + elseif service == "amk8_reinforcements" then + station_1.comms_data.service_available.amk8_reinforcements = true + station_2.comms_data.service_available.amk8_reinforcements = true + end + end +end +function spreadServiceToStations(stations) + for _,station in ipairs(stations) do + station:setSharesEnergyWithDocked(false) + station:setRepairDocked(false) + station:setRestocksScanProbes(false) + station.comms_data.weapon_available = {} + station.comms_data.weapon_available.Homing = false + station.comms_data.weapon_available.Nuke = false + station.comms_data.weapon_available.EMP = false + station.comms_data.weapon_available.Mine = false + station.comms_data.weapon_available.HVLI = false + station.comms_data.service_available = { + supplydrop = false, + reinforcements = false, + hornet_reinforcements = false, + phobos_reinforcements = false, + amk3_reinforcements = false, + amk8_reinforcements = false, + } + station.comms_data.service_cost = { + supplydrop = math.random(90,110), + reinforcements = math.random(140,160), + hornet_reinforcements = math.random(75,125), + phobos_reinforcements = math.random(175,225), + amk3_reinforcements = math.random(75,125), + amk8_reinforcements = math.random(150,200), + } + end + local station_service_pool = { + "energy","hull","restock_probes","homing","nuke","emp","mine","hvli", + "supply_drop","reinforcements","hornet_reinforcements","phobos_reinforcements","amk3_reinforcements","amk8_reinforcements", + } + local station_pool = {} + while(#station_service_pool > 0) do + local service = tableRemoveRandom(station_service_pool) + if #station_pool < 1 then + for _,station in ipairs(stations) do + table.insert(station_pool,station) + end + end + local station_1 = tableRemoveRandom(station_pool) + if service == "energy" then + station_1:setSharesEnergyWithDocked(true) + elseif service == "hull" then + station_1:setRepairDocked(true) + elseif service == "restock_probes" then + station_1:setRestocksScanProbes(true) + elseif service == "homing" then + station_1.comms_data.weapon_available.Homing = true + elseif service == "nuke" then + station_1.comms_data.weapon_available.Nuke = true + elseif service == "emp" then + station_1.comms_data.weapon_available.EMP = true + elseif service == "mine" then + station_1.comms_data.weapon_available.Mine = true + elseif service == "hvli" then + station_1.comms_data.weapon_available.HVLI = true + elseif service == "supply_drop" then + station_1.comms_data.service_available.supplydrop = true + elseif service == "reinforcements" then + station_1.comms_data.service_available.reinforcements = true + elseif service == "hornet_reinforcements" then + station_1.comms_data.service_available.hornet_reinforcements = true + elseif service == "phobos_reinforcements" then + station_1.comms_data.service_available.phobos_reinforcements = true + elseif service == "amk3_reinforcements" then + station_1.comms_data.service_available.amk3_reinforcements = true + elseif service == "amk8_reinforcements" then + station_1.comms_data.service_available.amk8_reinforcements = true + end + end +end +------------------------- +-- General utilities -- +------------------------- +function tableRemoveRandom(array) +-- Remove random element from array and return it. + -- Returns nil if the array is empty, + -- analogous to `table.remove`. + local array_item_count = #array + if array_item_count == 0 then + return nil + end + local selected_item = math.random(array_item_count) + local temp = array[selected_item] + array[selected_item] = array[array_item_count] + array[array_item_count] = temp + return table.remove(array) +end +function angleFromVectorNorth(p1x,p1y,p2x,p2y) + TWOPI = 6.2831853071795865 + RAD2DEG = 57.2957795130823209 + atan2parm1 = p2x - p1x + atan2parm2 = p2y - p1y + theta = math.atan2(atan2parm1, atan2parm2) + if theta < 0 then + theta = theta + TWOPI + end + return (360 - (RAD2DEG * theta)) % 360 +end +function vectorFromAngleNorth(angle,distance) +-- print("input angle to vectorFromAngleNorth:") +-- print(angle) + angle = (angle + 270) % 360 + local x, y = vectorFromAngle(angle,distance) + return x, y +end +function getDuration() + local duration = getScenarioTime() + local duration_string = math.floor(duration) + if duration > 60 then + local minutes = math.floor(duration / 60) + local seconds = math.floor(duration % 60) + if minutes > 1 then + if minutes > 60 then + local hours = math.floor(minutes / 60) + minutes = math.floor(minutes % 60) + if hours > 1 then + if minutes > 1 then + if seconds > 1 then + duration_string = string.format(_("msgMainscreen","%s hours, %s minutes and %s seconds"),hours,minutes,seconds) + else + duration_string = string.format(_("msgMainscreen","%s hours, %s minutes and %s second"),hours,minutes,seconds) + end + else + if seconds > 1 then + duration_string = string.format(_("msgMainscreen","%s hours, %s minute and %s seconds"),hours,minutes,seconds) + else + duration_string = string.format(_("msgMainscreen","%s hours, %s minute and %s second"),hours,minutes,seconds) + end + end + else + if minutes > 1 then + if seconds > 1 then + duration_string = string.format(_("msgMainscreen","%s hour, %s minutes and %s seconds"),hours,minutes,seconds) + else + duration_string = string.format(_("msgMainscreen","%s hour, %s minutes and %s second"),hours,minutes,seconds) + end + else + if seconds > 1 then + duration_string = string.format(_("msgMainscreen","%s hour, %s minute and %s seconds"),hours,minutes,seconds) + else + duration_string = string.format(_("msgMainscreen","%s hour, %s minute and %s second"),hours,minutes,seconds) + end + end + end + else + if seconds > 1 then + duration_string = string.format(_("msgMainscreen","%s minutes and %s seconds"),minutes,seconds) + else + duration_string = string.format(_("msgMainscreen","%s minutes and %s second"),minutes,seconds) + end + end + else + duration_string = string.format(_("msgMainscreen","%s minute and %s seconds"),minutes,seconds) + end + else + duration_string = string.format(_("msgMainscreen","%s seconds"),duration_string) + end + return duration_string +end +function nameBanner(p) + local banner = string.format(_("name-tab","%s in %s"),p:getCallSign(),p:getSectorName()) + p.name_tag_hlm = "name_tag_hlm" + p:addCustomInfo("Helms",p.name_tag_hlm,banner,1) + p.name_tag_tac = "name_tag_tac" + p:addCustomInfo("Tactical",p.name_tag_tac,banner,1) + p.name_tag_rel = "name_tag_rel" + p:addCustomInfo("Relay",p.name_tag_rel,banner,1) + p.name_tag_alt = "name_tag_alt" + p:addCustomInfo("AltRelay",p.name_tag_alt,banner,1) + p.name_tag_com = "name_tag_com" + p:addCustomInfo("CommsOnly",p.name_tag_com,banner,1) + p.name_tag_log = "name_tag_log" + p:addCustomInfo("ShipLog",p.name_tag_log,banner,1) +end +function earlyEnd() + if trigger_end_status == nil then + trigger_end_status = "button created" + addGMFunction(_("buttonGM","End with Odin"),function() + for i,p in ipairs(getActivePlayerShips()) do + p:addToShipLog(string.format(_("shipLog","We picked up an anomalous chroniton particle reading near %s. Encoded within the anomalous reading is a designated point along the timeline in the future. We are still working on the decoding rest of the information, but initial efforts hint at some major military action being taken by the Ghosts. We have placed countdown timers on some of your consoles indicating when this event is supposed to occur."),friendly_stations[1]:getCallSign()),"Magenta") + end + trigger_end_status = "started" + odin_spawn_time = getScenarioTime() + 30 + addGMMessage(_("msgGM","30 second countdown to Odin spawn has begun.")) + clearGMFunctions() + end) + elseif trigger_end_status == "started" then + if getScenarioTime() > odin_spawn_time then + if friendly_stations ~= nil then + if endOdin == nil then + local station_pool = {} + for i,station in ipairs(friendly_stations) do + if station ~= nil and station:isValid() then + table.insert(station_pool,station) + end + end + if #station_pool > 1 then + local station_pool = {} + for i,station in ipairs(friendly_stations) do + if station ~= nil and station:isValid() then + table.insert(station_pool,station) + end + end + local first_station = tableRemoveRandom(station_pool) + local second_station = tableRemoveRandom(station_pool) + local fx, fy = first_station:getPosition() + local sx, sy = second_station:getPosition() + local ox = (fx + sx)/2 + local oy = (fy + sy)/2 + endOdin = CpuShip():setTemplate("Odin"):setFaction("Ghosts") + endOdin:setPosition(ox, oy):orderRoaming() + else + if #station_pool > 0 then + local fx, fy = station_pool[1]:getPosition() + local ox, oy = vectorFromAngle(random(0,360),4000) + endOdin = CpuShip():setTemplate("Odin"):setFaction("Ghosts") + endOdin:setPosition(fx + ox, fy + oy):orderRoaming() + else + endOdin = CpuShip():setTemplate("Odin"):setFaction("Ghosts"):orderRoaming() + end + end + endOdin:setImpulseMaxSpeed(30):setRotationMaxSpeed(5):setAcceleration(5) + local forward, reverse = endOdin:getImpulseMaxSpeed() + endOdin:setImpulseMaxSpeed(forward*speed_factor,reverse*speed_factor) + endOdin:setRotationMaxSpeed(endOdin:getRotationMaxSpeed()*speed_factor) + endOdin:setAcceleration(endOdin:getAcceleration()*speed_factor) + trigger_end_status = "spawned" + end + end + for i,p in ipairs(getActivePlayerShips()) do + p:removeCustom(p.odin_time_rel) + p:removeCustom(p.odin_time_ops) + p:removeCustom(p.odin_time_log) + p:removeCustom(p.odin_time_alt) + end + else + local out_time = math.floor(odin_spawn_time - getScenarioTime()) + local banner = string.format(_("timer-tab","Anomalous Time:%s"),out_time) + for i,p in ipairs(getActivePlayerShips()) do + p.odin_time_rel = "odin_time_rel" + p:addCustomInfo("Relay",p.odin_time_rel,banner,2) + p.odin_time_ops = "odin_time_ops" + p:addCustomInfo("Operations",p.odin_time_ops,banner,2) + p.odin_time_log = "odin_time_log" + p:addCustomInfo("ShipLog",p.odin_time_log,banner,2) + p.odin_time_alt = "odin_time_alt" + p:addCustomInfo("AltRelay",p.odin_time_alt,banner,2) + end + end + end +end +---------------------- +-- Plot functions -- +---------------------- +function spawnWave() + wave_number = wave_number + 1 + if not asteroid_storm then + if random(1,100) - (wave_number + wave_advance) < 27 and #storm_asteroids == 0 then + asteroid_storm = true + end + end + enemy_list = {} + local player_power = 0 + for i,p in ipairs(getActivePlayerShips()) do + local template_name = p:getTypeName() + if template_name ~= nil then + local player_strength = player_ship_stats[template_name].strength + if player_strength ~= nil then + player_power = player_power + player_strength + else + player_power = player_power + 24 + end + else + player_power = player_power + 24 + end + end + enemy_strength = math.pow((wave_number + wave_advance),1.3) * 10 * enemy_power + player_power + current_enemy_strength = 0 + spawn_angle = random(0,360) + spawn_range = random(20000,25000 + 1000 * (wave_number + wave_advance)) + base_spawn_x, base_spawn_y = vectorFromAngle(spawn_angle,spawn_range) + local wave_styles = { + {style = "defense", chance = 10, msg = string.format(_("shipLog","Wave %i. Hunt down enemy base."),wave_number), func = spawnDefense}, + {style = "base", chance = 20, msg = string.format(_("shipLog","Wave %i. Hunt down enemy base."),wave_number), func = spawnBase}, + {style = "formation", chance = 50, msg = string.format(_("shipLog","Wave %i."),wave_number), func = spawnFormation}, + {style = "simple", chance = 100, msg = string.format(_("shipLog","Wave %i."),wave_number), func = spawnSimple}, + } + local roll = random(1,100) - (wave_number + wave_advance) + local wave_style = nil + print("Roll:",roll,"Wave number:",wave_number,"Enemy strength:",enemy_strength,"Player power:",player_power,"Advance:",wave_advance + 1) + for i, wave in ipairs(wave_styles) do + if roll <= wave.chance then + print("Wave type selected:",wave.style) + wave_style = wave + break + end + end + local wave_message = wave_style.msg + if asteroid_storm then + wave_message = string.format(_("shipLog","%s Asteroid storm reported."),wave_style.msg) + end + for i,p in ipairs(getActivePlayerShips()) do + p:addToShipLog(wave_message,"Green") + p:addReputationPoints(50 + wave_number * 10) + local wave_number_out = string.format("Wave %i",wave_number) + p.wave_number_banner_rel = "wave_number_banner_rel" + p:addCustomInfo("Relay",p.wave_number_banner_rel,wave_number_out,5) + p.wave_number_banner_ops = "wave_number_banner_ops" + p:addCustomInfo("Operations",p.wave_number_banner_ops,wave_number_out,5) + end + globalMessage(wave_message) + wave_style.func() +end +function spawnSimple() + local spawn_point_leader = nil + local split = false + while enemy_strength > 0 do + local attempts = 0 + local selected_ship = nil + repeat + selected_ship = ship_templates[math.random(1,#ship_templates)] + attempts = attempts + 1 + until(selected_ship.strength < (enemy_strength + 3) or attempts > 50) + local ship = selected_ship.create("Ghosts",selected_ship.name) + local forward, reverse = ship:getImpulseMaxSpeed() + ship:setImpulseMaxSpeed(forward*speed_factor,reverse*speed_factor) + ship:setRotationMaxSpeed(ship:getRotationMaxSpeed()*speed_factor) + ship:setAcceleration(ship:getAcceleration()*speed_factor) + if ship:hasWarpDrive() then + ship:setWarpSpeed(ship:getWarpSpeed()*speed_factor) + end + suffix_index = math.random(11,70) + ship:setCallSign(generateCallSign(nil,"Ghosts")) + if selected_ship.warp_jammer ~= nil and selected_ship.warp_jammer ~= "none" then + ship.warp_jammer_count = math.random(0,2) + ship.warp_jammer_type = selected_ship.warp_jammer + end + table.insert(enemy_list,ship) + if not split then + if current_enemy_strength >= enemy_strength then + local angle = random(0,360) + local dist = random(30000,35000 + 1000 * (wave_number + wave_advance)) + base_spawn_x, base_spawn_y = vectorFromAngle(angle,dist) + spawn_point_leader = nil + split = true + end + end + if spawn_point_leader == nil then + ship:setPosition(base_spawn_x, base_spawn_y) + spawn_point_leader = ship + ship:orderRoaming() + else + ship:orderDefendTarget(spawn_point_leader) + local defend_x, defend_y = vectorFromAngle(random(0,360),5000) + ship:setPosition(base_spawn_x + defend_x, base_spawn_y + defend_y) + end + current_enemy_strength = current_enemy_strength + selected_ship.strength + enemy_strength = enemy_strength - selected_ship.strength + end +end +function spawnBase() + for i,p in ipairs(getActivePlayerShips()) do + local px, py = p:getPosition() + if distance(px, py, base_spawn_x, base_spawn_y) < p:getLongRangeRadarRange() then + base_spawn_x, base_spawn_y = vectorFromAngle(spawn_angle,spawn_range + p:getLongRangeRadarRange()) + break + end + end + enemy_station = placeStation(base_spawn_x, base_spawn_y, "Sinister", "Ghosts") + enemy_station:onDestruction(baseDestroyed) + table.insert(enemy_list,enemy_station) + spawnSimple() +end +function spawnDefense() + for i,p in ipairs(getActivePlayerShips()) do + local px, py = p:getPosition() + if distance(px, py, base_spawn_x, base_spawn_y) < p:getLongRangeRadarRange() then + base_spawn_x, base_spawn_y = vectorFromAngle(spawn_angle,spawn_range + p:getLongRangeRadarRange()) + break + end + end + enemy_station = placeStation(base_spawn_x, base_spawn_y, "Sinister", "Ghosts") + enemy_station:onDestruction(baseDestroyed) + table.insert(enemy_list,enemy_station) + local defense_count = math.random(3,6) + local defense_angle = random(0,360) + local fleet_prefix = string.format("DP%s",generateCallSignPrefix()) + for i=1,defense_count do + local def_x, def_y = vectorFromAngle(defense_angle,4000) + local dp = CpuShip():setTemplate("Defense platform"):setFaction("Ghosts") + dp:setRotationMaxSpeed(dp:getRotationMaxSpeed()*speed_factor) + dp:setAcceleration(dp:getAcceleration()*speed_factor) + dp:setPosition(base_spawn_x + def_x, base_spawn_y + def_y):orderStandGround() + dp:setCallSign(generateCallSign(fleet_prefix)) + table.insert(enemy_list,dp) + defense_angle = defense_angle + (360/defense_count) + end + spawnSimple() +end +function baseDestroyed(self,instigator) + string.format("") + sub_wave_time = getScenarioTime() + 7 + local destruct_warning = false + for i,enemy in ipairs(enemy_list) do + if enemy ~= nil and enemy:isValid() and enemy:getTypeName() == "Defense platform" then + destruct_warning = true + break + end + end + if destruct_warning then + for i,p in ipairs(getActivePlayerShips()) do + p:addToShipLog(_("shipLog","Defense platform self destruct activated."),"Red") + end + end +end +function subWave() + if sub_wave_time == nil then + if sub_wave_interval == nil then + sub_wave_interval = 60 + end + sub_wave_time = getScenarioTime() + sub_wave_interval + sub_wave_interval = math.max(sub_wave_interval - 10,0) + elseif getScenarioTime() > sub_wave_time then + sub_wave_time = nil + enemy_strength = math.pow((wave_number + wave_advance),1.3) * 10 * enemy_power + if enemy_station ~= nil and enemy_station:isValid() then + base_spawn_x, base_spawn_y = enemy_station:getPosition() + local spawn_point_leader = nil + while enemy_strength > 0 do + local attempts = 0 + local selected_ship = nil + repeat + selected_ship = ship_templates[math.random(1,#ship_templates)] + attempts = attempts + 1 + until(selected_ship.strength < enemy_strength or attempts > 10) + local ship = selected_ship.create("Ghosts",selected_ship.name) + suffix_index = math.random(11,70) + ship:setCallSign(generateCallSign(nil,"Ghosts")) + table.insert(enemy_list,ship) + if spawn_point_leader == nil then + ship:setPosition(base_spawn_x, base_spawn_y) + spawn_point_leader = ship + ship:orderRoaming() + else + local defend_x, defend_y = vectorFromAngle(random(0,360),5000) + ship:setPosition(base_spawn_x + defend_x, base_spawn_y + defend_y) + ship:orderDefendTarget(spawn_point_leader) + end + enemy_strength = enemy_strength - selected_ship.strength + end + else + for i,enemy in ipairs(enemy_list) do + if enemy ~= nil and enemy:isValid() then + if enemy:getTypeName() == "Defense platform" then + local explode_it = false + for j,p in ipairs(getActivePlayerShips()) do + if distance(enemy,p) < p:getLongRangeRadarRange() then + explode_it = true + break + end + end + if explode_it then + local ex, ey = enemy:getPosition() + ExplosionEffect():setPosition(ex,ey):setSize(5000):setOnRadar(true) + for j,p in ipairs(getActivePlayerShips()) do + if distance(p,enemy) < 5000 then + p:takeDamage(50,"kinetic") + end + end + end + end + enemy:destroy() + end + end + enemy_list = {} + enemy_station = nil + sub_wave_interval = nil + end + end +end +function spawnFormation() + local fly_formation = { + ["*18"] = { + {angle = 30 , dist = 1 }, + {angle = 90 , dist = 1 }, + {angle = 330, dist = 1 }, + {angle = 150, dist = 1 }, + {angle = 210, dist = 1 }, + {angle = 270, dist = 1 }, + {angle = 30 , dist = 2 }, + {angle = 90 , dist = 2 }, + {angle = 330, dist = 2 }, + {angle = 150, dist = 2 }, + {angle = 210, dist = 2 }, + {angle = 270, dist = 2 }, + {angle = 30 , dist = 3 }, + {angle = 90 , dist = 3 }, + {angle = 330, dist = 3 }, + {angle = 150, dist = 3 }, + {angle = 210, dist = 3 }, + {angle = 270, dist = 3 }, + }, + ["Xac16"] = { + {angle = 30 , dist = 1 }, + {angle = 330, dist = 1 }, + {angle = 150, dist = 1 }, + {angle = 210, dist = 1 }, + {angle = 30 , dist = 2 }, + {angle = 330, dist = 2 }, + {angle = 150, dist = 2 }, + {angle = 210, dist = 2 }, + {angle = 30 , dist = 3 }, + {angle = 330, dist = 3 }, + {angle = 150, dist = 3 }, + {angle = 210, dist = 3 }, + {angle = 30 , dist = 4 }, + {angle = 330, dist = 4 }, + {angle = 150, dist = 4 }, + {angle = 210, dist = 4 }, + }, + ["O2R"] = { + {angle = 0, dist = 1}, --1 + {angle = 120, dist = 1}, --2 + {angle = 240, dist = 1}, --3 + {angle = 60, dist = 1}, --4 + {angle = 180, dist = 1}, --5 + {angle = 300, dist = 1}, --6 + {angle = 0, dist = 2}, --7 + {angle = 120, dist = 2}, --8 + {angle = 240, dist = 2}, --9 + {angle = 60, dist = 2}, --10 + {angle = 180, dist = 2}, --11 + {angle = 300, dist = 2}, --12 + {angle = 30, dist = 1.7320508075689}, --13 + {angle = 150, dist = 1.7320508075689}, --14 + {angle = 270, dist = 1.7320508075689}, --15 + {angle = 90, dist = 1.7320508075689}, --16 + {angle = 210, dist = 1.7320508075689}, --17 + {angle = 330, dist = 1.7320508075689}, --18 + }, + ["Xac12"] = { + {angle = 30 , dist = 1 }, + {angle = 330, dist = 1 }, + {angle = 150, dist = 1 }, + {angle = 210, dist = 1 }, + {angle = 30 , dist = 2 }, + {angle = 330, dist = 2 }, + {angle = 150, dist = 2 }, + {angle = 210, dist = 2 }, + {angle = 30 , dist = 3 }, + {angle = 330, dist = 3 }, + {angle = 150, dist = 3 }, + {angle = 210, dist = 3 }, + }, + ["X16"] = { + {angle = 60 , dist = 1 }, + {angle = 300, dist = 1 }, + {angle = 120, dist = 1 }, + {angle = 240, dist = 1 }, + {angle = 60 , dist = 2 }, + {angle = 300, dist = 2 }, + {angle = 120, dist = 2 }, + {angle = 240, dist = 2 }, + {angle = 60 , dist = 3 }, + {angle = 300, dist = 3 }, + {angle = 120, dist = 3 }, + {angle = 240, dist = 3 }, + {angle = 60 , dist = 4 }, + {angle = 300, dist = 4 }, + {angle = 120, dist = 4 }, + {angle = 240, dist = 4 }, + }, + ["X12"] = { + {angle = 60 , dist = 1 }, + {angle = 300, dist = 1 }, + {angle = 120, dist = 1 }, + {angle = 240, dist = 1 }, + {angle = 60 , dist = 2 }, + {angle = 300, dist = 2 }, + {angle = 120, dist = 2 }, + {angle = 240, dist = 2 }, + {angle = 60 , dist = 3 }, + {angle = 300, dist = 3 }, + {angle = 120, dist = 3 }, + {angle = 240, dist = 3 }, + }, + ["Xac8"] = { + {angle = 30 , dist = 1 }, + {angle = 330, dist = 1 }, + {angle = 150, dist = 1 }, + {angle = 210, dist = 1 }, + {angle = 30 , dist = 2 }, + {angle = 330, dist = 2 }, + {angle = 150, dist = 2 }, + {angle = 210, dist = 2 }, + }, + ["*12"] = { + {angle = 30 , dist = 1 }, + {angle = 90 , dist = 1 }, + {angle = 330, dist = 1 }, + {angle = 150, dist = 1 }, + {angle = 210, dist = 1 }, + {angle = 270, dist = 1 }, + {angle = 30 , dist = 2 }, + {angle = 90 , dist = 2 }, + {angle = 330, dist = 2 }, + {angle = 150, dist = 2 }, + {angle = 210, dist = 2 }, + {angle = 270, dist = 2 }, + }, + ["H"] = { + {angle = 90 , dist = 1 }, + {angle = 270, dist = 1 }, + {angle = 45 , dist = math.sqrt(2) }, + {angle = 135, dist = math.sqrt(2) }, + {angle = 225, dist = math.sqrt(2) }, + {angle = 315, dist = math.sqrt(2) }, + }, + ["M6"] = { + {angle = 60 , dist = 1 }, + {angle = 90 , dist = 1 }, + {angle = 300, dist = 1 }, + {angle = 270, dist = 1 }, + {angle = 120, dist = 1.3}, + {angle = 240, dist = 1.3}, + }, + ["X8"] = { + {angle = 60 , dist = 1 }, + {angle = 300, dist = 1 }, + {angle = 120, dist = 1 }, + {angle = 240, dist = 1 }, + {angle = 60 , dist = 2 }, + {angle = 300, dist = 2 }, + {angle = 120, dist = 2 }, + {angle = 240, dist = 2 }, + }, + ["Wac"] = { + {angle = 150, dist = 1 }, + {angle = 210, dist = 1 }, + {angle = 90 , dist = 1 }, + {angle = 270, dist = 1 }, + }, + ["Mac"] = { + {angle = 30 , dist = 1 }, + {angle = 90 , dist = 1 }, + {angle = 330, dist = 1 }, + {angle = 270, dist = 1 }, + }, + ["Xac"] = { + {angle = 30 , dist = 1 }, + {angle = 330, dist = 1 }, + {angle = 150, dist = 1 }, + {angle = 210, dist = 1 }, + }, + ["W"] = { + {angle = 120, dist = 1 }, + {angle = 240, dist = 1 }, + {angle = 90 , dist = 1 }, + {angle = 270, dist = 1 }, + }, + ["M"] = { + {angle = 60 , dist = 1 }, + {angle = 90 , dist = 1 }, + {angle = 300, dist = 1 }, + {angle = 270, dist = 1 }, + }, + ["A"] = { + {angle = 120, dist = 1 }, + {angle = 240, dist = 1 }, + }, + ["Vac"] = { + {angle = 30 , dist = 1 }, + {angle = 330, dist = 1 }, + }, + ["X"] = { + {angle = 60 , dist = 1 }, + {angle = 300, dist = 1 }, + {angle = 120, dist = 1 }, + {angle = 240, dist = 1 }, + }, + ["V"] = { + {angle = 60 , dist = 1 }, + {angle = 300, dist = 1 }, + }, + } + local leader_templates = { + {name = "Dreadnought", strength = 80, create = stockTemplate}, + {name = "Blockade Runner", strength = 63, create = stockTemplate}, + {name = "Ktlitan Destroyer",strength = 50, create = stockTemplate}, + {name = "Cucaracha", strength = 36, create = cucaracha}, + {name = "Farco 13", strength = 24, create = farco13}, + {name = "Nirvana R5A", strength = 20, create = stockTemplate}, + {name = "Farco 8", strength = 19, create = farco8}, + {name = "Farco 3", strength = 16, create = farco3}, + {name = "Adder MK4", strength = 6, create = stockTemplate}, + } + local form_list = { + {form = "Xac16",template = "K3 Fighter", create = k3fighter, strength = 128}, --16*8 + {form = "*18", template = "K2 Fighter", create = k2fighter, strength = 126}, --18*7 + {form = "X16", template = "K2 Fighter", create = k2fighter, strength = 112}, --16*7 + {form = "O2R", template = "MT55 Hornet", create = hornetMT55, strength = 108}, --18*6 + {form = "Xac16",template = "MT55 Hornet", create = hornetMT55, strength = 96}, --16*6 + {form = "O2R", template = "MU52 Hornet", create = stockTemplate, strength = 90}, --18*5 + {form = "Xac12",template = "K2 Fighter", create = k2fighter, strength = 84}, --12*7 + {form = "X16", template = "MU52 Hornet", create = stockTemplate, strength = 80}, --16*5 + {form = "X12", template = "MT55 Hornet", create = hornetMT55, strength = 72}, --12*6 + {form = "Xac8", template = "K3 Fighter", create = k3fighter, strength = 64}, --8*8 + {form = "*12", template = "MU52 Hornet", create = stockTemplate, strength = 60}, --12*5 + {form = "H", template = "FX64 Hornet", create = hornetFX64, strength = 54}, --6*9 + {form = "M6", template = "K3 Fighter", create = k3fighter, strength = 48}, --6*8 + {form = "X8", template = "MU52 Hornet", create = stockTemplate, strength = 40}, --8*5 + {form = "Wac", template = "FX64 Hornet", create = hornetFX64, strength = 36}, --4*9 + {form = "Mac", template = "K3 Fighter", create = k3fighter, strength = 32}, --4*8 + {form = "Xac", template = "K2 Fighter", create = k2fighter, strength = 28}, --4*7 + {form = "W", template = "MT55 Hornet", create = hornetMT55, strength = 24}, --4*6 + {form = "M", template = "MU52 Hornet", create = stockTemplate, strength = 20}, --4*5 + {form = "A", template = "K2 Fighter", create = k2fighter, strength = 14}, --2*7 + {form = "Vac", template = "MU52 Hornet", create = stockTemplate, strength = 10}, --2*5 + {form = "X", template = "Gnat", create = gnat, strength = 8}, --4*2 + {form = "V", template = "Gnat", create = gnat, strength = 4}, --2*2 + } + -- Determine lead ship template + local lead_pool = {} + for i,lead in ipairs(leader_templates) do + if lead.strength < enemy_strength then + table.insert(lead_pool,lead) + end + if #lead_pool >= 5 then + break + end + end + local lead_pool_index = math.random(1,#lead_pool) + local lead = lead_pool[lead_pool_index] + -- Determine formation + local form_pool = {} + for i,form in ipairs(form_list) do + if form.strength <= (enemy_strength - lead.strength) then + table.insert(form_pool,form) + end + if #form_pool >= 3 then + break + end + end + local selected_form = form_list[#form_list] --default to weakest formation + if #form_pool > 0 then + selected_form = form_pool[math.random(1,#form_pool)] + print("Formation pool was not empty. Selected formation:",selected_form.form,selected_form.template,"strength:",selected_form.strength) + else + print("Formation pool was empty. Weakest formation selected:",selected_form.form,selected_form.template,"strength:",selected_form.strength) + end + -- Spawn lead ship + local leader_ship = lead.create("Ghosts",lead.name) + leader_ship:setPosition(base_spawn_x, base_spawn_y) + suffix_index = math.random(11,70) + leader_ship:setCallSign(generateCallSign(nil,"Ghosts")) + -- Determine target station + local selected_target = nil + local target_pool = {} + for i,station in ipairs(friendly_stations) do + if station ~= nil and station:isValid() then + table.insert(target_pool,station) + end + end + local target_x = 0 + local target_y = 0 + if #target_pool > 0 then + local target = target_pool[math.random(1,#target_pool)] + target_x, target_y = target:getPosition() + end + -- Point lead ship to target station + local fly_angle = angleFromVectorNorth(target_x, target_y, base_spawn_x, base_spawn_y) + leader_ship:setHeading(fly_angle) + leader_ship:orderFlyTowards(target_x, target_y) + current_enemy_strength = current_enemy_strength + lead.strength + table.insert(enemy_list,leader_ship) + -- Spawn followers in formation + local fleet_prefix = generateCallSignPrefix() + local formation_spacing = random(800,1200) + for i, form in ipairs(fly_formation[selected_form.form]) do + local ship = selected_form.create("Ghosts",selected_form.template) + local form_x, form_y = vectorFromAngleNorth(fly_angle + form.angle, form.dist * formation_spacing) + local form_prime_x, form_prime_y = vectorFromAngle(form.angle, form.dist * formation_spacing) + ship:setPosition(base_spawn_x + form_x, base_spawn_y + form_y):setHeading(fly_angle):orderFlyFormation(leader_ship,form_prime_x,form_prime_y) + ship:setCallSign(generateCallSign(fleet_prefix)) + table.insert(enemy_list,ship) + end + enemy_strength = enemy_strength - lead.strength - selected_form.strength + if enemy_strength > 10 then + spawnSimple() + end +end +function asteroidStorm() + local clean_list = true + local real = 0 + local visual = 0 + if #storm_asteroids > 0 then + for i,asteroid in ipairs(storm_asteroids) do + if asteroid ~= nil and asteroid:isValid() then + if asteroid.typeName == "Asteroid" then + real = real + 1 + else + visual = visual + 1 + end + local ax, ay = asteroid:getPosition() + if distance(0,0,ax,ay) > asteroid.dist then + storm_asteroids[i] = storm_asteroids[#storm_asteroids] + storm_asteroids[#storm_asteroids] = nil + asteroid:destroy() + clean_list = false + break + end + else + storm_asteroids[i] = storm_asteroids[#storm_asteroids] + storm_asteroids[#storm_asteroids] = nil + clean_list = false + break + end + end + end + if clean_list then + if asteroid_storm then + if #storm_asteroids < 150 then + if storm_asteroid_time == nil then + storm_asteroid_time = getScenarioTime() + 1 + end + if getScenarioTime() > storm_asteroid_time then + storm_asteroid_time = nil + if asteroid_angle == nil then + asteroid_angle = random(0,360) + end + local edge_start_x, edge_start_y = vectorFromAngleNorth(asteroid_angle,80000) + local launch_x, launch_y = vectorFromAngleNorth(asteroid_angle + 90,random(-80000,80000)) + local asteroid_kind = {} + if real < 50 then + table.insert(asteroid_kind,"real") + end + if visual < 100 then + table.insert(asteroid_kind,"visual") + table.insert(asteroid_kind,"visual") + end + local storm_asteroid = nil + if asteroid_kind[math.random(1,#asteroid_kind)] == "real" then + storm_asteroid = Asteroid():setSize(random(4,300) + random(4,300) + random(4,300)) + else + storm_asteroid = VisualAsteroid():setSize(random(4,300) + random(4,300) + random(4,300)) + end + storm_asteroid:setPosition(edge_start_x + launch_x, edge_start_y + launch_y) + storm_asteroid.trajectory = asteroid_angle + 180 + storm_asteroid.speed = random(10,100) + storm_asteroid.dist = distance(0,0,edge_start_x + launch_x,edge_start_y + launch_y) + table.insert(storm_asteroids,storm_asteroid) + end + end + else + if #storm_asteroids == 0 then + asteroid_angle = nil + end + end + for i,asteroid in ipairs(storm_asteroids) do + local dx, dy = vectorFromAngleNorth(asteroid.trajectory,asteroid.speed) + local ax, ay = asteroid:getPosition() + asteroid:setPosition(ax + dx, ay + dy) + end + end +end +function randomTransports() + local clean_list = true + for i,station in ipairs(station_list) do + if station == nil or not station:isValid() then + station_list[i] = station_list[#station_list] + station_list[#station_list] = nil + clean_list = false + break + end + end + if clean_list then + for i,transport in ipairs(transport_list) do + if transport == nil or not transport:isValid() then + transport_list[i] = transport_list[#transport_list] + transport_list[#transport_list] = nil + clean_list = false + break + end + end + end + if clean_list then + for i,transport in ipairs(transport_list) do + if transport:isDocked(transport.target) then + if transport.undock_time == nil then + transport.undock_time = getScenarioTime() + random(5,30) + end + if getScenarioTime() > transport.undock_time then + transport.undock_time = nil + transport.target = station_list[math.random(1,#station_list)] + transport:orderDock(transport.target) + end + end + end + if transport_spawn_time == nil then + transport_spawn_time = getScenarioTime() + random(30,50) + end + if getScenarioTime() > transport_spawn_time then + transport_spawn_time = nil + if #transport_list < #station_list then + local transport_name = { + "Personnel","Goods","Garbage","Equipment","Fuel" + } + local name = string.format("%s Freighter %i",transport_name[math.random(1,#transport_name)],math.random(1,5)) + if random(1,100) < 15 then + name = string.format("%s Jump Freighter %i",transport_name[math.random(1,#transport_name)],math.random(3,5)) + end + local transport = CpuShip():setTemplate(name):setFaction("Independent") + transport:setCommsScript(""):setCommsFunction(commsShip) + transport.target = station_list[math.random(1,#station_list)] + transport:orderDock(transport.target) + local tx, ty = vectorFromAngle(random(0,360),random(25000,40000)) + transport:setPosition(tx,ty) + suffix_index = math.random(11,70) + transport:setCallSign(generateCallSign(nil,"Independent")) + table.insert(transport_list,transport) + end + end + end +end +function dropWarpJammer(enemy) + if enemy.warp_jammer_count ~= nil and enemy.warp_jammer_count > 0 then + if enemy.active_warp_jammer == nil then + local close_player_count = 0 + for j,p in ipairs(getActivePlayerShips()) do + local dist = distance(enemy,p) + if distance(p,enemy) < 5000 then + close_player_count = close_player_count + 1 + if enemy.jammer_drop_time == nil then + enemy.jammer_drop_time = getScenarioTime() + random(5,10) + end + if getScenarioTime() > enemy.jammer_drop_time then + enemy.jammer_drop_time = nil + local ex, ey = enemy:getPosition() + enemy.active_warp_jammer = WarpJammer():setPosition(ex,ey):setRange(20000):setFaction("Ghosts") + enemy.active_warp_jammer.creator = enemy + enemy.warp_jammer_count = enemy.warp_jammer_count - 1 + if enemy.warp_jammer_type == "plain" then + enemy.active_warp_jammer:setHull(100) + else + local angle = random(0,60) + local zone_points = {} + for k=1,6 do + local zx, zy = vectorFromAngle(angle,20000) + zone_points[k] = {x = ex + zx, y = ey + zy} + angle = angle + 60 + end + local shade = { + ["missile"] = 64, + ["beam"] = 128, + } + local zone = Zone() + zone:setPoints( + zone_points[1].x,zone_points[1].y, + zone_points[2].x,zone_points[2].y, + zone_points[3].x,zone_points[3].y, + zone_points[4].x,zone_points[4].y, + zone_points[5].x,zone_points[5].y, + zone_points[6].x,zone_points[6].y + ) + zone:setColor(shade[enemy.warp_jammer_type],0,0) + zone.detriment = enemy.warp_jammer_type + enemy.active_warp_jammer.zone = zone + table.insert(check_zones,zone) + end + enemy.active_warp_jammer:onDestruction(loseWarpJammer) + end + end + end + if close_player_count == 0 then + enemy.jammer_drop_time = nil + end + end + end +end +function loseWarpJammer(self,instigator) + string.format("") + if self.zone ~= nil then + self.zone:destroy() + end + if self.creator ~= nil and self.creator:isValid() then + self.creator.active_warp_jammer = nil + end +end +function improvedStationService(p) + if p.instant_energy ~= nil then + if #p.instant_energy > 0 then + for i,station in ipairs(p.instant_energy) do + if station:isValid() then + if p:isDocked(station) then + p:setEnergyLevel(p:getEnergyLevelMax()) + end + else + p.instant_energy[i] = p.instant_energy[#p.instant_energy] + p.instant_energy[#p.instant_energy] = nil + break + end + end + else + p.instant_energy = nil + end + end + if p.instant_hull ~= nil then + if #p.instant_hull > 0 then + for i,station in ipairs(p.instant_hull) do + if station:isValid() then + if p:isDocked(station) then + p:setHull(p:getHullMax()) + end + else + p.instant_hull[i] = p.instant_hull[#p.instant_hull] + p.instant_hull[#p.instant_hull] = nil + break + end + end + else + p.instant_hull = nil + end + end + if p.instant_probes ~= nil then + if #p.instant_probes > 0 then + for i,station in ipairs(p.instant_probes) do + if station:isValid() then + if p:isDocked(station) then + p:setScanProbeCount(p:getMaxScanProbeCount()) + end + else + p.instant_probes[i] = p.instant_probes[#p.instant_probes] + p.instant_probes[#p.instant_probes] = nil + end + end + else + p.instant_probes = nil + end + end +end +function checkZones(p,delta) + for j,zone in ipairs(check_zones) do + if zone ~= nil and zone:isValid() then + if zone:isInside(p) then + if zone.detriment == "beam" then + p:setSystemHealth("beamweapons",p:getSystemHealth("beamweapons")*.999) + if zone.player_warn == nil then + zone.player_warn = {} + else + if zone.player_warn[p] == nil then + zone.player_warn[p] = {time = getScenarioTime() + 5, sent = false} + else + if not zone.player_warn[p].sent then + if getScenarioTime() > zone.player_warn[p].time then + p.zone_warn_msg_sci = "zone_warn_msg_sci" + p:addCustomMessage("Science",p.zone_warn_msg_sci,_("msgScience","In addition to jamming our FTL drive, there's a warp jammer that is damaging our beam weapons")) + p.zone_warn_msg_ops = "zone_warn_msg_ops" + p:addCustomMessage("Operations",p.zone_warn_msg_ops,_("msgOperations","In addition to jamming our FTL drive, there's a warp jammer that is damaging our beam weapons")) + zone.player_warn[p].sent = true + end + end + end + end + elseif zone.detriment == "missile" then + p:setSystemHealth("missilesystem",p:getSystemHealth("missilesystem")*.999) + if zone.player_warn == nil then + zone.player_warn = {} + else + if zone.player_warn[p] == nil then + zone.player_warn[p] = {time = getScenarioTime() + 5, sent = false} + else + if not zone.player_warn[p].sent then + if getScenarioTime() > zone.player_warn[p].time then + p.zone_warn_msg_sci = "zone_warn_msg_sci" + p:addCustomMessage("Science",p.zone_warn_msg_sci,_("msgScience","In addition to jamming our FTL drive, there's a warp jammer that is damaging our missile systems")) + p.zone_warn_msg_ops = "zone_warn_msg_ops" + p:addCustomMessage("Operations",p.zone_warn_msg_ops,_("msgOperations","In addition to jamming our FTL drive, there's a warp jammer that is damaging our missile systems")) + zone.player_warn[p].sent = true + end + end + end + end + end + end + else + check_zones[j] = check_zones[#check_zones] + check_zones[#check_zones] = nil + break + end + end +end +--------------------------- +-- Station communication -- +--------------------------- +function update(delta) + if delta == 0 then + return + end + asteroidStorm() + for i,p in ipairs(getActivePlayerShips()) do + improvedStationService(p) + checkZones(p,delta) + nameBanner(p) + end + randomTransports() + -- Show countdown, spawn wave + if spawn_wave_delay ~= nil then + spawn_wave_delay = spawn_wave_delay - delta + if spawn_wave_delay < 5 then + globalMessage(math.ceil(spawn_wave_delay)) + end + if spawn_wave_delay < 0 then + spawn_wave_delay = nil + spawnWave() + end + return + end + -- Count enemies and friends + local enemy_count = 0 + local friendly_count = 0 + local enemy_base_count = 0 + for i, enemy in ipairs(enemy_list) do + if enemy ~= nil and enemy:isValid() then + enemy_count = enemy_count + 1 + if enemy.typeName == "SpaceStation" or enemy:getTypeName() == "Defense platform" then + enemy_base_count = enemy_base_count + 1 + else + if enemy:getOrder() == "Idle" or enemy:getOrder() == "Defend Location" then + enemy:orderRoaming() + end + end + dropWarpJammer(enemy) + end + end + for i, friendly in ipairs(friendly_stations) do + if friendly ~= nil and friendly:isValid() then + friendly_count = friendly_count + 1 + end + end + -- Continue ... + if enemy_count == 0 then + spawn_wave_delay = 15.0 + if wave_number == 0 then + globalMessage(_("msgMainscreen","Surf's up! Let the waves begin.")) + else + globalMessage(_("msgMainscreen","Wave cleared!")) + for i,p in ipairs(getActivePlayerShips()) do + p:addToShipLog(string.format(_("msgMainscreen","Wave %i cleared."),wave_number), "Green") + end + if asteroid_storm then + asteroid_storm = false + end + end + elseif enemy_count == enemy_base_count then + subWave() + end + -- ... or lose + if friendly_count == 0 then + local completed_waves = wave_number - 1 + local msg = _("msgMainscreen","All friendly bases destroyed.") + if player_spawn_count > 1 then + msg = string.format(_("msgMainscreen","%s\n%i player ships deployed."),msg,player_spawn_count) + else + msg = string.format(_("msgMainscreen","%s\nOne player ship deployed."),msg) + end + if completed_waves > 1 then + msg = string.format(_("msgMainscreen","%s\n%i waves completed at the %s setting."),msg,completed_waves,getScenarioSetting("Enemies")) + elseif completed_waves > 0 then + msg = string.format(_("msgMainscreen","%s\nOne wave completed at the %s setting."),msg,completed_waves,getScenarioSetting("Enemies")) + else + msg = string.format(_("msgMainscreen","%s\nNo waves completed at the %s setting."),msg,getScenarioSetting("Enemies")) + end + local duration_string = getDuration() + msg = string.format(_("msgMainscreen","%s\nDuration: %s."),msg,duration_string) + if wave_advance > 0 then + msg = string.format(_("msgMainscreen","%s\nWave advance setting: %s"),msg,wave_advance + 1) + end + if getScenarioSetting("Pace") ~= "Normal" then + msg = string.format(_("msgMainscreen","%s\nPace setting: %s"),msg,getScenarioSetting("Pace")) + end + globalMessage(msg) + victory("Ghosts") -- Victory for the Ghosts (= defeat for the players) + end + if getScenarioTime() > 60*15 then + earlyEnd() + end +end \ No newline at end of file From 9f030b33cdf86c3ffe81a9208b77a3cf655c148b Mon Sep 17 00:00:00 2001 From: Xansta <> Date: Wed, 18 Sep 2024 11:33:15 -0500 Subject: [PATCH 2/2] Update description --- scripts/scenario_29_surf.lua | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/scripts/scenario_29_surf.lua b/scripts/scenario_29_surf.lua index 2af7e539a..dd293205c 100644 --- a/scripts/scenario_29_surf.lua +++ b/scripts/scenario_29_surf.lua @@ -1,7 +1,5 @@ -- Name: Surf's Up! --- Description: Wave after wave of enemy ships attack, each wave harder than the previous ---- wave. Single or multiple player ships may participate. Scenario is over when the ---- friendly bases are destroyed. Loosely based on the Waves scenario. +-- Description: Wave after wave of enemy ships attack, each wave harder than the previous wave. Single or multiple player ships may participate. Scenario is over when the friendly bases are destroyed. Loosely based on the Waves scenario. The differences between Waves and Surf's Up: Initial configuration options (faster moving enemy ships, set the start wave), random wave type (normal, hunt enemy base, formation flying, asteroid storm), services split between friendly stations, side missions to enhance stations, enemies may drop deadly warp jammers. --- --- No victory condition. How many waves can you complete? ---