From f92bb7ee81f2ee070cd0f14eb3a977ab8aea905f Mon Sep 17 00:00:00 2001 From: Xansta <> Date: Thu, 19 Sep 2024 07:09:31 -0500 Subject: [PATCH] Early Evaluation Exercise --- scripts/scenario_33_early.lua | 6695 +++++++++++++++++++++++++++++++++ 1 file changed, 6695 insertions(+) create mode 100644 scripts/scenario_33_early.lua diff --git a/scripts/scenario_33_early.lua b/scripts/scenario_33_early.lua new file mode 100644 index 000000000..211129235 --- /dev/null +++ b/scripts/scenario_33_early.lua @@ -0,0 +1,6695 @@ +-- Name: Early Evaluation Exercise +-- Description: An entry level, learn to play scenario. Designed for trainees in the Human Navy. Up to 16 player ships may train simultaneously. Based on Earn Your Wings Scenario by Kilted Klingon. +-- Type: Basic +-- Author: Xansta +-- Setting[Orbits]: Configures orbit speeds of planets. Further refinement available on GM screen +-- Orbits[Sedate]: Slowest inner and outer orbit speeds +-- Orbits[Calm]: Slow inner speed, slowest outer speed +-- Orbits[Moving Along]: Average inner speed, slowest outer speed +-- Orbits[Quick Time|Default]: Faster inner and outer speeds +-- Orbits[Ludicrous Speed]: Fastest inner and outer speeds +-- Setting[Ships]: Determines the number of player ships. +-- Ships[1|Default]: One player ship +-- Ships[2]: Two player ships +-- Ships[3]: Three player ships +-- Ships[4]: Four player ships +-- Ships[5]: Five player ships +-- Ships[6]: Six 6 player ships +-- Ships[7]: Seven player ships +-- Ships[8]: Eight player ships +-- Ships[9]: Nine player ships +-- Ships[10]: Ten player ships +-- Ships[11]: Eleven player ships +-- Ships[12]: Twelve player ships +-- Ships[13]: Thirteen player ships +-- Ships[14]: Fourteen player ships +-- Ships[15]: Fifteen player ships +-- Ships[16]: Sixteen player ships +-- Setting[Control]: Configure whether or not control codes will be used +-- Control[Use|Default]: Control codes will be used. GM button Random PShip Names switches to random control codes and player ship names +-- Control[None]: Control codes will not be used +-- Setting[Crutch]: Configure whether a popup message for inexperienced players appears for each task +-- Crutch[Use|Default]: Popup messages will appear for each task +-- Crutch[None]: No popup message will appear +-- Setting[Insight]: Configure whether the players may see the GM evaluation +-- Insight[No|Default]: Players see the number portion of their task evaluation, but not the evaluation portion +-- Insight[Yes]: Players see both the numbers and their evaluation for each task + +---------- Tasks given to players ---------- +-- First Task: Dock +-- Hurdles: request permission to dock, calibrate shields and beams, power down missiles +-- Participants: Helm, weapons, relay, engineering + +-- Second Task: Scan to discriminate targets +-- Hurdles: nebula obscures some targets +-- Participants: Science, relay + +-- Third Task: Destroy enemy freighter +-- Hurdles: Limited beam function, only HVLI type missiles +-- Participants: Helm, Weapons, engineering, science, relay + +-- Fourth Task: Assist freighter +-- Hurdles: Get parts from station, find freighter, fend off attackers +-- Participants: Helm, science, relay, engineering, weapons + +-- Fifth task: Research anomalous planetary orbital behavior +-- Hurdles: Bumping into planets causes severe damage to ship, navigate carefully +-- Participants: Helm, Science, Relay, Engineering + +-- Bonus task: Destroy enemy base +-- Hurdles: Enemy space ships, enemy base is far from primary base +-- Participants: Helm, Weapons, Engineering, Science, Relay + +require("utils.lua") -- common math/geometry utility library +require("place_station_scenario_utility.lua") +require("cpu_ship_diversification_scenario_utility.lua") +function init() + scenario_version = "1.0.0" + print(string.format(" ----- Scenario: Early Evaluation Exercise ----- Version %s -----",scenario_version)) + if _VERSION ~= nil then + print(_VERSION) + end + spawn_enemy_diagnostic = true + func_diagnostic = false + planet_collision_diagnostic = false + setConstants() + setGMButtons() + setVariations() +end +function setVariations() + -- One aspect of this scenario is the multiple planets that are orbiting the center black hole and each other. + -- Early versions of this game had the planets orbiting at rather fast speeds... + -- like warp 5 (or something that seems like that). Some crews found it hilarious, others were + -- rather annoyed that they would get mowed down by a planet that they couldn't avoid, so the + -- orbital speed schema may be configured. Use GM buttons while paused to configure the scheme + -- The speed value represents the number of seconds it takes to complete an orbit. + orbital_schemes = { + ["Sedate"] = {inner_multiplier = 6, outer_multiplier = 6}, + ["Calm"] = {inner_multiplier = 4.5, outer_multiplier = 6}, + ["Moving Along"] = {inner_multiplier = 3, outer_multiplier = 6}, + ["Quick Time"] = {inner_multiplier = 2.25, outer_multiplier = 2.25}, + ["Ludicrous Speed"] = {inner_multiplier = 1, outer_multiplier = 1}, + } + orbital_scheme = getScenarioSetting("Orbits") + inner_multiplier = orbital_schemes[orbital_scheme].inner_multiplier + outer_multiplier = orbital_schemes[orbital_scheme].outer_multiplier + crutch = true + if getScenarioSetting("Crutch") == "None" then + crutch = false + end + use_control_codes = true + if getScenarioSetting("Control") == "None" then + use_control_codes = false + end + player_ship_count = getScenarioSetting("Ships") + for i=1,player_ship_count do + local p = PlayerSpaceship():setTemplate("Atlantis") + p.pidx = i + identifyPlayerShip(p,true) + end + player_insight = false + if getScenarioSetting("Insight") == "Yes" then + player_insight = true + end +end +function setConstants() + predefined_player_ships = { + {name = "Chekov", control_code = "SPRINGFIELD443"}, + {name = "Defiant", control_code = "VALIANT898"}, + {name = "Ganges", control_code = "DANUBE555"}, + {name = "Heracles", control_code = "SALADIN676"}, + {name = "Intrepid", control_code = "CONSTITUTION424"}, + {name = "Magellan", control_code = "GALAXY332"}, + {name = "Newton", control_code = "STRIKE535"}, + {name = "Reliant", control_code = "MIRANDA909"}, + } + storage = getScriptStorage() + storage.gatherStats = gatherStats +-- the first group is the 2 planetoids orbiting closest to the center black hole (the black hole doesn't move) + orb_speed_closest_to_black_hole = 15 + orb_speed_second_closest_to_black_hole = 25 +-- the second group is the planetary sub-system that starts to the "north" of the black hole; call this 'planet_group_1' +-- there is 1 main planet with 4 planetoids/moons in orbit around the main; these are assigned from main to outer most orbiter + orb_speed_planet_group_1_main = 300 -- this body orbits the central black hole + orb_speed_planet_group_1_orbiter_1 = 30 -- this body orbits planet_group_1_main + orb_speed_planet_group_1_orbiter_2 = 60 -- this body orbits planet_group_1_main + orb_speed_planet_group_1_orbiter_2_1 = 10 -- this body orbits planet_group_1_orbiter_2 + orb_speed_planet_group_1_orbiter_2_2 = 60 -- this body orbits planet_group_1_orbiter_2 +-- the third group is the planetary sub-system that starts to the "south" of the black hole; call this 'planet_group_2' +-- it is a mirror image of the first/"north" group +-- there is 1 main planet with 4 planetoids/moons in orbit around the main; these are assigned from main to outer most orbiter + orb_speed_planet_group_2_main = 300 + orb_speed_planet_group_2_orbiter_1 = 30 + orb_speed_planet_group_2_orbiter_2 = 60 + orb_speed_planet_group_2_orbiter_2_1 = 10 + orb_speed_planet_group_2_orbiter_2_2 = 60 + + terrain_center_x = 0 --replaces original variable entitled origin_X + terrain_center_y = -20000 + trainee_placement_radius = 47000 + trainee_base_placement_radius = 50000 + human_player_ship_value = 50 + human_player_station_value = 150 + exuari_score = 0 + formation_delta = { + ["square"] = { + x = {0,1,0,-1, 0,1,-1, 1,-1,2,0,-2, 0,2,-2, 2,-2,2, 2,-2,-2,1,-1, 1,-1,0, 0,3,-3,1, 1,3,-3,-1,-1, 3,-3,2, 2,3,-3,-2,-2, 3,-3,3, 3,-3,-3,4,0,-4, 0,4,-4, 4,-4,-4,-4,-4,-4,-4,-4,4, 4,4, 4,4, 4, 1,-1, 2,-2, 3,-3,1,-1,2,-2,3,-3,5,-5,0, 0,5, 5,-5,-5,-5,-5,-5,-5,-5,-5,-5,-5,5, 5,5, 5,5, 5,5, 5, 1,-1, 2,-2, 3,-3, 4,-4,1,-1,2,-2,3,-3,4,-4}, + y = {0,0,1, 0,-1,1,-1,-1, 1,0,2, 0,-2,2,-2,-2, 2,1,-1, 1,-1,2, 2,-2,-2,3,-3,0, 0,3,-3,1, 1, 3,-3,-1,-1,3,-3,2, 2, 3,-3,-2,-2,3,-3, 3,-3,0,4, 0,-4,4,-4,-4, 4, 1,-1, 2,-2, 3,-3,1,-1,2,-2,3,-3,-4,-4,-4,-4,-4,-4,4, 4,4, 4,4, 4,0, 0,5,-5,5,-5, 5,-5, 1,-1, 2,-2, 3,-3, 4,-4,1,-1,2,-2,3,-3,4,-4,-5,-5,-5,-5,-5,-5,-5,-5,5, 5,5, 5,5, 5,5, 5}, + }, + ["hexagonal"] = { + x = {0,2,-2,1,-1, 1,-1,4,-4,0, 0,2,-2,-2, 2,3,-3, 3,-3,6,-6,1,-1, 1,-1,3,-3, 3,-3,4,-4, 4,-4,5,-5, 5,-5,8,-8,4,-4, 4,-4,5,5 ,-5,-5,2, 2,-2,-2,0, 0,6, 6,-6,-6,7, 7,-7,-7,10,-10,5, 5,-5,-5,6, 6,-6,-6,7, 7,-7,-7,8, 8,-8,-8,9, 9,-9,-9,3, 3,-3,-3,1, 1,-1,-1,12,-12,6,-6, 6,-6,7,-7, 7,-7,8,-8, 8,-8,9,-9, 9,-9,10,-10,10,-10,11,-11,11,-11,4,-4, 4,-4,2,-2, 2,-2,0, 0}, + y = {0,0, 0,1, 1,-1,-1,0, 0,2,-2,2,-2, 2,-2,1,-1,-1, 1,0, 0,3, 3,-3,-3,3,-3,-3, 3,2,-2,-2, 2,1,-1,-1, 1,0, 0,4,-4,-4, 4,3,-3, 3,-3,4,-4, 4,-4,4,-4,2,-2, 2,-2,1,-1, 1,-1, 0, 0,5,-5, 5,-5,4,-4, 4,-4,3,-3, 3,-7,2,-2, 2,-2,1,-1, 1,-1,5,-5, 5,-5,5,-5, 5,-5, 0, 0,6, 6,-6,-6,5, 5,-5,-5,4, 4,-4,-4,3, 3,-3,-3, 2, 2,-2, -2, 1, 1,-1, -1,6, 6,-6,-6,6, 6,-6,-6,6,-6}, + }, + ["pyramid"] = { + [1] = { + {angle = 0, distance = 0}, + }, + [2] = { + {angle = -1, distance = 1}, + {angle = 1, distance = 1}, + }, + [3] = { + {angle = 0, distance = 0}, + {angle = -1, distance = 1}, + {angle = 1, distance = 1}, + }, + [4] = { + {angle = 0, distance = 0}, + {angle = -1, distance = 1}, + {angle = 1, distance = 1}, + {angle = 0, distance = 2}, + }, + [5] = { + {angle = 0, distance = 0}, + {angle = -1, distance = 1}, + {angle = 1, distance = 1}, + {angle = -2, distance = 2}, + {angle = 2, distance = 2}, + }, + [6] = { + {angle = 0, distance = 0}, + {angle = -1, distance = 1}, + {angle = 1, distance = 1}, + {angle = -2, distance = 2}, + {angle = 2, distance = 2}, + {angle = 0, distance = 2}, + }, + [7] = { + {angle = 0, distance = 0}, + {angle = -1, distance = 1}, + {angle = 1, distance = 1}, + {angle = -2, distance = 2}, + {angle = 2, distance = 2}, + {angle = -3, distance = 3}, + {angle = 3, distance = 3}, + }, + [8] = { + {angle = 0, distance = 0}, + {angle = -1, distance = 1}, + {angle = 1, distance = 1}, + {angle = -2, distance = 2}, + {angle = 2, distance = 2}, + {angle = 0, distance = 2}, + {angle = -3, distance = 3}, + {angle = 3, distance = 3}, + }, + [9] = { + {angle = 0, distance = 0}, + {angle = -1, distance = 1}, + {angle = 1, distance = 1}, + {angle = -2, distance = 2}, + {angle = 2, distance = 2}, + {angle = -3, distance = 3}, + {angle = 3, distance = 3}, + {angle = -4, distance = 4}, + {angle = 4, distance = 4}, + }, + [10] = { + {angle = 0, distance = 0}, + {angle = -1, distance = 1}, + {angle = 1, distance = 1}, + {angle = -2, distance = 2}, + {angle = 2, distance = 2}, + {angle = 0, distance = 2}, + {angle = -3, distance = 3}, + {angle = 3, distance = 3}, + {angle = -2, distance = 3}, + {angle = 2, distance = 3}, + }, + [11] = { + {angle = 0, distance = 0}, + {angle = -1, distance = 1}, + {angle = 1, distance = 1}, + {angle = -2, distance = 2}, + {angle = 2, distance = 2}, + {angle = -3, distance = 3}, + {angle = 3, distance = 3}, + {angle = -4, distance = 4}, + {angle = 4, distance = 4}, + {angle = -3, distance = 4}, + {angle = 3, distance = 4}, + }, + [12] = { + {angle = 0, distance = 0}, + {angle = -1, distance = 1}, + {angle = 1, distance = 1}, + {angle = -2, distance = 2}, + {angle = 2, distance = 2}, + {angle = 0, distance = 2}, + {angle = -3, distance = 3}, + {angle = 3, distance = 3}, + {angle = -2, distance = 3}, + {angle = 2, distance = 3}, + {angle = -1, distance = 3}, + {angle = 1, distance = 3}, + }, + [13] = { + {angle = 0, distance = 0}, + {angle = -1, distance = 1}, + {angle = 1, distance = 1}, + {angle = -2, distance = 2}, + {angle = 2, distance = 2}, + {angle = -3, distance = 3}, + {angle = 3, distance = 3}, + {angle = 0, distance = 3}, + {angle = -2, distance = 4}, + {angle = 2, distance = 4}, + {angle = -1, distance = 5}, + {angle = 1, distance = 5}, + {angle = 0, distance = 6}, + }, + [14] = { + {angle = 0, distance = 0}, + {angle = -1, distance = 1}, + {angle = 1, distance = 1}, + {angle = -2, distance = 2}, + {angle = 2, distance = 2}, + {angle = 0, distance = 2}, + {angle = -3, distance = 3}, + {angle = 3, distance = 3}, + {angle = 0, distance = 4}, + {angle = -2, distance = 4}, + {angle = 2, distance = 4}, + {angle = -1, distance = 5}, + {angle = 1, distance = 5}, + {angle = 0, distance = 6}, + }, + [15] = { + {angle = 0, distance = 0}, + {angle = -1, distance = 1}, + {angle = 1, distance = 1}, + {angle = -2, distance = 2}, + {angle = 2, distance = 2}, + {angle = 0, distance = 2}, + {angle = -3, distance = 3}, + {angle = 3, distance = 3}, + {angle = 0, distance = 3}, + {angle = 0, distance = 4}, + {angle = -2, distance = 4}, + {angle = 2, distance = 4}, + {angle = -1, distance = 5}, + {angle = 1, distance = 5}, + {angle = 0, distance = 6}, + }, + }, + } + max_pyramid_tier = 15 + playerShipStats = { + ["Atlantis"] = { strength = 52, cargo = 6, distance = 400, long_range_radar = 30000, short_range_radar = 5000, tractor = true, mining = true, probes = 10, pods = 2, }, + ["Benedict"] = { strength = 10, cargo = 9, distance = 400, long_range_radar = 30000, short_range_radar = 5000, tractor = true, mining = true, probes = 10, pods = 3, }, + ["Crucible"] = { strength = 45, cargo = 5, distance = 200, long_range_radar = 20000, short_range_radar = 6000, tractor = false, mining = false, probes = 9, pods = 1, }, + ["Ender"] = { strength = 100, cargo = 20, distance = 2000,long_range_radar = 45000, short_range_radar = 7000, tractor = true, mining = false, probes = 12, pods = 6, }, + ["Flavia P.Falcon"] = { strength = 13, cargo = 15, distance = 200, long_range_radar = 40000, short_range_radar = 5000, tractor = true, mining = true, probes = 8, pods = 4, }, + ["Hathcock"] = { strength = 30, cargo = 6, distance = 200, long_range_radar = 35000, short_range_radar = 6000, tractor = false, mining = true, probes = 8, pods = 2, }, + ["Kiriya"] = { strength = 10, cargo = 9, distance = 400, long_range_radar = 35000, short_range_radar = 5000, tractor = true, mining = true, probes = 10, pods = 3, }, + ["Maverick"] = { strength = 45, cargo = 5, distance = 200, long_range_radar = 20000, short_range_radar = 4000, tractor = false, mining = true, probes = 9, pods = 1, }, + ["MP52 Hornet"] = { strength = 7, cargo = 3, distance = 100, long_range_radar = 18000, short_range_radar = 4000, tractor = false, mining = false, probes = 5, pods = 1, }, + ["Nautilus"] = { strength = 12, cargo = 7, distance = 200, long_range_radar = 22000, short_range_radar = 4000, tractor = false, mining = false, probes = 10, pods = 2, }, + ["Phobos M3P"] = { strength = 19, cargo = 10, distance = 200, long_range_radar = 25000, short_range_radar = 5000, tractor = true, mining = false, probes = 6, pods = 3, }, + ["Piranha"] = { strength = 16, cargo = 8, distance = 200, long_range_radar = 25000, short_range_radar = 6000, tractor = false, mining = false, probes = 6, pods = 2, }, + ["Player Cruiser"] = { strength = 40, cargo = 6, distance = 400, long_range_radar = 30000, short_range_radar = 5000, tractor = false, mining = false, probes = 10, pods = 2, }, + ["Player Missile Cr."] = { strength = 45, cargo = 8, distance = 200, long_range_radar = 35000, short_range_radar = 6000, tractor = false, mining = false, probes = 9, pods = 2, }, + ["Player Fighter"] = { strength = 7, cargo = 3, distance = 100, long_range_radar = 15000, short_range_radar = 4500, tractor = false, mining = false, probes = 4, pods = 1, }, + ["Repulse"] = { strength = 14, cargo = 12, distance = 200, long_range_radar = 38000, short_range_radar = 5000, tractor = true, mining = false, probes = 8, pods = 5, }, + ["Striker"] = { strength = 8, cargo = 4, distance = 200, long_range_radar = 35000, short_range_radar = 5000, tractor = false, mining = false, probes = 6, pods = 1, }, + ["ZX-Lindworm"] = { strength = 8, cargo = 3, distance = 100, long_range_radar = 18000, short_range_radar = 5500, tractor = false, mining = false, probes = 4, pods = 1, }, + } + shipTemplateDistance = { + ["Adder MK3"] = 100, + ["Adder MK4"] = 100, + ["Adder MK5"] = 100, + ["Adder MK6"] = 100, + ["Adder MK7"] = 100, + ["Adder MK8"] = 100, + ["Adder MK9"] = 100, + ["Adv. Gunship"] = 400, + ["Adv. Striker"] = 300, + ["Atlantis X23"] = 400, + ["Atlantis Y42"] = 400, + ["Battlestation"] = 2000, + ["Beast Breaker"] = 300, + ["Blockade Runner"] = 400, + ["Blade"] = 300, + ["Broom"] = 100, + ["Brush"] = 100, + ["Buster"] = 100, + ["Command Base"] = 800, + ["Courier"] = 600, + ["Cruiser"] = 200, + ["Cucaracha"] = 200, + ["Dagger"] = 100, + ["Dash"] = 200, + ["Defense platform"] = 800, + ["Diva"] = 350, + ["Tsarina"] = 350, + ["Brood Mother"] = 350, + ["Dread No More"] = 400, + ["Dreadnought"] = 400, + ["Elara P2"] = 200, + ["Enforcer"] = 400, + ["Enforcer V2"] = 400, + ["Equipment Freighter 1"] = 600, + ["Equipment Freighter 2"] = 600, + ["Equipment Freighter 3"] = 600, + ["Equipment Freighter 4"] = 800, + ["Equipment Freighter 5"] = 800, + ["Equipment Jump Freighter 3"] = 600, + ["Equipment Jump Freighter 4"] = 800, + ["Equipment Jump Freighter 5"] = 800, + ["Farco 3"] = 200, + ["Farco 5"] = 200, + ["Farco 8"] = 200, + ["Farco 11"] = 200, + ["Farco 13"] = 200, + ["Fiend G3"] = 400, + ["Fiend G4"] = 400, + ["Fiend G5"] = 400, + ["Fiend G6"] = 400, + ["Fighter"] = 200, + ["Flash"] = 100, + ["Flavia"] = 200, + ["Flavia Falcon"] = 200, + ["Fortress"] = 2000, + ["Foul Feeder"] = 300, + ["Fray"] = 200, + ["Fuel Freighter 1"] = 600, + ["Fuel Freighter 2"] = 600, + ["Fuel Freighter 3"] = 600, + ["Fuel Freighter 4"] = 800, + ["Fuel Freighter 5"] = 800, + ["Fuel Jump Freighter 3"] = 600, + ["Fuel Jump Freighter 4"] = 800, + ["Fuel Jump Freighter 5"] = 800, + ["Garbage Freighter 1"] = 600, + ["Garbage Freighter 2"] = 600, + ["Garbage Freighter 3"] = 600, + ["Garbage Freighter 4"] = 800, + ["Garbage Freighter 5"] = 800, + ["Garbage Jump Freighter 3"] = 600, + ["Garbage Jump Freighter 4"] = 800, + ["Garbage Jump Freighter 5"] = 800, + ["Gnat"] = 300, + ["Goods Freighter 1"] = 600, + ["Goods Freighter 2"] = 600, + ["Goods Freighter 3"] = 600, + ["Goods Freighter 4"] = 800, + ["Goods Freighter 5"] = 800, + ["Goods Jump Freighter 3"] = 600, + ["Goods Jump Freighter 4"] = 800, + ["Goods Jump Freighter 5"] = 800, + ["Guard"] = 600, --transport_1_1 + ["Gulper"] = 400, + ["Gunner"] = 100, + ["Gunship"] = 400, + ["Heavy Drone"] = 300, + ["Hunter"] = 200, + ["Jacket Drone"] = 300, + ["Jade 5"] = 100, + ["Jagger"] = 100, + ["Jump Carrier"] = 800, + ["Karnack"] = 200, + ["K2 Fighter"] = 300, + ["K3 Fighter"] = 300, + ["Ktlitan Breaker"] = 300, + ["Ktlitan Destroyer"] = 500, + ["Ktlitan Drone"] = 300, + ["Ktlitan Feeder"] = 300, + ["Ktlitan Fighter"] = 300, + ["Ktlitan Queen"] = 500, + ["Ktlitan Scout"] = 300, + ["Ktlitan Worker"] = 300, + ["Laden Lorry"] = 600, + ["Lite Drone"] = 300, + ["Loki"] = 1500, + ["Maniapak"] = 100, + ["Mikado"] = 200, + ["Military Outpost"] = 800, + ["Missile Pod D1"] = 800, + ["Missile Pod D2"] = 800, + ["Missile Pod D4"] = 800, + ["Missile Pod T1"] = 800, + ["Missile Pod T2"] = 800, + ["Missile Pod TI2"] = 800, + ["Missile Pod TI4"] = 800, + ["Missile Pod TI8"] = 800, + ["Missile Pod TX4"] = 800, + ["Missile Pod TX8"] = 800, + ["Missile Pod TX16"] = 800, + ["Missile Pod S1"] = 800, + ["Missile Pod S4"] = 800, + ["Missile Cruiser"] = 200, + ["MT52 Hornet"] = 100, + ["MT55 Hornet"] = 100, + ["MU52 Hornet"] = 100, + ["MU55 Hornet"] = 100, + ["Munemi"] = 100, + ["MV52 Hornet"] = 100, + ["Nirvana R3"] = 200, + ["Nirvana R5"] = 200, + ["Nirvana R5A"] = 200, + ["Odin"] = 1500, + ["Omnibus"] = 800, + ["Personnel Freighter 1"] = 600, + ["Personnel Freighter 2"] = 600, + ["Personnel Freighter 3"] = 600, + ["Personnel Freighter 4"] = 800, + ["Personnel Freighter 5"] = 800, + ["Personnel Jump Freighter 3"] = 600, + ["Personnel Jump Freighter 4"] = 800, + ["Personnel Jump Freighter 5"] = 800, + ["Phobos M3"] = 200, + ["Phobos R2"] = 200, + ["Phobos T3"] = 200, + ["Phobos T4"] = 200, + ["Physics Research"] = 600, + ["Piranha F10"] = 200, + ["Piranha F12"] = 200, + ["Piranha F12.M"] = 200, + ["Piranha F8"] = 200, + ["Porcupine"] = 400, + ["Prador"] = 2000, + ["Predator"] = 200, + ["Predator V2"] = 200, + ["Racer"] = 200, + ["Ranger"] = 100, + ["Ranus U"] = 200, + ["Roc"] = 200, + ["Rook"] = 200, + ["Ryder"] = 2000, + ["Sentinel"] = 600, + ["Service Jonque"] = 800, + ["Shooter"] = 100, + ["Sloop"] = 200, + ["Sniper Tower"] = 800, + ["Space Sedan"] = 600, + ["Stalker Q5"] = 200, + ["Stalker Q7"] = 200, + ["Stalker R5"] = 200, + ["Stalker R7"] = 200, + ["Starhammer II"] = 400, + ["Starhammer III"] = 400, + ["Starhammer V"] = 400, + ["Storm"] = 200, + ["Strike"] = 200, + ["Strikeship"] = 200, + ["Strongarm"] = 400, + ["Supervisor"] = 400, + ["Sweeper"] = 100, + ["Tempest"] = 200, + ["Transport1x1"] = 600, + ["Transport1x2"] = 600, + ["Transport1x3"] = 600, + ["Transport1x4"] = 800, + ["Transport1x5"] = 800, + ["Transport2x1"] = 600, + ["Transport2x2"] = 600, + ["Transport2x3"] = 600, + ["Transport2x4"] = 800, + ["Transport2x5"] = 800, + ["Transport3x1"] = 600, + ["Transport3x2"] = 600, + ["Transport3x3"] = 600, + ["Transport3x4"] = 800, + ["Transport3x5"] = 800, + ["Transport4x1"] = 600, + ["Transport4x2"] = 600, + ["Transport4x3"] = 600, + ["Transport4x4"] = 800, + ["Transport4x5"] = 800, + ["Transport5x1"] = 600, + ["Transport5x2"] = 600, + ["Transport5x3"] = 600, + ["Transport5x4"] = 800, + ["Transport5x5"] = 800, + ["Tug"] = 200, + ["Tyr"] = 2000, + ["Waddle 5"] = 100, + ["Warden"] = 600, + ["Weapons platform"] = 200, + ["Whirlwind"] = 200, + ["Wombat"] = 100, + ["Work Wagon"] = 600, + ["WX-Lindworm"] = 100, + ["WZ-Lindworm"] = 100, + } + player_ship_stats={ --ordered by strength + ["Ender"] = { strength = 100, cargo = 20, distance = 2000,long_range_radar = 45000, short_range_radar = 7000}, + ["Klantis"] = { strength = 60, cargo = 6, distance = 400, long_range_radar = 30000, short_range_radar = 5000}, + ["Atlantis"] = { strength = 52, cargo = 6, distance = 400, long_range_radar = 30000, short_range_radar = 5000}, + ["Crucible"] = { strength = 45, cargo = 5, distance = 200, long_range_radar = 20000, short_range_radar = 6000}, + ["Maverick"] = { strength = 45, cargo = 5, distance = 200, long_range_radar = 20000, short_range_radar = 4000}, + ["Player Missile Cr."] = { strength = 45, cargo = 8, distance = 200, long_range_radar = 35000, short_range_radar = 6000}, + ["Player Cruiser"] = { strength = 40, cargo = 6, distance = 400, long_range_radar = 30000, short_range_radar = 5000}, + ["Hathcock"] = { strength = 30, cargo = 6, distance = 200, long_range_radar = 35000, short_range_radar = 6000}, + ["Phobos M3P"] = { strength = 19, cargo = 10, distance = 200, long_range_radar = 25000, short_range_radar = 5000}, + ["Piranha"] = { strength = 16, cargo = 8, distance = 200, long_range_radar = 25000, short_range_radar = 6000}, + ["Repulse"] = { strength = 14, cargo = 12, distance = 200, long_range_radar = 38000, short_range_radar = 5000}, + ["Flavia P.Falcon"] = { strength = 13, cargo = 15, distance = 200, long_range_radar = 40000, short_range_radar = 5000}, + ["Nautilus"] = { strength = 12, cargo = 7, distance = 200, long_range_radar = 22000, short_range_radar = 4000}, + ["Benedict"] = { strength = 10, cargo = 9, distance = 400, long_range_radar = 30000, short_range_radar = 5000}, + ["Kiriya"] = { strength = 10, cargo = 9, distance = 400, long_range_radar = 35000, short_range_radar = 5000}, + ["Striker"] = { strength = 8, cargo = 4, distance = 200, long_range_radar = 35000, short_range_radar = 5000}, + ["ZX-Lindworm"] = { strength = 8, cargo = 3, distance = 100, long_range_radar = 18000, short_range_radar = 5500}, + ["MP52 Hornet"] = { strength = 7, cargo = 3, distance = 100, long_range_radar = 18000, short_range_radar = 4000}, + ["Player Fighter"] = { strength = 7, cargo = 3, distance = 100, long_range_radar = 15000, short_range_radar = 4500}, + } + ship_template = { --ordered by relative strength + ["Ktlitan Drone"] = {strength = 4, adder = false, missiler = false, beamer = true, frigate = false, chaser = false, fighter = true, drone = true, unusual = false, base = false, create = stockTemplate}, + ["MT52 Hornet"] = {strength = 5, adder = false, missiler = false, beamer = true, frigate = false, chaser = false, fighter = true, drone = false, unusual = false, base = false, create = stockTemplate}, + ["MU52 Hornet"] = {strength = 5, adder = false, missiler = false, beamer = true, frigate = false, chaser = false, fighter = true, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Adder MK4"] = {strength = 6, adder = true, missiler = false, beamer = false, frigate = false, chaser = false, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Fighter"] = {strength = 6, adder = false, missiler = false, beamer = true, frigate = false, chaser = false, fighter = true, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Ktlitan Fighter"] = {strength = 6, adder = false, missiler = false, beamer = true, frigate = false, chaser = false, fighter = true, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Adder MK5"] = {strength = 7, adder = true, missiler = false, beamer = false, frigate = false, chaser = false, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["WX-Lindworm"] = {strength = 7, adder = false, missiler = true, beamer = false, frigate = false, chaser = false, fighter = true, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Adder MK6"] = {strength = 8, adder = true, missiler = false, beamer = false, frigate = false, chaser = false, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Ktlitan Scout"] = {strength = 8, adder = false, missiler = false, beamer = true, frigate = false, chaser = false, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Missile Cruiser"] = {strength = 14, adder = false, missiler = true, beamer = false, frigate = true, chaser = false, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Phobos T3"] = {strength = 15, adder = false, missiler = false, beamer = false, frigate = true, chaser = false, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Piranha F8"] = {strength = 15, adder = false, missiler = true, beamer = false, frigate = true, chaser = false, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Piranha F12"] = {strength = 15, adder = false, missiler = true, beamer = false, frigate = true, chaser = false, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Piranha F12.M"] = {strength = 16, adder = false, missiler = true, beamer = false, frigate = true, chaser = false, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Phobos M3"] = {strength = 16, adder = false, missiler = false, beamer = false, frigate = true, chaser = false, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Karnack"] = {strength = 17, adder = false, missiler = false, beamer = true, frigate = true, chaser = false, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Gunship"] = {strength = 17, adder = false, missiler = false, beamer = false, frigate = true, chaser = false, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Cruiser"] = {strength = 18, adder = true, missiler = false, beamer = true, frigate = true, chaser = false, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Nirvana R5"] = {strength = 19, adder = false, missiler = false, beamer = true, frigate = true, chaser = false, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Nirvana R5A"] = {strength = 20, adder = false, missiler = false, beamer = true, frigate = true, chaser = false, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Adv. Gunship"] = {strength = 20, adder = false, missiler = false, beamer = false, frigate = true, chaser = false, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Storm"] = {strength = 22, adder = false, missiler = true, beamer = false, frigate = true, chaser = false, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Ranus U"] = {strength = 25, adder = false, missiler = true, beamer = false, frigate = true, chaser = false, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Stalker Q7"] = {strength = 25, adder = false, missiler = false, beamer = true, frigate = true, chaser = true, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Stalker R7"] = {strength = 25, adder = false, missiler = false, beamer = true, frigate = true, chaser = true, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Adv. Striker"] = {strength = 27, adder = false, missiler = false, beamer = true, frigate = true, chaser = true, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Strikeship"] = {strength = 30, adder = false, missiler = false, beamer = true, frigate = true, chaser = true, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Ktlitan Worker"] = {strength = 40, adder = false, missiler = false, beamer = true, frigate = false, chaser = false, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Ktlitan Breaker"] = {strength = 45, adder = false, missiler = false, beamer = false, frigate = false, chaser = false, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Ktlitan Feeder"] = {strength = 48, adder = false, missiler = false, beamer = true, frigate = false, chaser = false, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Atlantis X23"] = {strength = 50, adder = false, missiler = false, beamer = false, frigate = false, chaser = true, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Ktlitan Destroyer"] = {strength = 50, adder = false, missiler = false, beamer = false, frigate = false, chaser = false, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Blockade Runner"] = {strength = 65, adder = false, missiler = false, beamer = true, frigate = false, chaser = false, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Starhammer II"] = {strength = 70, adder = false, missiler = false, beamer = false, frigate = false, chaser = true, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Dreadnought"] = {strength = 80, adder = false, missiler = false, beamer = true, frigate = false, chaser = false, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Battlestation"] = {strength = 100,adder = false, missiler = false, beamer = true, frigate = false, chaser = true, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + ["Odin"] = {strength = 250,adder = false, missiler = false, beamer = false, frigate = false, chaser = true, fighter = false, drone = false, unusual = false, base = false, create = stockTemplate}, + } + control_code_stem = { --All control codes must use capital letters or they will not work. + "ALWAYS", + "BLACK", + "BLUE", + "BRIGHT", + "BROWN", + "CHAIN", + "CHURCH", + "DOORWAY", + "DULL", + "ELBOW", + "EMPTY", + "EPSILON", + "FLOWER", + "FLY", + "FROZEN", + "GREEN", + "GLOW", + "HAMMER", + "INK", + "JUMP", + "KEY", + "LETTER", + "LIST", + "MORNING", + "NEXT", + "OPEN", + "ORANGE", + "OUTSIDE", + "PURPLE", + "QUARTER", + "QUIET", + "RED", + "SHINE", + "SIGMA", + "STAR", + "STREET", + "TOKEN", + "THIRSTY", + "UNDER", + "VANISH", + "WHITE", + "WRENCH", + "YELLOW", + } + trainer_player_ship_names = { --predator pirate players + "Ajax", + "Amar", + "Archon", + "Artosk", + "Belak", + "Bortas", + "Buruk", + "Ch'Tang", + "Cortez", + "Decius", + "Desna", + "Devisor", + "Devoras", + "Dividices", + "Drovana", + "Fek'lhr", + "Firebrand", + "Gasko", + "Genorex", + "Gor Korus", + "Gor Nivik", + "Gor Portas", + "Gorkon", + "Guernik", + "Haakona", + "Havana", + "Hegh'ta", + "Hor'Cha", + "Ki'tang", + "Klothos", + "K'mpec", + "Koraga", + "Korinar", + "Makar", + "Malpara", + "Marjat", + "Narada", + "Orantho", + "Par'tok", + "Pell Togah", + "Preceptor", + "Rotarran", + "Scimitar", + "Shaenor", + "Soyuz", + "T'Acog", + "T'Met", + "Talvath", + "Terix", + "Tomal", + "Torzat", + "Ursva", + "Valdore", + "Vor'nak", + } + trainee_player_ship_names = { --newbie players + "Adelphi", + "Ahwahnee", + "Akagi", + "Akira", + "Al-Batani", + "Ambassador", + "Andromeda", + "Antares", + "Apollo", + "Appalachia", + "Arcos", + "Aries", + "Athena", + "Beethoven", + "Bellerophon", + "Biko", + "Bonchune", + "Bozeman", + "Bradbury", + "Brattain", + "Budapest", + "Buran", + "Cairo", + "Calypso", + "Capricorn", + "Carolina", + "Centaur", + "Challenger", + "Charlseton", +-- "Chekov", + "Cheyenne", + "Clement", + "Cochraine", + "Columbia", + "Concorde", + "Constantinople", + "Constellation", + "Constitution", + "Copernicus", + "Cousteau", + "Crazy Horse", + "Crockett", + "Daedalus", + "Danube", +-- "Defiant", + "Deneva", + "Denver", + "Discovery", + "Drake", + "Endeavor", + "Endurance", + "Equinox", + "Essex", + "Excalibur", + "Exeter", + "Farragut", + "Fearless", + "Fleming", + "Fredrickson", + "Freedom", + "Gage", + "Galaxy", + "Galileo", +-- "Ganges", + "Gander", + "Gettysburg", + "Ghandi", + "Goddard", + "Grissom", + "Hathaway", + "Helin", + "Hera", +-- "Heracles", + "Hokule'a", + "Honshu", + "Hood", + "Hope", + "Horatio", + "Horizon", + "Interceptor", +-- "Intrepid", + "Istanbul", + "Jenolen", + "Kearsarge", + "Kongo", + "Korolev", + "Kyushu", + "Lakota", + "Lalo", + "Lancer", + "Lantree", + "LaSalle", + "Leeds", + "Lexington", + "Luna", +-- "Magellan", + "Majestic", + "Malinche", + "Maryland", + "Mediterranean", + "Mekong", + "Melbourne", + "Merced", + "Merrimack", + "Miranda", + "Nash", + "Nebula", + "New Orleans", +-- "Newton", + "Niagra", + "Nobel", + "Norway", + "Nova", + "Oberth", + "Odyssey", + "Orinoco", + "Osiris", + "Pasteur", + "Pegasus", + "Peregrine", + "Poseidon", + "Potempkin", + "Princeton", + "Prokofiev", + "Prometheus", + "Proxima", + "Rabin", + "Raman", + "Relativity", +-- "Reliant", + "Renaissance", + "Renegade", + "Republic", + "Rhode Island", + "Rigel", + "Rubicon", + "Rutledge", + "Sarajevo", + "Saratoga", + "Scimitar", + "Sequoia", + "Shenandoah", + "ShirKahr", + "Sitak", + "Socrates", + "Sovereign", + "Spector", + "Springfield", + "Stargazer", + "Steamrunner", + "Surak", + "Sutherland", + "Sydney", + "T'Kumbra", + "Thomas Paine", + "Thunderchild", + "Tian An Men", + "Titan", + "Tolstoy", + "Trial", + "Trieste", + "Trinculo", + "Tripoli", + "Ulysses", + "Valdemar", + "Valiant", + "Venture", + "Volga", + "Voyager", + "Wambundu", + "Waverider", + "Wellington", + "Wells", + "Wyoming", + "Yamaguchi", + "Yamato", + "Yangtzee Kiang", + "Yeager", + "Yorkshire", + "Yorktown", + "Yosemite", + "Yukon", + "Zapata", + "Zhukov", + "Zodiac", + } +-- these are the global tables for organizing all relevant game entities + game_state = "paused" + human_station_list = {} --number, station, name, killer, killer faction + independent_station_list = {} --number, station, name, killer, killer faction + human_transport_list = {} --number, transport, name, killer, killer faction + exuari_list = {} --number, ship, name, Counts: Human kill, Kraylor kill + enemyList = {} + friendlyList = {} + stationList = {} + transportList = {} + planetList = {} + planetKillRadius = {} + player_restart = {} + player_restart.add = playerRestartAdd +-- these are the global tables/variables for collecting stats during play + friendlyDestroyedCountList = {} + friendlyTalliedKilledList = {} + human_station_destroyed_list = {} + independent_station_destroyed_list = {} + transport_destroyed_list = {} + total_player_ships_crashed_into_planets = 0 + total_trainees_crashed_into_planets = 0 + total_trainers_crashed_into_planets = 0 + total_enemy_ships_spawned = 0 + total_enemy_ships_crashed_into_planets = 0 + total_enemy_ships_destroyed_by_players = 0 + total_transport_ships_spawned = 0 + total_transport_ships_crashed_into_planets = 0 + total_transport_ships_destroyed_by_enemy_ships = 0 + + total_exuari_killed = 0 + total_exuari_killed_by_exuari = 0 + total_exuari_killed_by_kraylor = 0 + total_exuari_killed_by_human = 0 +-- variables for randomly spawning transports + spawn_delay = 0 +-- note that all planetary bodies are globals as well, but they are established as the planets are created in the createEnvironment() function + commonGoods = {"food","medicine","nickel","platinum","gold","dilithium","tritanium","luxury","cobalt","impulse","warp","shield","tractor","repulsor","beam","optic","robotic","filament","transporter","sensor","communication","autodoc","lifter","android","nanites","software","circuit","battery"} + componentGoods = {"impulse","warp","shield","tractor","repulsor","beam","optic","robotic","filament","transporter","sensor","communication","autodoc","lifter","android","nanites","software","circuit","battery"} + mineralGoods = {"nickel","platinum","gold","dilithium","tritanium","cobalt"} + vapor_goods = {"gold pressed latinum","unobtanium","eludium","impossibrium"} + research_task_length = 2 + pool_selectivity = "full" + posthumous = {} + task_list = { + ["dock"] = taskDock, + ["completed dock"] = taskCompletedDock, + ["scan"] = taskScan, + ["completed scan"] = taskCompletedScan, + ["destroy freighter"] = taskDestroyFreighter, + ["completed destroy freighter"] = taskCompletedDestroyFreighter, + ["assist freighter"] = taskAssistFreighter, + ["completed assist freighter"] = taskCompletedAssistFreighter, + ["research"] = taskResearch, + ["completed research"] = taskCompletedResearch, + ["research cleanup"] = taskResearchCleanup, + ["bonus"] = taskBonus, + } +end +function playerRestartAdd(pidx,name,control_code,start_x,start_y,angle,template,faction,deaths,exuari_deaths,kraylor_deaths,human_deaths,kills,exuari_kills,kraylor_kills,human_kills) + if func_diagnostic then print("player restart add") end + if pidx == nil then + return + end + if player_restart[pidx] ~= nil then + if name == nil then + name = player_restart[pidx].name + end + if control_code == nil then + control_code = player_restart[pidx].control_code + end + if start_x == nil then + start_x = player_restart[pidx].start_x + end + if start_y == nil then + start_y = player_restart[pidx].start_y + end + if angle == nil then + angle = player_restart[pidx].angle + end + if template == nil then + template = player_restart[pidx].template + end + if faction == nil then + faction = player_restart[pidx].faction + end + if deaths == nil then + deaths = player_restart[pidx].deaths + end + if exuari_deaths == nil then + exuari_deaths = player_restart[pidx].exuari_deaths + end + if kraylor_deaths == nil then + kraylor_deaths = player_restart[pidx].kraylor_deaths + end + if human_deaths == nil then + human_deaths = player_restart[pidx].human_deaths + end + if kills == nil then + kills = player_restart[pidx].kills + end + if exuari_kills == nil then + exuari_kills = player_restart[pidx].exuari_kills + end + if kraylor_kills == nil then + kraylor_kills = player_restart[pidx].kraylor_kills + end + if human_kills == nil then + human_kills = player_restart[pidx].human_kills + end + end + player_restart[pidx] = { + name = name, control_code = control_code, start_x = start_x, start_y = start_y, angle = angle, template = template, faction = faction, + deaths = deaths, exuari_deaths = exuari_deaths, kraylor_deaths = kraylor_deaths, human_deaths = human_deaths, + kills = kills, exuari_kills = exuari_kills, kraylor_kills = kraylor_kills, human_kills = human_kills + } +end +---------------------------------------------------- +-- Game Master buttons and supporting functions -- +---------------------------------------------------- +function setGMButtons() + mainGMButtons = mainGMButtonsDuringPause + mainGMButtons() +end +function mainGMButtonsDuringPause() + clearGMFunctions() + addGMFunction(string.format(_("buttonGM","Version %s"),scenario_version),function() + local version_message = string.format(_("buttonGM","Scenario version %s\n LUA version %s"),scenario_version,_VERSION) + addGMMessage(version_message) + print(version_message) + end) + if use_control_codes then + addGMFunction(_("buttonGM","Show control codes"),showControlCodes) + end + addGMFunction(_("buttonGM","+Orbital Scheme"),setOrbitalScheme) + if predefined_player_ships ~= nil then + addGMFunction(_("buttonGM","Random PShip Names"),function() + predefined_player_ships = nil + addGMMessage(_("buttonGM","Human Navy Player ship names will now be selected at random.\nHuman Navy Player ship control codes will now be generated at random")) + mainGMButtons() + end) + end +end +function mainGMButtonsAfterPause() + clearGMFunctions() + addGMFunction(string.format(_("buttonGM","Version %s"),scenario_version),function() + local version_message = string.format(_("buttonGM","Scenario version %s\n LUA version %s"),scenario_version,_VERSION) + addGMMessage(version_message) + print(version_message) + end) + if use_control_codes then + addGMFunction(_("buttonGM","Show control codes"),showControlCodes) + end + addGMFunction(_("buttonGM","+Evaluations"),showEvaluations) + addGMFunction(_("buttonGM","+Trigger Waves"),triggerWaves) + addGMFunction(_("buttonGM","+End Scenario"),gracefulConculsion) +-- addGMFunction(_("buttonGM","+Jump to task"),jumpToTask) --when this line is commented out, you can't reach any of the jump to functions + addGMFunction(_("buttonGM","+Trigger end task"),function() + addGMMessage(_("msgGM","These triggers are for testing purposes. You should not use them with actual players.")) + triggerEndTask() + end) +end +function triggerEndTask() + clearGMFunctions() + addGMFunction(_("buttonGM","-Main"),mainGMButtons) + addGMFunction(_("buttonGM","Dock"),function() + for i, p in ipairs(getActivePlayerShips()) do + p:setSystemPower("missilesystem",0):commandSetSystemPowerRequest("missilesystem",0) + p:setShieldsFrequency(p.dock_shield_frequency) + p:commandSetBeamFrequency(p.dock_beam_frequency) + if p.dock_call_port_authority_clock == nil then + p.dock_call_port_authority_clock = getScenarioTime() + end + end + addGMMessage(_("msgGM","Docking frequencies set for all players. All player missile systems powered down. Players still have to dock, but the protocols have been set")) + end) + addGMFunction(_("buttonGM","Scan"),function() + local players_with_scan_targets = {} + for i, p in ipairs(getActivePlayerShips()) do + if p.scan_targets ~= nil then + table.insert(players_with_scan_targets,p) + for j, t in ipairs(p.scan_targets) do + t.ship:setScanned(true) + if t.single_scan_clock == nil then + t.single_scan_clock = getScenarioTime() + end + end + end + end + local out = _("msgGM","Scan targets set to scanned for these players:") + for i, p in ipairs(players_with_scan_targets) do + out = string.format("%s\n %s",out,p:getCallSign()) + end + out = string.format(_("msgGM","%s\nThey still need to report the results of the scans"),out) + addGMMessage(out) + end) + addGMFunction(_("buttonGM","Destroy freighter"),function() + out = _("msgGM","Player ships with corresponding Kraylor freighters destroyed:") + for i, d in ipairs(destroy_freighters) do + if d.ship:isValid() then + d.ship:takeDamage(9999) + out = string.format("%s\n %s",out,d.player_ship_name) + end + end + addGMMessage(out) + end) + addGMFunction(_("buttonGM","Assist Freighter"),function() + local out = _("msgGM","Player ships with freighter fixed and marauders destroyed:") + for i, p in ipairs(getActivePlayerShips()) do + if p.assist_freighter ~= nil and p.assist_freighter:isValid() then + out = string.format("%s\n %s",out,p:getCallSign()) + if p.assist_freighter_fully_scanned_clock == nil then + p.assist_freighter:setScanned(true) + p.assist_freighter_fully_scanned_clock = getScenarioTime() + if p.assist_freighter_scanned_clock == nil then + p.assist_freighter_scanned_clock = getScenarioTime() + end + end + if p.assist_freighter_fixed_clock == nil then + if p.assist_freighter_parts_clock == nil then + p.assist_freighter_parts_clock = getScenarioTime() + end + p.assist_freighter_fixed_clock = getScenarioTime() + p.assist_freighter:setSystemHealthMax("impulse",1) + end + if p.assist_freighter_marauders ~= nil then + for i, m in ipairs(p.assist_freighter_marauders) do + if m.ship:isValid() then + m.ship:takeDamage(9999) + end + end + end + end + end + addGMMessage(out) + end) + addGMFunction(_("buttonGM","Research"),function() + local out = _("msgGM","Player ships where research of orbital bodies has all been marked complete:") + for i, p in ipairs(getActivePlayerShips()) do + if p.orbital_body_research ~= nil then + out = string.format("%s\n %s",out,p:getCallSign()) + for j, orbit in ipairs(p.orbital_body_research) do + orbit.research = "Y" + if orbit.start_scan_clock == nil then + orbit.start_scan_clock = getScenarioTime() + end + end + end + end + addGMMessage(out) + end) +end +function jumpToTask() + clearGMFunctions() + addGMFunction(_("buttonGM","-Main"),mainGMButtons) + addGMFunction(_("buttonGM","+Scan"),jumpToScan) + addGMFunction(_("buttonGM","+Destroy freighter"),jumpToDestroyFreighter) + addGMFunction(_("buttonGM","+Assist Freighter"),jumpToAssistFreighter) + addGMFunction(_("buttonGM","+Research"),jumpToResearch) +end +function jumpToScan() + clearGMFunctions() + addGMFunction(_("buttonGM","-Main from scan"),mainGMButtons) + addGMFunction(_("buttonGM","-Jump"),jumpToTask) + for i, p in ipairs(getActivePlayerShips()) do + addGMFunction(string.format("%s:%s",p:getCallSign(),p.task),function() + string.format("") + p.task = "completed dock" + p.scan_message = "start" + p.start_dock_message = "sent" + jumpToTask() + end) + end +end +function jumpToDestroyFreighter() + clearGMFunctions() + addGMFunction(_("buttonGM","-Main frm dstry frgtr"),mainGMButtons) + addGMFunction(_("buttonGM","-Jump"),jumpToTask) + for i, p in ipairs(getActivePlayerShips()) do + addGMFunction(string.format("%s:%s",p:getCallSign(),p.task),function() + string.format("") + p.task = "completed scan" + p.destroy_freighter_message = "start" + p.start_dock_message = "sent" + p.scan_message = "sent" + jumpToTask() + end) + end +end +function jumpToAssistFreighter() + clearGMFunctions() + addGMFunction(_("buttonGM","-Main frm hlp frgtr"),mainGMButtons) + addGMFunction(_("buttonGM","-Jump"),jumpToTask) + for i, p in ipairs(getActivePlayerShips()) do + addGMFunction(string.format("%s:%s",p:getCallSign(),p.task),function() + string.format("") + p.task = "completed destroy freighter" + p.assist_freighter_message = "start" + p.start_dock_message = "sent" + p.scan_message = "sent" + p.destroy_freighter_message = "sent" + jumpToTask() + end) + end +end +function jumpToResearch() + clearGMFunctions() + addGMFunction(_("buttonGM","-Main from research"),mainGMButtons) + addGMFunction(_("buttonGM","-Jump"),jumpToTask) + for i, p in ipairs(getActivePlayerShips()) do + addGMFunction(string.format("%s:%s",p:getCallSign(),p.task),function() + string.format("") + p.task = "completed assist freighter" + p.research_message = "start" + p.start_dock_message = "sent" + p.scan_message = "sent" + p.destroy_freighter_message = "sent" + p.assist_freighter_message = "sent" + p:setWeaponStorageMax("Homing",12) -- restore missiles + p:setWeaponStorage("Homing",12) + p:setWeaponStorageMax("Mine",8) + p:setWeaponStorage("Mine",8) + p:setWeaponStorageMax("EMP",6) + p:setWeaponStorage("EMP",6) + p:setWeaponStorageMax("Nuke",4) + p:setWeaponStorage("Nuke",4) + -- Arc, Dir, Range, CycleTime, Dmg + p:setBeamWeapon(0, 100, -20, 1500, 6, 8) -- restore cycle time + p:setBeamWeapon(1, 100, 20, 1500, 6, 8) + jumpToTask() + end) + end +end +function showControlCodes() + local code_list = {} + for pidx=1,32 do + local p = getPlayerShip(pidx) + if p ~= nil and p:isValid() then + code_list[p:getCallSign()] = {code = p.control_code, faction = p:getFaction()} + end + end + local sorted_names = {} + for name in pairs(code_list) do + table.insert(sorted_names,name) + end + table.sort(sorted_names) + local output = "" + for i, name in ipairs(sorted_names) do + local faction = "" + if code_list[name].faction == "Kraylor" then + faction = " (Kraylor)" + end + output = output .. string.format("%s: %s %s\n",name,code_list[name].code,faction) + end + addGMMessage(output) +end +function triggerWaves() + clearGMFunctions() + addGMFunction("-Main",mainGMButtons) + addGMFunction(_("buttonGM","Strikeship wave"), function() + addWave(enemyList,0,setWaveAngle(math.random(20), math.random(20)),setWaveDistance(math.random(5))) + end) + + addGMFunction(_("buttonGM","Fighter wave"), function() + addWave(enemyList,1,setWaveAngle(math.random(20), math.random(20)),setWaveDistance(math.random(5))) + end) + + addGMFunction(_("buttonGM","Gunship wave"), function() + addWave(enemyList,2,setWaveAngle(math.random(20), math.random(20)),setWaveDistance(math.random(5))) + end) + + addGMFunction(_("buttonGM","Dreadnought"), function() + addWave(enemyList,4,setWaveAngle(math.random(20), math.random(20)),setWaveDistance(math.random(5))) + end) + + addGMFunction(_("buttonGM","Missile cruiser wave"), function() + addWave(enemyList,5,setWaveAngle(math.random(20), math.random(20)),setWaveDistance(math.random(5))) + end) + + addGMFunction(_("buttonGM","Cruiser wave"), function() + addWave(enemyList,6,setWaveAngle(math.random(20), math.random(20)),setWaveDistance(math.random(5))) + end) + + addGMFunction(_("buttonGM","Adv. striker wave"), function() + addWave(enemyList,9,setWaveAngle(math.random(20), math.random(20)),setWaveDistance(math.random(5))) + end) +end +function gracefulConculsion() + clearGMFunctions() + addGMFunction(_("buttonGM","-Main"),mainGMButtons) + addGMFunction(_("buttonGM","Trainees win"),function() + game_state = "victory-human" + victory("Human Navy") + end) + addGMFunction(_("buttonGM","Trainers win"),function() + game_state = "victory-kraylor" + victory("Kraylor") + end) + addGMFunction(_("buttonGM","Scenario wins"),function() + game_state = "victory-exuari" + victory("Exuari") + end) +end +function showEvaluations() + clearGMFunctions() + addGMFunction(_("buttonGM","-From evaluations"),mainGMButtons) + addGMFunction(_("buttonGM","+Dock"),dockEvaluations) + addGMFunction(_("buttonGM","+Scan"),scanEvaluations) + addGMFunction(_("buttonGM","+Destroy freighter"),destroyFreighterEvaluations) + addGMFunction(_("buttonGM","+Assist freighter"),assistFreighterEvaluations) + addGMFunction(_("buttonGM","+Research"),researchEvaluations) + addGMFunction(_("buttonGM","+Bonus"),bonusEvaluations) + addGMFunction(_("buttonGM","+Posthumous"),posthumousEvaluations) +end +function posthumousEvaluations() + clearGMFunctions() + addGMFunction(_("buttonGM","-Main from Posthumous"),mainGMButtons) + addGMFunction(_("buttonGM","-Evaluations"),showEvaluations) + local out = _("evaluation-comms","Posthumous evaluations are intended for those times when you want the evaluation information, but the player ship has been destroyed. A copy is made in the posthumous list at the time the task is completed. So, just because they are on the posthumous list does not mean the player ship has been destroyed. Only the first instance of a task is recorded. If the player ship does a task again, the posthumous table only keeps their first attempt. If they are destroyed a second time, no new record is made of any tasks they had already completed the first time. Of course if they live, their current evaluation information is attached to their ship and thus is available.\n\nSingle letter evaluation decode:\nN = Needs improvement\nC = Competent\nE = Exceeds expectations\nS = Superior") + local count = 0 + for i, eval in ipairs(posthumous) do + count = count + 1 + addGMFunction(string.format("%s %s",eval.name,eval.task),function() + addGMMessage(string.format(_("evaluation-comms","%s %s Clock: %.1f\n%s"),eval.name,eval.task,eval.clock,eval.desc)) + end) + end + if count == 0 then + out = string.format(_("evaluation-comms","%s\n\nNo tasks completed, so no tasks recorded in the posthumous table"),out) + end + addGMMessage(out) +end +function bonusEvaluations() + clearGMFunctions() + addGMFunction(_("buttonGM","-Main from Bonus"),mainGMButtons) + addGMFunction(_("buttonGM","-Evaluations"),showEvaluations) + for i, p in ipairs(getActivePlayerShips()) do + addGMFunction(p:getCallSign(),function() + string.format("") + local out = _("evaluation-comms","Research task is not complete, no bonus possible yet") + if p.research_task == "complete" then + out = bonusTaskEvaluationOutput(p,"gm") + out = string.format(_("evaluation-comms","%s Bonus Evaluation:\n%s"),p:getCallSign(),out) + end + addGMMessage(out) + end) + end +end +function researchEvaluations() + clearGMFunctions() + addGMFunction(_("buttonGM","-Main from Research"),mainGMButtons) + addGMFunction(_("buttonGM","-Evaluations"),showEvaluations) + for i, p in ipairs(getActivePlayerShips()) do + addGMFunction(p:getCallSign(),function() + string.format("") + local out = _("evaluation-comms","Research task is not complete") + if p.research_task == "complete" then + out = researchTaskEvaluationOutput(p,"gm") + out = string.format(_("evaluation-comms","%s Research Evaluation:\n%s"),p:getCallSign(),out) + end + out = string.format(_("evaluation-comms","%s\n\nSuggested subjective evaluation criteria:\nDid anyone suggest using probes to gather data?\nDid Relay put out waypoints for guidance around the planets?\nDid Engineering boost maneuver for Helm? Did Helm request a maneuver boost?\nWas Weapons diligent about the shields?\nDid Science let everyone know when the data was gathered for a planet?"),out) + addGMMessage(out) + end) + end +end +function assistFreighterEvaluations() + clearGMFunctions() + addGMFunction(_("buttonGM","-Main frm Help Frgtr"),mainGMButtons) + addGMFunction(_("buttonGM","-Evaluations"),showEvaluations) + for i, p in ipairs(getActivePlayerShips()) do + addGMFunction(p:getCallSign(),function() + string.format("") + local out = _("evaluation-comms","Assist freighter task is not complete") + if p.assist_freighter_task == "complete" then + out = assistFreighterTaskEvaluationOutput(p,"gm") + out = string.format(_("evaluation-comms","%s Assist Freighter Evaluation:\n%s"),p:getCallSign(),out) + end + out = string.format(_("evaluation-comms","%s\n\nSuggested subjective evaluation criteria:\nDid anyone suggest using probes to find the freighter?\nDid Relay put out waypoints for the freighter and the home station?\nHow did the captain and crew handle the balancing of getting the parts and protecting the freighter?\nHow well did the crew coordinate during combat?\nWere targets prioritized/identified?\nDid Engineering boost systems based on weapon use?\nWas the type of combat identified (beam/missile)?\nDid Science provide beam frequencies for Weapons? Did Science keep the crew informed on the shield/hull status of enemies?\nDid Relay hack any enemy systems?"),out) + addGMMessage(out) + end) + end +end +function destroyFreighterEvaluations() + clearGMFunctions() + addGMFunction(_("buttonGM","-Main frm Destroy Frgtr"),mainGMButtons) + addGMFunction(_("buttonGM","-Evaluations"),showEvaluations) + for i, p in ipairs(getActivePlayerShips()) do + addGMFunction(p:getCallSign(),function() + string.format("") + local out = _("evaluation-comms","Destroy freighter task is not complete") + if p.destroy_freighter_task == "complete" then + out = destroyFreighterTaskEvaluationOutput(p,"gm") + out = string.format(_("evaluation-comms","%s Destroy Freighter Evaluation:\n%s"),p:getCallSign(),out) + end + out = string.format(_("evaluation-comms","%s\n\nSuggested subjective evaluation criteria:\nDid Helm and Science coordinate verbally to determine where to go to destroy the freighter?\nDid Weapons and Engineering collaborate on boosting applicable combat systems like missiles?\nDid Helm indicate the method of approaching the enemy freighter (impulse/jump)?\nDid Relay hack the enemy ship? If so, what systems and were those communicated?\nDid Science provide details on enemy shield and hull strengths?\nHow well did Helm and Weapons coordinate the firing of HVLIs?"),out) + addGMMessage(out) + end) + end +end +function scanEvaluations() + clearGMFunctions() + addGMFunction(_("buttonGM","-Main from Scan"),mainGMButtons) + addGMFunction(_("buttonGM","-Evaluations"),showEvaluations) + for i, p in ipairs(getActivePlayerShips()) do + addGMFunction(p:getCallSign(),function() + string.format("") + local out = _("evaluation-comms","Scan task is not complete") + if p.scan_task == "complete" then + out = scanTaskEvaluationOutput(p,"gm") + out = string.format(_("evaluation-comms","%s Scan Evaluation:\n%s"),p:getCallSign(),out) + end + out = string.format(_("evaluation-comms","%s\n\nSuggested subjective evaluation criteria:\nDid science request a probe in the nebula?\nDid Science communicate which target he started scanning first?\nWas Relay standing by to report the scan results as soon as they came in?\nWas there clear communication between Science and Relay?"),out) + addGMMessage(out) + end) + end +end +function dockEvaluations() + clearGMFunctions() + addGMFunction(_("buttonGM","-Main from Dock"),mainGMButtons) + addGMFunction("-Evaluations",showEvaluations) + for i, p in ipairs(getActivePlayerShips()) do + addGMFunction(p:getCallSign(),function() + string.format("") + local out = _("evaluation-comms","Dock task is not complete") + if p.dock_task == "complete" then + out = dockTaskEvaluationOutput(p,"gm") + out = string.format(_("evaluation-comms","%s Dock Evaluation:\n%s"),p:getCallSign(),out) + end + out = string.format(_("evaluation-comms","%s\n\nSuggested subjective evaluation criteria (mostly about collaboration and communication):\nDid Relay verbally communicate the initial instructions? How about the docking protocol to Weapons and Engineering?\nDid Helm request an impulse boost to get to the station more quickly?\nDid Helm fly backwards to the station?\nDid Engineering confirm that missile systems were powered down?"),out) + addGMMessage(out) + end) + end +end +----------------------------- +-- Environment Functions -- +----------------------------- +function setOrbitalScheme() + --GM function that impacts the environment + clearGMFunctions() + addGMFunction(_("buttonGM","-From Orbit Scheme"),mainGMButtons) + for scheme, details in pairs(orbital_schemes) do + button_label = scheme + if orbital_scheme == button_label then + button_label = button_label .. "*" + end + addGMFunction(button_label,function() + orbital_scheme = scheme + inner_multiplier = details.inner_multiplier + outer_multiplier = details.outer_multiplier + setOrbitalScheme() + end) + end + if inner_multiplier > 1 then + addGMFunction(string.format(_("buttonGM","Faster in %.2f -> %.2f"),inner_multiplier,inner_multiplier - .25),function() + inner_multiplier = inner_multiplier - .25 + setOrbitalScheme() + end) + end + if inner_multiplier < 6 then + addGMFunction(string.format(_("buttonGM","Slower in %.2f -> %.2f"),inner_multiplier,inner_multiplier + .25),function() + inner_multiplier = inner_multiplier + .25 + setOrbitalScheme() + end) + end + if outer_multiplier > 1 then + addGMFunction(string.format(_("buttonGM","Faster out %.2f -> %.2f"),outer_multiplier,outer_multiplier - .25),function() + outer_multiplier = outer_multiplier - .25 + setOrbitalScheme() + end) + end + if outer_multiplier < 6 then + addGMFunction(string.format(_("buttonGM","Slower out %.2f -> %.2f"),outer_multiplier,outer_multiplier + .25),function() + outer_multiplier = outer_multiplier + .25 + setOrbitalScheme() + end) + end +end +function setOrbitalSpeeds() + orb_speed_closest_to_black_hole = orb_speed_closest_to_black_hole * inner_multiplier + orb_speed_second_closest_to_black_hole = orb_speed_second_closest_to_black_hole * inner_multiplier + + orb_speed_planet_group_1_main = orb_speed_planet_group_1_main * outer_multiplier + orb_speed_planet_group_1_orbiter_1 = orb_speed_planet_group_1_orbiter_1 * outer_multiplier + orb_speed_planet_group_1_orbiter_2 = orb_speed_planet_group_1_orbiter_2 * outer_multiplier + orb_speed_planet_group_1_orbiter_2_1 = orb_speed_planet_group_1_orbiter_2_1 * outer_multiplier + orb_speed_planet_group_1_orbiter_2_2 = orb_speed_planet_group_1_orbiter_2_2 * outer_multiplier + + orb_speed_planet_group_2_main = orb_speed_planet_group_2_main * outer_multiplier + orb_speed_planet_group_2_orbiter_1 = orb_speed_planet_group_2_orbiter_1 * outer_multiplier + orb_speed_planet_group_2_orbiter_2 = orb_speed_planet_group_2_orbiter_2 * outer_multiplier + orb_speed_planet_group_2_orbiter_2_1 = orb_speed_planet_group_2_orbiter_2_1 * outer_multiplier + orb_speed_planet_group_2_orbiter_2_2 = orb_speed_planet_group_2_orbiter_2_2 * outer_multiplier +end +function createEnvironment() + createOrbitalBodies() + placeNebulae() + -- add some asteroids + createRandomAsteroidAlongArc(130,terrain_center_x,terrain_center_y,(trainee_base_placement_radius + 100000)/2,0,180,(100000-trainee_base_placement_radius)/2) + createRandomAsteroidAlongArc(130,terrain_center_x,terrain_center_y,(trainee_base_placement_radius + 100000)/2,180,360,(100000-trainee_base_placement_radius)/2) +end +function createOrbitalBodies() + orbital_body_names = { + ["black hole"] = _("callsign-blackhole","Balor"), + ["cbheh1"] = _("callsign-planet","Draugr"), + ["cbheh2"] = _("callsign-planet","Dimidium"), + ["cbhmp1"] = _("callsign-planet","Phobetor"), + ["mp1s1"] = _("callsign-planet","Saffar"), + ["mp1s2"] = _("callsign-planet","Keplar-452b"), + ["mp1s2s1"] = _("callsign-planet","HD 23472 d"), + ["mp1s3"] = _("callsign-planet","K2-89 b"), + ["cbhmp2"] = _("callsign-planet","Samh"), + ["mp2s1"] = _("callsign-planet","GJ 1061 d"), + ["mp2s2"] = _("callsign-planet","Teegarden's Star b"), + ["mp2s2s1"] = _("callsign-planet","Wolf 503b"), + ["mp2s3"] = _("callsign-planet","YZ Ceti b"), + } + -- BLACK HOLE ORBITAL SYSTEM + -- initial alignment of objects is along the X axis (X value is the same; Y changes for distance from center) + -- the center object + center_blackhole = BlackHole():setPosition(terrain_center_x, terrain_center_y):setCallSign(orbital_body_names["black hole"]) + -- planetList = {} -- copied here just for easy reference; DO NOT UNCOMMENT! + -- planetKillRadius = {} -- copied here just for easy reference; DO NOT UNCOMMENT! + no_atmosphere_padding = 250 -- current estimate is extra 250 distance is necessary for planet with NO atmosphere; don't think the size of the planet matters + atmosphere_padding = 500 -- current estimate is extra 500 distance is necessary for planet WITH atmosphere; don't think the size of the planet matters + +-- "on the edge" planet orbiting just outside the event horizon, very fast (warp speed? ha) + cbh_event_horizon1 = Planet():setPosition(terrain_center_x, terrain_center_y-6000) + :setPlanetRadius(500) + :setDistanceFromMovementPlane(0) + :setPlanetSurfaceTexture("planets/moon-1.png") + :setPlanetAtmosphereColor(0.2,0.2,0.2) + :setCallSign(orbital_body_names["cbheh1"]) + table.insert(planetList, cbh_event_horizon1) + table.insert(planetKillRadius, 500 + no_atmosphere_padding) + cbh_event_horizon1:setOrbit(center_blackhole, orb_speed_closest_to_black_hole) + +-- "near the edge" planet orbiting near the event horizon, fast + cbh_event_horizon2 = Planet() + :setPosition(terrain_center_x, terrain_center_y-10000) + :setPlanetRadius(1000) + :setDistanceFromMovementPlane(0) + :setPlanetSurfaceTexture("planets/planet-2.png") + :setPlanetAtmosphereColor(0.4,0,0) + :setCallSign(orbital_body_names["cbheh2"]) + table.insert(planetList, cbh_event_horizon2) + table.insert(planetKillRadius, 1000 + atmosphere_padding) -- not sure why, but this planet needs the additional atmosphere padding for collision calculations + cbh_event_horizon2:setOrbit(center_blackhole, orb_speed_second_closest_to_black_hole) + +-- planetary orbital sub-system 1, to the 'north' of the center black hole + cbh_main_planet1 = Planet():setPosition(terrain_center_x, terrain_center_y-30000) + :setPlanetRadius(3000) + :setDistanceFromMovementPlane(0) + :setAxialRotationTime(30) + :setPlanetSurfaceTexture("planets/planet-1.png") + :setPlanetCloudTexture("planets/clouds-1.png") + :setPlanetAtmosphereTexture("planets/atmosphere.png") + :setPlanetAtmosphereColor(0.2,0.2,1.0) + :setCallSign(orbital_body_names["cbhmp1"]) + table.insert(planetList, cbh_main_planet1) + table.insert(planetKillRadius, 3000 + atmosphere_padding) + cbh_main_planet1:setOrbit(center_blackhole, orb_speed_planet_group_1_main) + + -- orbiting bodies for cbh_main_planet1, inner to outer + mp1_satelite1 = Planet():setPosition(terrain_center_x, terrain_center_y-24000) + :setPlanetRadius(500) + :setDistanceFromMovementPlane(0) + :setPlanetSurfaceTexture("planets/moon-1.png") + :setPlanetAtmosphereColor(0.2,0.2,0.2) + :setCallSign(orbital_body_names["mp1s1"]) + table.insert(planetList, mp1_satelite1) + table.insert(planetKillRadius, 500 + no_atmosphere_padding) + mp1_satelite1:setOrbit(cbh_main_planet1, orb_speed_planet_group_1_orbiter_1) + + mp1_satelite2 = Planet():setPosition(terrain_center_x, terrain_center_y-20000) + :setPlanetRadius(1000) + :setDistanceFromMovementPlane(0) + :setAxialRotationTime(30) + :setPlanetSurfaceTexture("planets/planet-1.png") + :setPlanetCloudTexture("planets/clouds-1.png") + :setPlanetAtmosphereTexture("planets/atmosphere.png") + :setPlanetAtmosphereColor(0,0.8,0.2) + :setCallSign(orbital_body_names["mp1s2"]) + table.insert(planetList, mp1_satelite2) + table.insert(planetKillRadius, 1000 + atmosphere_padding) + mp1_satelite2:setOrbit(cbh_main_planet1, orb_speed_planet_group_1_orbiter_2) + + mp1s2_satelite1 = Planet():setPosition(terrain_center_x, terrain_center_y-18000) + :setPlanetRadius(200) + :setDistanceFromMovementPlane(0) + :setAxialRotationTime(10) + :setPlanetSurfaceTexture("planets/moon-1.png") + :setPlanetAtmosphereColor(0.2,0.2,0.2) + :setCallSign(orbital_body_names["mp1s2s1"]) + table.insert(planetList, mp1s2_satelite1) + table.insert(planetKillRadius, 200 + no_atmosphere_padding) + mp1s2_satelite1:setOrbit(mp1_satelite2, orb_speed_planet_group_1_orbiter_2_1) + + mp1_satelite3 = Planet():setPosition(terrain_center_x, terrain_center_y-16000) + :setPlanetRadius(500) + :setDistanceFromMovementPlane(0) + :setAxialRotationTime(30) + :setPlanetSurfaceTexture("planets/planet-2.png") + :setPlanetAtmosphereColor(0.4,0,0) + :setCallSign(orbital_body_names["mp1s3"]) + table.insert(planetList, mp1_satelite3) + table.insert(planetKillRadius, 500 + atmosphere_padding) + mp1_satelite3:setOrbit(cbh_main_planet1, orb_speed_planet_group_1_orbiter_2_2) + +-- planetary orbital sub-system 2, to the 'south' of the center black hole + cbh_main_planet2 = Planet():setPosition(terrain_center_x, terrain_center_y+30000) + :setPlanetRadius(3000) + :setDistanceFromMovementPlane(0) + :setAxialRotationTime(30) + :setPlanetSurfaceTexture("planets/gas-1.png") + :setPlanetAtmosphereColor(0.4,0,0) + :setCallSign(orbital_body_names["cbhmp2"]) + table.insert(planetList, cbh_main_planet2) + table.insert(planetKillRadius, 3000 + atmosphere_padding) + cbh_main_planet2:setOrbit(center_blackhole, orb_speed_planet_group_2_main) + + -- orbiting bodies for cbh_main_planet2, inner to outer + mp2_satelite1 = Planet():setPosition(terrain_center_x, terrain_center_y+24000) + :setPlanetRadius(500) + :setDistanceFromMovementPlane(0) + :setPlanetSurfaceTexture("planets/moon-1.png") + :setPlanetAtmosphereColor(0.2,0.2,0.2) + :setCallSign(orbital_body_names["mp2s1"]) + table.insert(planetList, mp2_satelite1) + table.insert(planetKillRadius, 500 + no_atmosphere_padding) + mp2_satelite1:setOrbit(cbh_main_planet2, orb_speed_planet_group_2_orbiter_1) + + mp2_satelite2 = Planet():setPosition(terrain_center_x, terrain_center_y+20000) + :setPlanetRadius(1000) + :setDistanceFromMovementPlane(0) + :setAxialRotationTime(30) + :setPlanetSurfaceTexture("planets/planet-1.png") + :setPlanetCloudTexture("planets/clouds-1.png") + :setPlanetAtmosphereTexture("planets/atmosphere.png") + :setPlanetAtmosphereColor(0.2,0.2,1.0) + :setCallSign(orbital_body_names["mp2s2"]) + table.insert(planetList, mp2_satelite2) + table.insert(planetKillRadius, 1000 + atmosphere_padding) + mp2_satelite2:setOrbit(cbh_main_planet2, orb_speed_planet_group_2_orbiter_2) + + mp2s2_satelite1 = Planet():setPosition(terrain_center_x, terrain_center_y+18000) + :setPlanetRadius(200) + :setDistanceFromMovementPlane(0) + :setAxialRotationTime(10) + :setPlanetSurfaceTexture("planets/moon-1.png") + :setPlanetAtmosphereColor(0.2,0.2,0.2) + :setCallSign(orbital_body_names["mp2s2s1"]) + table.insert(planetList, mp2s2_satelite1) + table.insert(planetKillRadius, 200 + no_atmosphere_padding) + mp2s2_satelite1:setOrbit(mp2_satelite2, orb_speed_planet_group_2_orbiter_2_1) + + mp2_satelite3 = Planet():setPosition(terrain_center_x, terrain_center_y+16000) + :setPlanetRadius(500) + :setDistanceFromMovementPlane(0) + :setAxialRotationTime(30) + :setPlanetSurfaceTexture("planets/planet-2.png") + :setPlanetAtmosphereColor(0.4,0,0) + :setCallSign(orbital_body_names["mp2s3"]) + table.insert(planetList, mp2_satelite3) + table.insert(planetKillRadius, 500 + atmosphere_padding) + mp2_satelite3:setOrbit(cbh_main_planet2, orb_speed_planet_group_2_orbiter_2_2) +end +function placeNebulae() + -- add all the nebula + Nebula():setPosition(-89207, -57749) + Nebula():setPosition(-85944, -65810) + Nebula():setPosition(-84792, -71377) + Nebula():setPosition(-89207, -74832) + Nebula():setPosition(-84024, -84045) + Nebula():setPosition(-78458, -79822) + Nebula():setPosition(-75387, -90954) + Nebula():setPosition(-68285, -97672) + Nebula():setPosition(-58880, -102471) + Nebula():setPosition(-53698, -104582) + Nebula():setPosition(-21836, -108421) + Nebula():setPosition(-29898, -109381) + Nebula():setPosition(-33352, -109381) + Nebula():setPosition(-43333, -105542) + Nebula():setPosition(-42949, -108421) + Nebula():setPosition(-4370, -109764) + Nebula():setPosition(-11855, -109572) + Nebula():setPosition(5611, -108805) + Nebula():setPosition(6763, -107461) + Nebula():setPosition(20774, -111492) + Nebula():setPosition(13289, -111876) + Nebula():setPosition(30755, -105926) + Nebula():setPosition(35745, -106501) + Nebula():setPosition(57051, -101511) + Nebula():setPosition(87761, -66002) + Nebula():setPosition(89488, -57557) + Nebula():setPosition(42655, -108613) + Nebula():setPosition(52060, -106118) + Nebula():setPosition(83922, -72912) + Nebula():setPosition(74325, -81933) + Nebula():setPosition(69719, 32078) + Nebula():setPosition(64152, 38988) + Nebula():setPosition(57818, 44938) + Nebula():setPosition(48221, 53191) + Nebula():setPosition(37665, 58182) + Nebula():setPosition(29220, 58950) + Nebula():setPosition(17319, 65476) + Nebula():setPosition(21158, 65092) + Nebula():setPosition(8298, 67971) + Nebula():setPosition(1196, 69122) + Nebula():setPosition(-10896, 69122) + Nebula():setPosition(-21836, 71042) + Nebula():setPosition(-32585, 71618) + Nebula():setPosition(-39686, 67395) + Nebula():setPosition(-45061, 65476) + Nebula():setPosition(-54850, 67011) + Nebula():setPosition(96782, -9381) + Nebula():setPosition(95822, -17058) + Nebula():setPosition(96782, -39131) + Nebula():setPosition(96782, -23392) + Nebula():setPosition(93327, -30302) + Nebula():setPosition(95054, -33565) + Nebula():setPosition(91792, 792) + Nebula():setPosition(90256, -6501) + Nebula():setPosition(86225, 8662) + Nebula():setPosition(82770, 16147) + Nebula():setPosition(76628, 26128) + Nebula():setPosition(81427, -79246) + Nebula():setPosition(66264, -91722) + Nebula():setPosition(71254, -87691) + Nebula():setPosition(94287, -41818) + Nebula():setPosition(90832, -48344) + Nebula():setPosition(-99763, -35868) + Nebula():setPosition(-98228, -44889) + Nebula():setPosition(-92086, -50072) + Nebula():setPosition(-95924, -57941) + Nebula():setPosition(-95924, -57941) + Nebula():setPosition(-97844, 8086) + Nebula():setPosition(-100531, -3430) + Nebula():setPosition(-94581, -10916) + Nebula():setPosition(-98612, -20513) + Nebula():setPosition(-98420, -25887) + Nebula():setPosition(-52354, 60101) + Nebula():setPosition(-57153, 52808) + Nebula():setPosition(-68093, 47241) + Nebula():setPosition(-78458, 45322) + Nebula():setPosition(-85176, 38220) + Nebula():setPosition(-91894, 32462) + Nebula():setPosition(-91510, 23057) + Nebula():setPosition(-90550, 14036) +end +function createRandomAsteroidAlongArc(amount, x, y, distance, startArc, endArcClockwise, randomize) +-- Create amount of asteroids along arc +-- Center defined by x and y +-- Radius defined by distance +-- Start of arc between 0 and 360 (startArc), end arc: endArcClockwise +-- Use randomize to vary the distance from the center point. Omit to keep distance constant +-- Example: +-- createRandomAsteroidAlongArc(100, 500, 3000, 65, 120, 450) + if randomize == nil then randomize = 0 end + if amount == nil then amount = 1 end + local arcLen = endArcClockwise - startArc + if startArc > endArcClockwise then + endArcClockwise = endArcClockwise + 360 + arcLen = arcLen + 360 + end + local asteroid_size = random(1,100) + random(1,75) + random(1,75) + random(1,20) + random(1,20) + random(1,20) + random(1,20) + random(1,20) + random(1,20) + random(1,20) + if amount > arcLen then + for ndex=1,arcLen do + local radialPoint = startArc+ndex + local pointDist = distance + random(-randomize,randomize) + asteroid_size = random(1,100) + random(1,75) + random(1,75) + random(1,20) + random(1,20) + random(1,20) + random(1,20) + random(1,20) + random(1,20) + random(1,20) + Asteroid():setPosition(x + math.cos(radialPoint / 180 * math.pi) * pointDist, y + math.sin(radialPoint / 180 * math.pi) * pointDist):setSize(asteroid_size) + end + for ndex=1,amount-arcLen do + radialPoint = random(startArc,endArcClockwise) + pointDist = distance + random(-randomize,randomize) + asteroid_size = random(1,100) + random(1,75) + random(1,75) + random(1,20) + random(1,20) + random(1,20) + random(1,20) + random(1,20) + random(1,20) + random(1,20) + Asteroid():setPosition(x + math.cos(radialPoint / 180 * math.pi) * pointDist, y + math.sin(radialPoint / 180 * math.pi) * pointDist):setSize(asteroid_size) + end + else + for ndex=1,amount do + radialPoint = random(startArc,endArcClockwise) + pointDist = distance + random(-randomize,randomize) + asteroid_size = random(1,100) + random(1,75) + random(1,75) + random(1,20) + random(1,20) + random(1,20) + random(1,20) + random(1,20) + random(1,20) + random(1,20) + Asteroid():setPosition(x + math.cos(radialPoint / 180 * math.pi) * pointDist, y + math.sin(radialPoint / 180 * math.pi) * pointDist):setSize(asteroid_size) + end + end +end +-------------------------- +-- Utility Functions -- +-------------------------- +function gatherStats() + if func_diagnostic then print("gather stats") end + local stat_list = {} + stat_list.scenario = {name = "Early Evaluation Exercise", version = scenario_version} + stat_list.times = {} + stat_list.times.game = {} + stat_list.times.stage = game_state + stat_list.human = {} + stat_list.human.ship = {} + stat_list.human.total_ship_deaths = 0 + stat_list.human.total_transport_ships_destroyed = total_transport_ships_destroyed_by_enemy_ships + stat_list.human.score = total_transport_ships_destroyed_by_enemy_ships * -10 + stat_list.kraylor = {} + stat_list.kraylor.ship = {} + stat_list.kraylor.total_ship_deaths = 0 + stat_list.kraylor.score = 0 + stat_list.exuari = {} + stat_list.exuari.score = exuari_score + if #player_restart > 0 then + for pidx, details in pairs(player_restart) do + if type(details) ~= "function" then + local deaths = 0 + if details.deaths ~= nil then deaths = details.deaths end + if details.faction == "Human Navy" then + stat_list.human.ship[details.name] = {deaths = deaths, score = -deaths * human_player_ship_value, station = true} + stat_list.human.total_ship_deaths = stat_list.human.total_ship_deaths + deaths + if #human_station_destroyed_list > 0 then + for i=1,#human_station_destroyed_list do + if string.find(human_station_destroyed_list[i],details.name) then + stat_list.human.ship[details.name].station = false + stat_list.human.ship[details.name].score = stat_list.human.ship[details.name].score - human_player_station_value + break + end + end + end + stat_list.human.score = stat_list.human.score + stat_list.human.ship[details.name].score + elseif details.faction == "Kraylor" then + local ship_value = player_ship_stats[player_restart[pidx].template].strength + stat_list.kraylor.ship[details.name] = {deaths = deaths, score = -deaths * ship_value, station = true, ship_value = ship_value} + stat_list.kraylor.total_ship_deaths = stat_list.kraylor.total_ship_deaths + deaths + stat_list.kraylor.score = stat_list.kraylor.score + stat_list.kraylor.ship[details.name].score + end + end + end + end + return stat_list +end +function vectorFromAngleNorth(angle,distance) + if func_diagnostic then print("vector from angle north") end +-- print("input angle to vectorFromAngleNorth:") +-- print(angle) + angle = (angle + 270) % 360 + local x, y = vectorFromAngle(angle,distance) + return x, y +end +function tableRemoveRandom(array) + if func_diagnostic then print("table remove random") end +-- 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 generateCallSignPrefix(length) + if func_diagnostic then print("generate call sign prefix") end + if prefix_length == nil then + prefix_length = 1 + end + if call_sign_prefix_pool == nil then + call_sign_prefix_pool = {} + prefix_length = prefix_length + 1 + if prefix_length > 3 then + prefix_length = 1 + end + fillPrefixPool() + end + if length == nil then + length = prefix_length + end + local prefix_index = 0 + local prefix = "" + for i=1,length do + if #call_sign_prefix_pool < 1 then + fillPrefixPool() + end + prefix_index = math.random(1,#call_sign_prefix_pool) + prefix = prefix .. call_sign_prefix_pool[prefix_index] + table.remove(call_sign_prefix_pool,prefix_index) + end + return prefix +end +function fillPrefixPool() + if func_diagnostic then print("fill prefix pool") end + for i=1,26 do + table.insert(call_sign_prefix_pool,string.char(i+64)) + end +end +function generateCallSign(prefix) + if func_diagnostic then print("generate call sign") end + if prefix == nil then + prefix = generateCallSignPrefix() + end + if suffix_index == nil then + suffix_index = 0 + end + suffix_index = suffix_index + math.random(1,3) + if suffix_index > 999 then + suffix_index = 1 + end + return string.format("%s%i",prefix,suffix_index) +end +function availableForComms(p) + if func_diagnostic then print("available for comms") end + if not p:isCommsInactive() then + return false + end + if p:isCommsOpening() then + return false + end + if p:isCommsBeingHailed() then + return false + end + if p:isCommsBeingHailedByGM() then + return false + end + if p:isCommsChatOpen() then + return false + end + if p:isCommsChatOpenToGM() then + return false + end + if p:isCommsChatOpenToPlayer() then + return false + end + if p:isCommsScriptOpen() then + return false + end + return true +end +function planetCollisionDetection() + if func_diagnostic then print("planet collision detection") end + local planet_bump_damage = 5 + if planet_collision_diagnostic then print("planet collision detection. bump damage:",planet_bump_damage,"planet count:",#planetList) end + for planet_index, planet in ipairs(planetList) do + local planet_x, planet_y = planet:getPosition() + local collision_list = getObjectsInRadius(planet_x, planet_y, planet:getPlanetRadius() + 2000) + local obj_dist = 0 + local ship_distance = 0 + local obj_type_name = "" + if planet_collision_diagnostic then print("planet index:",planet_index,"name:",planet:getCallSign(),"collision list count:",#collision_list) end + for i, obj in ipairs(collision_list) do + if obj:isValid() then + if distance_diagnostic then + print("distance_diagnostic 25 obj:",obj,"planet:",planet) + end + obj_dist = distance(obj,planet) + if obj.typeName == "CpuShip" then + obj_type_name = obj:getTypeName() + if obj_type_name ~= nil then + ship_distance = shipTemplateDistance[obj:getTypeName()] + if ship_distance == nil then + print("distance not retrieved from ship template for cpu ship:",obj:getCallSign(),"defaulting to ship distance 400") + ship_distance = 400 + end + else + print("type name nil on cpu ship:",obj:getCallSign(),"defaulting to ship distance 400") + ship_distance = 400 + end + if planet_collision_diagnostic then print("CpuShip typename:",obj_type_name,"ship distance:",ship_distance,"object distance:",obj_dist,"planet radius:",planet:getPlanetRadius()) end + if obj_dist <= (planet:getPlanetRadius() + ship_distance + 100) then + obj:takeDamage(planet_bump_damage,"kinetic",planet_x,planet_y) + end + end + if obj.typeName == "PlayerSpaceship" then + obj_type_name = obj:getTypeName() + if obj_type_name ~= nil then + ship_distance = playerShipStats[obj:getTypeName()].distance + if ship_distance == nil then + print("distance not retrieved from player ship stats for player ship:",obj:getCallSign(),"defaulting to ship distance 400") + ship_distance = 400 + end + else + print("type name nil on player ship:",obj:getCallSign(),"defaulting to ship distance 400") + ship_distance = 400 + end + if obj_dist <= (planet:getPlanetRadius() + ship_distance + 100) then + obj:takeDamage(planet_bump_damage,"kinetic",planet_x,planet_y) + end + if planet_collision_diagnostic then print("Player ship typename:",obj_type_name,"ship distance:",ship_distance,"object distance:",obj_dist,"planet radius:",planet:getPlanetRadius()) end + if obj.task == "research" then + if planet_collision_diagnostic then print("research orbital body count:",#orbital_body_research) end + for j, orbit in ipairs(obj.orbital_body_research) do + if orbit.research == "N" then + if planet == orbit.body then + if planet_collision_diagnostic then print("incomplete body:",planet:getCallSign(),"obj/planet distance:",distance(obj,planet),"planet radius:",planet:getPlanetRadius()) end + if distance(obj,planet) < (planet:getPlanetRadius() + 1800) then + if orbit.start_scan_clock == nil then + orbit.start_scan_clock = getScenarioTime() + if planet_collision_diagnostic then print("start clock:",orbit.start_scan_clock) end + else + if (getScenarioTime() - orbit.start_scan_clock) > research_task_length then + orbit.research = "Y" + obj.orbital_body_scanned_message_sci = "orbital_body_scanned_message_sci" + obj:addCustomMessage("Science",obj.orbital_body_scanned_message_sci,string.format(_("msgScience","Scan complete for %s"),planet:getCallSign())) + obj.orbital_body_scanned_message_ops = "orbital_body_scanned_message_ops" + obj:addCustomMessage("Operations",obj.orbital_body_scanned_message_ops,string.format(_("msgOperations","Scan complete for %s"),planet:getCallSign())) + if planet_collision_diagnostic then print("completed. start clock:",orbit.start_scan_clock,"current clock:",getScenarioTime(),"task length:",research_task_length) end + end + end + else + orbit.start_scan_clock = nil + if planet_collision_diagnostic then print("reset start clock") end + end + end + end + end + end + end + if obj.typeName == "ScanProbe" then + if obj_dist <= (planet:getPlanetRadius() + 50) then + obj:takeDamage(planet_bump_damage,"kinetic",planet_x,planet_y) + end + local p = obj:getOwner() + if p ~= nil and p.task == "research" then + if obj.arrived then + for j, orbit in ipairs(p.orbital_body_research) do + if orbit.research == "N" then + if planet == orbit.body then + if distance(obj,planet) < (planet:getPlanetRadius() + 1800) then + if orbit.start_scan_clock == nil then + orbit.start_scan_clock = getScenarioTime() + else + if (getScenarioTime() - orbit.start_scan_clock) > research_task_length then + orbit.research = "Y" + p.orbital_body_scanned_message_sci = "orbital_body_scanned_message_sci" + p:addCustomMessage("Science",p.orbital_body_scanned_message_sci,string.format(_("msgScience","Scan complete for %s"),planet:getCallSign())) + p.orbital_body_scanned_message_ops = "orbital_body_scanned_message_ops" + p:addCustomMessage("Operations",p.orbital_body_scanned_message_ops,string.format(_("msgOperations","Scan complete for %s"),planet:getCallSign())) + end + end + else + orbit.start_scan_clock = nil + end + end + end + end + end + end + end + end + end + end +end +function blackHoleResearch(p) + if func_diagnostic then print("black hole research") end + if p.task == "research" then + for i, orbit in ipairs(p.orbital_body_research) do + if orbit.body.typeName == "BlackHole" then + if orbit.research == "N" then + local scanning_count = 0 + local black_hole_scan_range = 6800 + if distance(p,center_blackhole) < black_hole_scan_range then + scanning_count = scanning_count + 1 + if orbit.start_scan_clock == nil then + orbit.start_scan_clock = getScenarioTime() + else + if (getScenarioTime() - orbit.start_scan_clock) > research_task_length then + orbit.research = "Y" + p.orbital_body_scanned_message_sci = "orbital_body_scanned_message_sci" + p:addCustomMessage("Science",p.orbital_body_scanned_message_sci,string.format(_("msgScience","Scan complete for %s"),orbit.body:getCallSign())) + p.orbital_body_scanned_message_ops = "orbital_body_scanned_message_ops" + p:addCustomMessage("Operations",p.orbital_body_scanned_message_ops,string.format(_("msgOperations","Scan complete for %s"),orbit.body:getCallSign())) + end + end + end + local obj_list = getObjectsInRadius(terrain_center_x, terrain_center_y, black_hole_scan_range) + for i, obj in ipairs(obj_list) do + if obj.typeName == "ScanProbe" then + if obj:getOwner() == p then + if obj.arrived then + scanning_count = scanning_count + 1 + if orbit.start_scan_clock == nil then + orbit.start_scan_clock = getScenarioTime() + else + if (getScenarioTime() - orbit.start_scan_clock) > research_task_length then + orbit.research = "Y" + p.orbital_body_scanned_message_sci = "orbital_body_scanned_message_sci" + p:addCustomMessage("Science",p.orbital_body_scanned_message_sci,string.format(_("msgScience","Scan complete for %s"),orbit.body:getCallSign())) + p.orbital_body_scanned_message_ops = "orbital_body_scanned_message_ops" + p:addCustomMessage("Operations",p.orbital_body_scanned_message_ops,string.format(_("msgOperations","Scan complete for %s"),orbit.body:getCallSign())) + end + end + end + end + end + end + if scanning_count == 0 then + orbit.start_scan_clock = nil + end + end + break + end + end + end +end +function marauderDestroyed(self,instigator) + if func_diagnostic then print("marauder destroyed") end + local ship_found = false + for i,p in ipairs(getActivePlayerShips()) do + if p.assist_freighter_marauders ~= nil then + for j,m in ipairs(p.assist_freighter_marauders) do + if m.name == self:getCallSign() then + if m.destroyed_clock == nil then + m.destroyed_clock = getScenarioTime() + ship_found = true + break + end + end + end + if ship_found then + break + end + end + end +end +function spawnEnemies(xOrigin, yOrigin, danger, enemyFaction, enemyStrength, template_pool, shape, spawn_distance, spawn_angle, px, py) + if func_diagnostic then print("spawn enemies") end + if enemyFaction == nil then + enemyFaction = "Kraylor" + end + if danger == nil then + danger = 1 + end + if enemyStrength == nil then + enemyStrength = math.max(danger * 50,5) + end + local original_enemy_strength = enemyStrength + local enemy_position = 0 + local sp = irandom(400,900) --random spacing of spawned group + if shape == nil then + shape = "square" + if random(1,100) < 50 then + shape = "hexagonal" + end + end + local enemyList = {} + if template_pool == nil then + template_pool_size = 15 + template_pool = getTemplatePool(enemyStrength) + end + if #template_pool < 1 then + addGMMessage("Empty Template pool: fix excludes or other criteria") + return enemyList, original_enemy_strength + end + while enemyStrength > 0 do + local selected_template = template_pool[math.random(1,#template_pool)] + if spawn_enemy_diagnostic then + local selected_template_info = string.format("Spawn enemies selected template: %s",selected_template) + local enemy_strength_info = string.format("enemy strength: %s",enemyStrength) + local template_info = "No ship template" + if ship_template ~= nil then + template_info = string.format("template strength: %s",ship_template[selected_template].strength) + end + print(selected_template_info,enemy_strength_info,template_info,enemyFaction) +-- print("Spawn Enemies selected template:",selected_template,"enemy strength:",enemyStrength,"template strength:",ship_template[selected_template].strength,"Enemy faction:",enemyFaction) + end + local ship = ship_template[selected_template].create(enemyFaction,selected_template) + ship:setCallSign(generateCallSign(nil,enemyFaction)):orderRoaming() + enemy_position = enemy_position + 1 + if shape == "none" or shape == "pyramid" or shape == "ambush" then + ship:setPosition(xOrigin,yOrigin) + else + ship:setPosition(xOrigin + formation_delta[shape].x[enemy_position] * sp, yOrigin + formation_delta[shape].y[enemy_position] * sp) + end + ship:setCommsScript(""):setCommsFunction(commsShip) + table.insert(enemyList, ship) + enemyStrength = enemyStrength - ship_template[selected_template].strength + end + if shape == "pyramid" then + if spawn_distance == nil then + spawn_distance = 30 + end + if spawn_angle == nil then + spawn_angle = random(0,360) + end + if px == nil then + px = 0 + end + if py == nil then + py = 0 + end + local pyramid_tier = math.min(#enemyList,max_pyramid_tier) + for index, ship in ipairs(enemyList) do + if index <= max_pyramid_tier then + local pyramid_angle = spawn_angle + formation_delta.pyramid[pyramid_tier][index].angle + if pyramid_angle < 0 then + pyramid_angle = pyramid_angle + 360 + end + pyramid_angle = pyramid_angle % 360 + rx, ry = vectorFromAngle(pyramid_angle,spawn_distance*1000 + formation_delta.pyramid[pyramid_tier][index].distance * 800) + ship:setPosition(px+rx,py+ry) + else + ship:setPosition(px+vx,py+vy) + end + ship:setHeading((spawn_angle + 270) % 360) + ship:orderFlyTowards(px,py) + end + end + if shape == "ambush" then + if spawn_distance == nil then + spawn_distance = 5 + end + if spawn_angle == nil then + spawn_angle = random(0,360) + end + local circle_increment = 360/#enemyList + for _, enemy in ipairs(enemyList) do + local dex, dey = vectorFromAngle(spawn_angle,spawn_distance*1000) + enemy:setPosition(xOrigin+dex,yOrigin+dey):setRotation(spawn_angle+180) + spawn_angle = spawn_angle + circle_increment + end + end + return enemyList, original_enemy_strength +end +function getTemplatePool(max_strength) + if func_diagnostic then print("get template pool") end + local function getStrengthSort(tbl, sortFunction) + local keys = {} + for key in pairs(tbl) do + table.insert(keys,key) + end + table.sort(keys, function(a,b) + return sortFunction(tbl[a], tbl[b]) + end) + return keys + end + local ship_template_by_strength = getStrengthSort(ship_template, function(a,b) + return a.strength > b.strength + end) + local template_pool = {} + if pool_selectivity == "less/heavy" then + for _, current_ship_template in ipairs(ship_template_by_strength) do + if ship_template[current_ship_template].strength <= max_strength then + table.insert(template_pool,current_ship_template) + end + if #template_pool >= template_pool_size then + break + end + end + elseif pool_selectivity == "more/light" then + for i=#ship_template_by_strength,1,-1 do + local current_ship_template = ship_template_by_strength[i] + if ship_template[current_ship_template].strength <= max_strength then + table.insert(template_pool,current_ship_template) + end + if #template_pool >= template_pool_size then + break + end + end + else --full + for current_ship_template, details in pairs(ship_template) do +-- print("current ship template",current_ship_template,"details",details,"max strength:",max_strength) + if details.strength <= max_strength then + table.insert(template_pool,current_ship_template) + end + end + end + return template_pool +end +------------------------------------------------ +-- Enemy (Computer controlled Exuari) Waves -- +------------------------------------------------ +function addWave(enemyList,type,a,d) + if func_diagnostic then print("add wave") end + -- Add an enemy wave. + -- enemyList: A table containing enemy ship objects. + -- type: A number; at each integer, determines a different wave of ships to add + -- to the enemyList. Any number is valid, but only 0.99-9.0 are meaningful. + -- a: The spawned wave's heading relative to the players' spawn point. + -- d: The spawned wave's distance from the players' spawn point. + -- NOTE: terrain_center_x and terrain_center_y are for the center of the black hole, which is essentially the center of the environment design + -- the black hole is off-set from the F5 origin so that if ships have to respawn into the game and they do so at the F5 origin, they don't get immediately sucked into the black hole... bummer + + + if type < 1.0 then + -- table.insert(enemyList, setCirclePos(CpuShip():setTemplate('Stalker Q7'):setRotation(a + 180):orderRoaming(), 0, 0, a, d)) -- original code + table.insert(enemyList, setCirclePos(CpuShip():setFaction("Exuari"):setTemplate('Stalker Q7'):setRotation(a + 180):orderRoaming():onDestruction(enemyCpuShipDestroyed), terrain_center_x, terrain_center_y, a, d):setCommsScript(""):setCommsFunction(commsShip)) + total_enemy_ships_spawned = total_enemy_ships_spawned + 1 + -- 'Stalker Q7' ships already have a warp drive, so no real modification is necessary + elseif type < 2.0 then + leader = setCirclePos(CpuShip():setFaction("Exuari"):setTemplate('Phobos T3'):setRotation(a + 180):orderRoaming():setWarpDrive(true):onDestruction(enemyCpuShipDestroyed), + terrain_center_x, terrain_center_y, a + random(-1, 1), d + random(-100, 100):setCommsScript(""):setCommsFunction(commsShip)) + table.insert(enemyList, leader) + table.insert(enemyList, setCirclePos(CpuShip():setFaction("Exuari"):setTemplate('MT52 Hornet'):setRotation(a + 180):setWarpDrive(true):orderFlyFormation(leader,-400, 0):onDestruction(enemyCpuShipDestroyed), + terrain_center_x, terrain_center_y, a + random(-1, 1), d + random(-100, 100))) + table.insert(enemyList, setCirclePos(CpuShip():setFaction("Exuari"):setTemplate('MT52 Hornet'):setRotation(a + 180):setWarpDrive(true):orderFlyFormation(leader, 400, 0):onDestruction(enemyCpuShipDestroyed), + terrain_center_x, terrain_center_y, a + random(-1, 1), d + random(-100, 100))) + table.insert(enemyList, setCirclePos(CpuShip():setFaction("Exuari"):setTemplate('MT52 Hornet'):setRotation(a + 180):setWarpDrive(true):orderFlyFormation(leader,-400, 400):onDestruction(enemyCpuShipDestroyed), + terrain_center_x, terrain_center_y, a + random(-1, 1), d + random(-100, 100))) + table.insert(enemyList, setCirclePos(CpuShip():setFaction("Exuari"):setTemplate('MT52 Hornet'):setRotation(a + 180):setWarpDrive(true):orderFlyFormation(leader, 400, 400):onDestruction(enemyCpuShipDestroyed), + terrain_center_x, terrain_center_y, a + random(-1, 1), d + random(-100, 100))) + total_enemy_ships_spawned = total_enemy_ships_spawned + 5 + elseif type < 3.0 then + table.insert(enemyList, setCirclePos(CpuShip():setFaction("Exuari"):setTemplate('Adder MK5'):setRotation(a + 180):setWarpDrive(true):orderRoaming():onDestruction(enemyCpuShipDestroyed), + terrain_center_x, terrain_center_y, a + random(-5, 5), d + random(-100, 100))) + table.insert(enemyList, setCirclePos(CpuShip():setFaction("Exuari"):setTemplate('Adder MK5'):setRotation(a + 180):setWarpDrive(true):orderRoaming():onDestruction(enemyCpuShipDestroyed), + terrain_center_x, terrain_center_y, a + random(-5, 5), d + random(-100, 100))) + total_enemy_ships_spawned = total_enemy_ships_spawned + 2 + elseif type < 4.0 then + table.insert(enemyList, setCirclePos(CpuShip():setFaction("Exuari"):setTemplate('Phobos T3'):setRotation(a + 180):setWarpDrive(true):orderRoaming():onDestruction(enemyCpuShipDestroyed), + terrain_center_x, terrain_center_y, a + random(-5, 5), d + random(-100, 100))) + table.insert(enemyList, setCirclePos(CpuShip():setFaction("Exuari"):setTemplate('Phobos T3'):setRotation(a + 180):setWarpDrive(true):orderRoaming():onDestruction(enemyCpuShipDestroyed), + terrain_center_x, terrain_center_y, a + random(-5, 5), d + random(-100, 100))) + table.insert(enemyList, setCirclePos(CpuShip():setFaction("Exuari"):setTemplate('Phobos T3'):setRotation(a + 180):setWarpDrive(true):orderRoaming():onDestruction(enemyCpuShipDestroyed), + terrain_center_x, terrain_center_y, a + random(-5, 5), d + random(-100, 100))) + total_enemy_ships_spawned = total_enemy_ships_spawned + 3 + elseif type < 5.0 then + table.insert(enemyList, setCirclePos(CpuShip():setFaction("Exuari"):setTemplate('Atlantis X23') + :setRotation(a + 180):orderRoaming() + :setWeaponStorageMax("Homing", 40) + :setWeaponStorage("Homing", 40) + :setWeaponStorageMax("Nuke", 15) + :setWeaponStorage("Nuke", 15) + :setWeaponStorageMax("EMP", 10) + :setWeaponStorage("EMP", 10) + :onDestruction(enemyCpuShipDestroyed), + terrain_center_x, terrain_center_y, a + random(-5, 5), d + random(-100, 100))) + total_enemy_ships_spawned = total_enemy_ships_spawned + 1 + elseif type < 6.0 then + leader = setCirclePos(CpuShip():setFaction("Exuari"):setTemplate('Piranha F12'):setRotation(a + 180):setWarpDrive(true):orderRoaming():onDestruction(enemyCpuShipDestroyed), + terrain_center_x, terrain_center_y, a + random(-5, 5), d + random(-100, 100)) + table.insert(enemyList, leader) + table.insert(enemyList, setCirclePos(CpuShip():setFaction("Exuari"):setTemplate('MT52 Hornet'):setRotation(a + 180):setWarpDrive(true):orderFlyFormation(leader,-1500, 400):onDestruction(enemyCpuShipDestroyed), + terrain_center_x, terrain_center_y, a + random(-1, 1), d + random(-100, 100))) + table.insert(enemyList, setCirclePos(CpuShip():setFaction("Exuari"):setTemplate('MT52 Hornet'):setRotation(a + 180):setWarpDrive(true):orderFlyFormation(leader, 1500, 400):onDestruction(enemyCpuShipDestroyed), + terrain_center_x, terrain_center_y, a + random(-1, 1), d + random(-100, 100))) + total_enemy_ships_spawned = total_enemy_ships_spawned + 3 + elseif type < 7.0 then + table.insert(enemyList, setCirclePos(CpuShip():setFaction("Exuari"):setTemplate('Phobos T3'):setRotation(a + 180):setWarpDrive(true):orderRoaming():onDestruction(enemyCpuShipDestroyed), + terrain_center_x, terrain_center_y, a + random(-5, 5), d + random(-100, 100))) + table.insert(enemyList, setCirclePos(CpuShip():setFaction("Exuari"):setTemplate('Phobos T3'):setRotation(a + 180):setWarpDrive(true):orderRoaming():onDestruction(enemyCpuShipDestroyed), + terrain_center_x, terrain_center_y, a + random(-5, 5), d + random(-100, 100))) + total_enemy_ships_spawned = total_enemy_ships_spawned + 2 + elseif type < 8.0 then + table.insert(enemyList, setCirclePos(CpuShip():setFaction("Exuari"):setTemplate('Nirvana R5'):setRotation(a + 180):setWarpDrive(true):orderRoaming():onDestruction(enemyCpuShipDestroyed), + terrain_center_x, terrain_center_y, a + random(-5, 5), d + random(-100, 100))) + total_enemy_ships_spawned = total_enemy_ships_spawned + 1 + elseif type < 9.0 then + table.insert(enemyList, setCirclePos(CpuShip():setFaction("Exuari"):setTemplate('MU52 Hornet'):setRotation(a + 180):setWarpDrive(true):orderRoaming():onDestruction(enemyCpuShipDestroyed), + terrain_center_x, terrain_center_y, a + random(-5, 5), d + random(-100, 100))) + total_enemy_ships_spawned = total_enemy_ships_spawned + 1 + else + table.insert(enemyList, setCirclePos(CpuShip():setFaction("Exuari"):setTemplate('Stalker R7'):setRotation(a + 180):setWarpDrive(true):orderRoaming():onDestruction(enemyCpuShipDestroyed), + terrain_center_x, terrain_center_y, a + random(-5, 5), d + random(-100, 100))) + table.insert(enemyList, setCirclePos(CpuShip():setFaction("Exuari"):setTemplate('Stalker R7'):setRotation(a + 180):setWarpDrive(true):orderRoaming():onDestruction(enemyCpuShipDestroyed), + terrain_center_x, terrain_center_y, a + random(-5, 5), d + random(-100, 100))) + total_enemy_ships_spawned = total_enemy_ships_spawned + 2 + end +end +function setWaveAngle(cnt,enemy_group_count) + if func_diagnostic then print("set wave angle") end + -- Returns a semi-random heading. + -- cnt: A counter, generally between 1 and the number of enemy groups. + -- enemy_group_count: A number of enemy groups, generally set by the scenario type. + return cnt * 360/enemy_group_count + random(-60, 60) -- this is the original code segment +end +function setWaveDistance(enemy_group_count) + if func_diagnostic then print("set wave distance") end + -- Returns a semi-random distance. + -- enemy_group_count: A number of enemy groups, generally set by the scenario type. + -- return random(35000, 40000 + enemy_group_count * 3000) -- this is the original code segment + return random(80000, 100000 + enemy_group_count * 3000) +end +function enemyCpuShipDestroyed(self, instigator) + if func_diagnostic then print("enemy cpu ship destroyed") end + local instigator_pidx = nil + local instigator_faction = nil + if instigator ~= nil then + if instigator.pidx ~= nil then + instigator_pidx = instigator.pidx + end + if instigator:getFaction() ~= nil then + instigator_faction = instigator:getFaction() + end + end + total_exuari_killed = total_exuari_killed + 1 + exuari_score = exuari_score - ship_template[self:getTypeName()].strength + if instigator_faction ~= nil then + if instigator_faction == "Exuari" then + total_exuari_killed_by_exuari = total_exuari_killed_by_exuari + 1 + end + if instigator_faction == "Kraylor" then + total_exuari_killed_by_kraylor = total_exuari_killed_by_kraylor + 1 + end + if instigator_faction == "Human Navy" then + total_exuari_killed_by_human = total_exuari_killed_by_human + 1 + end + if instigator_faction == "Kraylor" or instigator_faction == "Human Navy" then + if instigator_pidx ~= nil then + if player_restart[instigator_pidx] ~= nil then + if player_restart[instigator_pidx].kills == nil then + player_restart.add(instigator_pidx,nil,nil,nil,nil,nil,nil,nil,0,0,0,0,0,0,0,0) + end + player_restart[instigator_pidx].kills = player_restart[instigator_pidx].kills + 1 + player_restart[instigator_pidx].exuari_kills = player_restart[instigator_pidx].exuari_kills + 1 + end + end + end + end + local culprit = "" + if instigator_faction ~= nil then + culprit = " by " .. instigator_faction + if instigator_pidx ~= nil then + culprit = " by " .. instigator:getCallSign() + end + end + print(string.format("!WHACK! Exuari vessel %s has been destroyed%s!",self:getCallSign(),culprit)) + if instigator_faction ~= nil then + for i=1,32 do + local p = getPlayerShip(i) + if p ~= nil and p:isValid() and p ~= instigator then + if p:getFaction() == instigator_faction then + p:addToShipLog(string.format("!WHACK! Exuari vessel %s has been destroyed%s!",self:getCallSign(),culprit),"Red") + end + end + end + end +end +--------------------------------------------- +-- Player setup and management functions -- +--------------------------------------------- +function identifyPlayerShip(p,paused) + if func_diagnostic then print("identify player ship") end + --first parameter, p is the player ship + --second parameter, paused tells whether the game is paused. Players created during pause are trainees + local function transformTrainee(p) + p:setTemplate("Atlantis") + p:setWeaponStorageMax("Homing",0) --these missile types will come back later + p:setWeaponStorage("Homing",0) + p:setWeaponStorageMax("Mine",0) + p:setWeaponStorage("Mine",0) + p:setWeaponStorageMax("EMP",0) + p:setWeaponStorage("EMP",0) + p:setWeaponStorageMax("Nuke",0) + p:setWeaponStorage("Nuke",0) +-- Arc, Dir, Range, CycleTime, Dmg + p:setBeamWeapon(0, 100, -20, 1500, 60, 8) --raise cycle time from 6 + p:setBeamWeapon(1, 100, 20, 1500, 60, 8) --these beams are corrected later + player_restart.add(p.pidx,nil,nil,nil,nil,nil,p:getTypeName(),"Human Navy") + --this is where you might reset based on the tasks completed so far + end +-- print("identify player ship") + local pidx = nil + if p.pidx == nil then + if paused then + print("problem: p.pidx not set and we're paused") + else + for api, ap in ipairs(getActivePlayerShips()) do + if ap == p then + p.pidx = api + pidx = api + break + end + end + end + else + pidx = p.pidx + end + p:onDestroyed(playerDestroyed) +-- print("pidx:",pidx) + if paused then --you can only spawn trainees while paused + transformTrainee(p) + else + if pidx > trainee_player_count then --trainers (player controlled Kraylor) are spawned here + if player_restart[pidx] ~= nil and player_restart[pidx].template ~= nil then + p:setTemplate(player_restart[pidx].template) + else + player_restart.add(pidx,nil,nil,nil,nil,nil,p:getTypeName(),"Kraylor") + p:addToShipLog(_("shipLog","Destroy Human Navy ships and bases. You might get help from Independent bases. Destroying Exuari is secondary but glorifies the Kraylor empire in the eyes of those around you. Avoid planetary bodies."),"Magenta") + end + p:setFaction("Kraylor") + if not p:hasWarpDrive() and not p:hasJumpDrive() then --for ships without FTL drive + p:setWarpDrive(true) + p:setWarpSpeed(250) + p:setHullMax(p:getHullMax()*2) + end + else --respawned trainees need to be transformed again + transformTrainee(p) + end + end + local player_template = p:getTypeName() + p.max_repair_crew = p:getRepairCrewCount() + p.ship_score = player_ship_stats[player_template].strength + p.max_cargo = player_ship_stats[player_template].cargo + p.cargo = p.max_cargo + p:setLongRangeRadarRange(player_ship_stats[player_template].long_range_radar) + p.normal_long_range_radar = player_ship_stats[player_template].long_range_radar + p:setShortRangeRadarRange(player_ship_stats[player_template].short_range_radar) + p:onProbeLaunch(probeTracker) + if player_restart[pidx] ~= nil and player_restart[pidx].name ~= nil then + p:setCallSign(player_restart[pidx].name) + for i,station in ipairs(stationList) do + if station:isValid() then + if station.home_player_name ~= nil then + if station.home_player_name == p:getCallSign() then + p.home_station = station + break + end + end + end + end + if nemesis_stations ~= nil then + for i,nemesis in ipairs(nemesis_stations) do + local station = nemesis.station + if station:isValid() then + if station.victim_name ~= nil then + if station.victim_name == p:getCallSign() then + p.nemesis_station = station + break + end + end + end + end + end +-- print("set player ship name to stored player ship name:",player_restart[pidx].name) + else + if paused ~= nil and paused == true then + if predefined_player_ships ~= nil and predefined_player_ships[pidx] ~= nil then + p:setCallSign(predefined_player_ships[pidx].name) +-- print("setting player ship name to predefined name:",predefined_player_ships[pidx].name) + else + local selected_name_index = math.random(1,#trainee_player_ship_names) + p:setCallSign(trainee_player_ship_names[selected_name_index]) +-- print("setting player name to randomly selected trainee name:",trainee_player_ship_names[selected_name_index]) + table.remove(trainee_player_ship_names,selected_name_index) + end + else + selected_name_index = math.random(1,#trainer_player_ship_names) + p:setCallSign(trainer_player_ship_names[selected_name_index]) +-- print("setting player ship name to randomly selected trainer name:",trainer_player_ship_names[selected_name_index]) + table.remove(trainer_player_ship_names,selected_name_index) + end + player_restart.add(pidx,p:getCallSign()) + end + if use_control_codes then + if player_restart[pidx] ~= nil and player_restart[pidx].control_code ~= nil then + p.control_code = player_restart[pidx].control_code + p:setControlCode(player_restart[pidx].control_code) + else + if predefined_player_ships ~= nil and predefined_player_ships[pidx] ~= nil then + p.control_code = predefined_player_ships[pidx].control_code + p:setControlCode(predefined_player_ships[pidx].control_code) + else + local control_code_index = math.random(1,#control_code_stem) + local stem = control_code_stem[control_code_index] + table.remove(control_code_stem,control_code_index) + local branch = math.random(100,999) + p.control_code = stem .. branch + p:setControlCode(stem .. branch) + end + player_restart.add(pidx,nil,p.control_code) + end + end +end +function placeTraineePlayerShipsAndStations() + if func_diagnostic then print("place trainee player ships and stations") end + local angle = random(0,360) --arbitrary start position around circle + local psx = 0 + local psy = 0 + local angle_increment = 360/trainee_player_count + allied_stations = {} + for pidx=1,trainee_player_count do + local p = getPlayerShip(pidx) + if p ~= nil and p:isValid() then + psx, psy = vectorFromAngle(angle,trainee_placement_radius) + psx = terrain_center_x + psx + psy = terrain_center_y + psy + p:setPosition(psx,psy) + p.start_x = psx + p.start_y = psy + p.angle = angle + local tra = angle + 180 + if tra > 360 then + tra = tra - 360 + end + p:commandTargetRotation(tra) + local ha = angle + 270 + if ha > 360 then + ha = ha - 360 + end + p:setHeading(ha) + player_restart.add(pidx,nil,nil,p.start_x,p.start_y,p.angle) + psx, psy = vectorFromAngle(angle,trainee_base_placement_radius) + local allied_station = placeStation(terrain_center_x + psx, terrain_center_y + psy,"RandomHumanNeutral","Human Navy","Medium Station") + p.home_station = allied_station + allied_station.home_player_name = p:getCallSign() + allied_station:setSharesEnergyWithDocked(true) + allied_station:setRepairDocked(true) + allied_station:setRestocksScanProbes(true) + allied_station.heading_angle = (ha + 180) % 360 + allied_station.distress_signal_delay = 0 -- the intent here is to build in a delay on how many times a station sends out a distress call, otherwise, the log gets overwhelmed with updates; initially set to no delay for first notice + table.insert(stationList,allied_station) + table.insert(allied_stations,allied_station) + --these stations are not strictly trainee, but can be used by trainees and trainers + psx, psy = vectorFromAngle((angle + (angle_increment/2)%360),trainee_base_placement_radius + random(8000,25000)) + local station = placeStation(terrain_center_x + psx, terrain_center_y + psy,"RandomHumanNeutral","Independent","Small Station") + station.comms_data = { + weapons = {Homing = "neutral", HVLI = "neutral", Mine = "neutral", Nuke = "neutral", EMP = "neutral"}, + weapon_cost = {Homing = 2, HVLI = 1, Mine = 3, Nuke = 15, EMP = 12}, + reputation_cost_multipliers = {friend = 1.0, neutral = 2}, + max_weapon_refill_amount = {friend = 1.0, neutral = .5}, + } + station.distress_signal_delay = 0 + table.insert(stationList,station) + local neb_x, neb_y = vectorFromAngleNorth(allied_station.heading_angle,25000) + local station_x, station_y = allied_station:getPosition() + neb_x = neb_x + station_x + neb_y = neb_y + station_y + Nebula():setPosition(neb_x, neb_y) + allied_station.neb_x = neb_x + allied_station.neb_y = neb_y + angle = angle + angle_increment + if angle > 360 then + angle = angle - 360 + end + end + end +end +function probeTracker(launcher,probe) + if func_diagnostic then print("probe tracker") end + string.format("") + if probe_list == nil then + probe_list = {} + end + table.insert(probe_list,{launcher = launcher, probe = probe, clock = getScenarioTime(), del = false}) + probe.arrived = false + probe:onArrival(function(self,x,y) + string.format("") + self.arrived = true + end) +end +function destroyOnArrival(self) + if func_diagnostic then print("destroy on arrival") end + string.format("") + self:destroy() +end +function playerDestroyed(self, instigator) + if func_diagnostic then print("player destroyed") end + local pidx = self.pidx --set player (self) player index value + local faction = self:getFaction() --set player (self) faction + local instigator_pidx = nil + local instigator_faction = nil + if instigator ~= nil then --if instigator of destruction is recognized + if instigator.pidx ~= nil then --if instigator is a player (pidx will be set) + instigator_pidx = instigator.pidx + end + if instigator:getFaction() ~= nil then + instigator_faction = instigator:getFaction() + end + end + if player_restart[pidx].deaths == nil then --if counters not yet set + player_restart.add(pidx,nil,nil,nil,nil,nil,nil,nil,0,0,0,0,0,0,0,0) + end + player_restart[pidx].deaths = player_restart[pidx].deaths + 1 --increment player death counter + if instigator_faction ~= nil then + if instigator_pidx ~= nil then + if player_restart[instigator_pidx] ~= nil then + if player_restart[instigator_pidx].kills == nil then --if counters not yet set + player_restart.add(instigator_pidx,nil,nil,nil,nil,nil,nil,nil,0,0,0,0,0,0,0,0) + end + player_restart[instigator_pidx].kills = player_restart[instigator_pidx].kills + 1 + if faction == "Exuari" then + player_restart[instigator_pidx].exuari_kills = player_restart[instigator_pidx].exuari_kills + 1 + end + if faction == "Kraylor" then + player_restart[instigator_pidx].kraylor_kills = player_restart[instigator_pidx].kraylor_kills + 1 + end + if faction == "Human Navy" then + player_restart[instigator_pidx].human_kills = player_restart[instigator_pidx].human_kills + 1 + end + end + end + if instigator_faction == "Exuari" then + player_restart[pidx].exuari_deaths = player_restart[pidx].exuari_deaths + 1 + end + if instigator_faction == "Kraylor" then + player_restart[pidx].kraylor_deaths = player_restart[pidx].kraylor_deaths + 1 + end + if instigator_faction == "Human Navy" then + player_restart[pidx].human_deaths = player_restart[pidx].human_deaths + 1 + end + end + local culprit = "" + if instigator_faction ~= nil then + culprit = " by " .. instigator_faction + end + print(string.format("!WHACK! %s has been destroyed%s! Will respawn automatically",self:getCallSign(),culprit)) + globalMessage(string.format(_("msgMainscreen","%s has been destroyed%s! Respawning"),self:getCallSign(),culprit)) + for i=1,32 do + local p = getPlayerShip(pidx) + if p ~= nil and p:isValid() and p ~= self then + if p:getFaction() == faction then + p:addToShipLog(string.format(_("shipLog","%s has been destroyed%s! All crew lost. Rest in peace"),self:getCallSign(),culprit),"Red") + end + end + end +end +--------------------------- +-- Station communication -- +--------------------------- +function commsStation() + if func_diagnostic then print("comms station") end + if comms_target.comms_data == nil then + comms_target.comms_data = {} + end + mergeTables(comms_target.comms_data, { + friendlyness = random(0.0, 100.0), + weapons = { + Homing = "neutral", + HVLI = "neutral", + Mine = "neutral", + Nuke = "friend", + EMP = "friend" + }, + weapon_cost = { + Homing = 2, + HVLI = 2, + Mine = 3, + Nuke = 15, + EMP = 10 + }, + services = { + supplydrop = "friend", + reinforcements = "friend", + preorder = "friend", + activatedefensefleet = "neutral", + }, + service_cost = { + supplydrop = math.random(80,120), + reinforcements = math.random(125,175), + activatedefensefleet = 20, + }, + reputation_cost_multipliers = { + friend = 1.0, + neutral = 2.0 + }, + max_weapon_refill_amount = { + friend = 1.0, + neutral = 0.5 + } + }) + comms_data = comms_target.comms_data + if comms_source:isEnemy(comms_target) then + return false + end + if comms_target:areEnemiesInRange(5000) and comms_source.scan_task == "complete" then + setCommsMessage(_("station-comms","We are under attack! No time for chatting!")) + return true + end + -- modal dialog - can't leave the conversation until you say you're ready + if comms_target == comms_source.home_station then + if comms_source.start_dock_message == "start" then + setCommsMessage(string.format(_("station-comms","Greetings captain and crew of %s. You have been assigned to station %s. You will be given several tasks. For each task, you will be provided an evaluation.\n\nReady for your first task?"),comms_source:getCallSign(),comms_target:getCallSign())) + addCommsReply(_("station-comms","We are ready for our first task"),function() + comms_source.start_dock_message = "sent" + if comms_source.dock_start_clock == nil then + comms_source.dock_start_clock = getScenarioTime() + end + if crutch then + sendCrutch(comms_source,"dock") + end + setCommsMessage(string.format(_("station-comms","Your first task is to dock with %s. Check with the docking port authority on %s for any docking protocols. Your evaluation has begun. Clock: %s"),comms_target:getCallSign(),comms_target:getCallSign(),colonTime(comms_source.dock_start_clock))) + end) + elseif comms_source.scan_message == "start" then + setCommsMessage(string.format(_("station-comms","Congratulations on completing your docking task, %s. Are you ready for your next task?"),comms_source:getCallSign())) + addCommsReply(_("station-comms","View docking task evalutation"),dockTaskEvaluation) + addCommsReply(_("station-comms","We are ready for our second task"),function() + comms_source.scan_message = "sent" + if comms_source.scan_start_clock == nil then + comms_source.scan_start_clock = getScenarioTime() + end + if crutch then + sendCrutch(comms_source,"scan") + end + setCommsMessage(string.format(_("station-comms","Identify the targets at bearing %.1f from %s. A probe might help. Report those details to us once you've completed your scans. Your evaluation has begun. Clock: %s"),comms_target.heading_angle,comms_target:getCallSign(),colonTime(comms_source.scan_start_clock))) + end) + elseif comms_source.destroy_freighter_message == "start" then + setCommsMessage(string.format(_("station-comms","Congratulations on completing your scanning task, %s. Are you ready for your next task?"),comms_source:getCallSign())) + addCommsReply(_("station-comms","View scanning task evaluation"),scanTaskEvaluation) + addCommsReply(_("station-comms","We are ready for our third task"),function() + comms_source.destroy_freighter_message = "sent" + if comms_source.destroy_freighter_start_clock == nil then + comms_source.destroy_freighter_start_clock = getScenarioTime() + end + if crutch then + sendCrutch(comms_source,"destroy freighter") + end + setCommsMessage(string.format(_("station-comms","Destroy the Kraylor freighter you identified during your scanning task. Use HVLI. Your beams will take too long to cycle. Your evaluation has begun. Clock: %s"),colonTime(comms_source.destroy_freighter_start_clock))) + end) + elseif comms_source.assist_freighter_message == "start" then + setCommsMessage(string.format(_("station-comms","Congratulations on completing your task to destroy that Kraylor freighter, %s. Are you ready for your next task?"),comms_source:getCallSign())) + addCommsReply(_("station-comms","View destroy freighter task evaluation"),destroyFreighterTaskEvaluation) + addCommsReply(_("station-comms","We are ready for our fourth task"),function() + comms_source.assist_freighter_message = "sent" + if comms_source.assist_freighter_start_clock == nil then + comms_source.assist_freighter_start_clock = getScenarioTime() + end + if crutch then + sendCrutch(comms_source,"assist freighter") + end + setCommsMessage(string.format(_("station-comms","We received a distress call from Arlenian freighter %s. They report experiencing engine trouble, but the report lacked technical details. They're worried about possible Kraylor nearby. Your task: talk to them, find out about their needs, help them and protect them if necessary. Most likely, %s has the repair parts for their engines, but will need details on the problem before providing any parts. You can find %s in sector %s. Your combat systems are fully operational. Your evaluation has begun. Clock: %s"),comms_source.assist_freighter:getCallSign(),comms_source.home_station:getCallSign(),comms_source.assist_freighter:getCallSign(),comms_source.assist_freighter:getSectorName(),colonTime(comms_source.assist_freighter_start_clock))) + end) + elseif comms_source.assist_freighter_attack_warning == "start" then + setCommsMessage(string.format(_("station-comms","We just received a panicky call from Arlenian freighter %s. Their sensors have picked up Kraylor fighters 20 units away headed for them at 4.8 units per minute. They urgently request you come protect them."),comms_source.assist_freighter:getCallSign())) + addCommsReply("Remind us where they are located",function() + setCommsMessage(string.format("Arlenian freighter %s is located in sector %s",comms_source.assist_freighter:getCallSign(),comms_source.assist_freighter:getSectorName())) + addCommsReply(_("Back"), commsStation) + end) + addCommsReply(_("station-comms","We'll protect them as soon as we can"),function() + setCommsMessage(_("station-comms","I'm sure they'll appreciate any protection you can provide.")) + comms_source.assist_freighter_attack_warning = "sent" + end) + if comms_source.assist_freighter_parts == "loaded" then + addCommsReply(_("station-comms","We've got their parts and are en route"),function() + setCommsMessage(_("station-comms","We will pass along that information. Good luck and keep a sharp eye out for those Kraylor")) + comms_source.assist_freighter_attack_warning = "sent" + end) + else + addCommsReply(_("station-comms","What about their repair parts?"),function() + setCommsMessage(_("station-comms","You must prioritize and choose your next destination. If they get destroyed, there won't be any engine to repair. Also, their destruction could adversely impact our ongoing diplomatic negotiations with the Arlenians")) + comms_source.assist_freighter_attack_warning = "sent" + end) + end + elseif comms_source.research_message == "start" then + setCommsMessage(string.format(_("station-comms","Congratulations on completing your task to assist that Arlenian freighter, %s. Are you ready for your next task?"),comms_source:getCallSign())) + addCommsReply(_("station-comms","View assist freighter task evaluation"),assistFreighterTaskEvaluation) + addCommsReply(_("station-comms","We are ready for our fifth task"),function() + comms_source.research_message = "sent" + if comms_source.research_start_clock == nil then + comms_source.research_start_clock = getScenarioTime() + end + if crutch then + sendCrutch(comms_source,"research") + end + setCommsMessage(string.format(_("station-comms","We've observed several Kraylor appearing near the planetary bodies orbiting the black hole, %s. The energy signatures when they appear match the exit point from a wormhole. This implies a degree of control over wormhole physics by the Kraylor previously unsuspected. We think it relates to the planetary bodies orbiting %s. Get detailed readings on over half of the planetary bodies using probes or your ship. You or the probe must get within 1.8 units and remain there for %s seconds to gather the required data. To facilitate your research, we've added a warp drive to your ship. It's fast, but it still takes time to switch from impulse to warp and back. Use caution when you approach those planetary bodies. Your evaluation has begun. Clock %s"),orbital_body_names["black hole"],orbital_body_names["black hole"],research_task_length,colonTime(comms_source.research_start_clock))) + end) + else + if not comms_source:isDocked(comms_target) then + handleUndockedState() + else + handleDockedState() + end + end + else + if not comms_source:isDocked(comms_target) then + handleUndockedState() + else + handleDockedState() + end + end + return true +end +function handleDockedState() + if func_diagnostic then print("handle docked state") end + if comms_source:isFriendly(comms_target) then + if comms_target.comms_data.friendlyness > 66 then + oMsg = string.format(_("station-comms","Greetings %s!\nHow may we help you today?"),comms_source:getCallSign()) + elseif comms_target.comms_data.friendlyness > 33 then + oMsg = _("station-comms","Good day, officer!\nWhat can we do for you today?") + else + oMsg = _("station-comms","Hello, may I help you?") + end + else + oMsg = _("station-comms","Welcome to our lovely station.") + end + if comms_target:areEnemiesInRange(20000) then + oMsg = oMsg .. _("station-comms","\nForgive us if we seem a little distracted. We are carefully monitoring the enemies nearby.") + end + setCommsMessage(oMsg) + addCommsReply(_("station-comms","Check with docking port authority"),function() + setCommsMessage(string.format(_("station-comms","Greetings %s. I am your automated docking port authority message provider. Protocol dictates that you calibrate your shields to %s THz, your beam weapons to %s THz and that you power down your missile systems in order to dock or undock with %s.\n\nHave a nice day!"),comms_source:getCallSign(),comms_source.dock_shield_frequency * 20 + 400,comms_source.dock_beam_frequency * 20 + 400,comms_target:getCallSign())) + addCommsReply(_("Back"), commsStation) + end) + if comms_source.task == "scan" then + reportOnScannedShips() + end + if comms_source.task == "assist freighter" then + if comms_source.assist_freighter_contacted then + if comms_source.assist_freighter_reported_damage == nil then + reportFreighterEngineProblems() + else + if comms_source.home_station == comms_target then + addCommsReply(string.format(_("station-comms","Get parts to repair %s"),comms_source.assist_freighter:getCallSign()),function() + setCommsMessage(string.format(_("station-comms","We've loaded the parts aboard %s. Now all you need to do is get within 5 units of %s and you can deliver the parts so they can make repairs."),comms_source:getCallSign(),comms_source.assist_freighter:getCallSign())) + comms_source.assist_freighter_parts = "loaded" + comms_source.assist_freighter_parts_clock = getScenarioTime() + end) + end + end + end + end + if comms_source.dock_task == "complete" then + if comms_source.scan_task == "complete" then + addCommsReply(_("station-comms","View evaluations"),function() + setCommsMessage(_("station-comms","Which task evaluation would you like to view?")) + addCommsReply(_("station-comms","View docking task evalutation"),dockTaskEvaluation) + addCommsReply(_("station-comms","View scanning task evalutation"),scanTaskEvaluation) + if comms_source.destroy_freighter_task == "complete" then + addCommsReply(_("station-comms","View destroy freighter task evalutation"),destroyFreighterTaskEvaluation) + end + if comms_source.assist_freighter_task == "complete" then + addCommsReply(_("station-comms","View assist freighter task evalutation"),assistFreighterTaskEvaluation) + end + if comms_source.research_task == "complete" then + addCommsReply(_("station-comms","View research task evalutation"),researchTaskEvaluation) + addCommsReply(_("station-comms","View bonus task evalutation"),bonusTaskEvaluation) + addCommsReply(_("station-comms","Posthumous evaluations"),playerPosthumousEvaluations) + end + addCommsReply(_("Back"), commsStation) + end) + else + addCommsReply(_("station-comms","View docking task evalutation"),dockTaskEvaluation) + end + end + addCommsReply(_("station-comms","Restock Ordnance"),function() + local missilePresence = 0 + local missile_types = {'Homing', 'Nuke', 'Mine', 'EMP', 'HVLI'} + for i, missile_type in ipairs(missile_types) do + missilePresence = missilePresence + comms_source:getWeaponStorageMax(missile_type) + end + local match_nuke = comms_target.comms_data.weapon_available.Nuke and comms_source:getWeaponStorageMax("Nuke") > 0 + local match_emp = comms_target.comms_data.weapon_available.EMP and comms_source:getWeaponStorageMax("EMP") > 0 + local match_homing = comms_target.comms_data.weapon_available.Homing and comms_source:getWeaponStorageMax("Homing") > 0 + local match_mine = comms_target.comms_data.weapon_available.Mine and comms_source:getWeaponStorageMax("Mine") > 0 + local match_hvli = comms_target.comms_data.weapon_available.HVLI and comms_source:getWeaponStorageMax("HVLI") > 0 + if missilePresence > 0 then + if match_nuke or match_emp or match_homing or match_mine or match_hvli then + if stationCommsDiagnostic then print("in restock function") end + setCommsMessage(string.format(_("ammo-comms","What type of ordnance?\n\nReputation: %i"),math.floor(comms_source:getReputationPoints()))) + if stationCommsDiagnostic then print(string.format("player nuke weapon storage max: %.1f",comms_source:getWeaponStorageMax("Nuke"))) end + if comms_source:getWeaponStorageMax("Nuke") > 0 then + if stationCommsDiagnostic then print("player can fire nukes") end + if comms_target.comms_data.weapon_available.Nuke then + if stationCommsDiagnostic then print("station has nukes available") end + if math.random(1,10) <= 5 then + nukePrompt = _("ammo-comms","Can you supply us with some nukes? (") + else + nukePrompt = _("ammo-comms","We really need some nukes (") + end + if stationCommsDiagnostic then print("nuke prompt: " .. nukePrompt) end + addCommsReply(string.format(_("ammo-comms", "%s%d rep each)"), nukePrompt, getWeaponCost("Nuke")), function() + if stationCommsDiagnostic then print("going to handle weapon restock function") end + handleWeaponRestock("Nuke") + end) + end --end station has nuke available if branch + end --end player can accept nuke if branch + if comms_source:getWeaponStorageMax("EMP") > 0 then + if comms_target.comms_data.weapon_available.EMP then + if math.random(1,10) <= 5 then + empPrompt = _("ammo-comms", "Please re-stock our EMP missiles. (") + else + empPrompt = _("ammo-comms", "Got any EMPs? (") + end + addCommsReply(string.format(_("ammo-comms", "%s%d rep each)"), empPrompt, getWeaponCost("EMP")), function() + handleWeaponRestock("EMP") + end) + end --end station has EMP available if branch + end --end player can accept EMP if branch + if comms_source:getWeaponStorageMax("Homing") > 0 then + if comms_target.comms_data.weapon_available.Homing then + if math.random(1,10) <= 5 then + homePrompt = _("ammo-comms", "Do you have spare homing missiles for us? (") + else + homePrompt = _("ammo-comms", "Do you have extra homing missiles? (") + end + addCommsReply(string.format(_("ammo-comms", "%s%d rep each)"), homePrompt, getWeaponCost("Homing")), function() + handleWeaponRestock("Homing") + end) + end --end station has homing for player if branch + end --end player can accept homing if branch + if comms_source:getWeaponStorageMax("Mine") > 0 then + if comms_target.comms_data.weapon_available.Mine then + if math.random(1,10) <= 5 then + minePrompt = _("ammo-comms", "We could use some mines. (") + else + minePrompt = _("ammo-comms", "How about mines? (") + end + addCommsReply(string.format(_("ammo-comms", "%s%d rep each)"), minePrompt, getWeaponCost("Mine")), function() + handleWeaponRestock("Mine") + end) + end --end station has mine for player if branch + end --end player can accept mine if branch + if comms_source:getWeaponStorageMax("HVLI") > 0 then + if comms_target.comms_data.weapon_available.HVLI then + if math.random(1,10) <= 5 then + hvliPrompt = _("ammo-comms", "What about HVLI? (") + else + hvliPrompt = _("ammo-comms", "Could you provide HVLI? (") + end + addCommsReply(string.format(_("ammo-comms", "%s%d rep each)"), hvliPrompt, getWeaponCost("HVLI")), function() + handleWeaponRestock("HVLI") + end) + end --end station has HVLI for player if branch + end --end player can accept HVLI if branch + else + setCommsMessage(_("ammo-comms","Sorry, we don't have any ordnance you can use today")) + end --end secondary ordnance available from station if branch + else + setCommsMessage(_("ammo-comms","Sorry, we don't have any ordnance today")) + end --end missles used on player ship if branch + addCommsReply(_("Back"), commsStation) + end) + local offer_repair = false + if comms_target.comms_data.probe_launch_repair and not comms_source:getCanLaunchProbe() then + offer_repair = true + end + if not offer_repair and comms_target.comms_data.hack_repair and not comms_source:getCanHack() then + offer_repair = true + end + if not offer_repair and comms_target.comms_data.scan_repair and not comms_source:getCanScan() then + offer_repair = true + end + if not offer_repair and comms_target.comms_data.combat_maneuver_repair and not comms_source:getCanCombatManeuver() and comms_source.combat_maneuver_capable then + offer_repair = true + end + if not offer_repair and comms_target.comms_data.self_destruct_repair and not comms_source:getCanSelfDestruct() then + offer_repair = true + end + if offer_repair then + addCommsReply(_("dockingServicesStatus-comms", "Repair ship system"),function() + setCommsMessage(string.format(_("dockingServicesStatus-comms","What system would you like repaired?\n\nReputation: %i"),math.floor(comms_source:getReputationPoints()))) + if comms_target.comms_data.probe_launch_repair then + if not comms_source:getCanLaunchProbe() then + addCommsReply(string.format(_("dockingServicesStatus-comms","Repair probe launch system (%s Rep)"),comms_target.comms_data.service_cost.probe_launch_repair),function() + if not comms_source:isDocked(comms_target) then + setCommsMessage(_("ammo-comms", "You need to stay docked for that action.")) + return + end + if comms_source:takeReputationPoints(comms_target.comms_data.service_cost.probe_launch_repair) then + comms_source:setCanLaunchProbe(true) + setCommsMessage(_("dockingServicesStatus-comms", "Your probe launch system has been repaired")) + else + setCommsMessage(_("needRep-comms", "Insufficient reputation")) + end + addCommsReply(_("Back"), commsStation) + end) + end + end + if comms_target.comms_data.hack_repair then + if not comms_source:getCanHack() then + addCommsReply(string.format(_("dockingServicesStatus-comms","Repair hacking system (%s Rep)"),comms_target.comms_data.service_cost.hack_repair),function() + if not comms_source:isDocked(comms_target) then + setCommsMessage(_("ammo-comms", "You need to stay docked for that action.")) + return + end + if comms_source:takeReputationPoints(comms_target.comms_data.service_cost.hack_repair) then + comms_source:setCanHack(true) + setCommsMessage(_("dockingServicesStatus-comms", "Your hack system has been repaired")) + else + setCommsMessage(_("needRep-comms", "Insufficient reputation")) + end + addCommsReply(_("Back"), commsStation) + end) + end + end + if comms_target.comms_data.scan_repair then + if not comms_source:getCanScan() then + addCommsReply(string.format(_("dockingServicesStatus-comms","Repair scanning system (%s Rep)"),comms_target.comms_data.service_cost.scan_repair),function() + if not comms_source:isDocked(comms_target) then + setCommsMessage(_("ammo-comms", "You need to stay docked for that action.")) + return + end + if comms_source:takeReputationPoints(comms_target.comms_data.service_cost.scan_repair) then + comms_source:setCanScan(true) + setCommsMessage(_("dockingServicesStatus-comms", "Your scanners have been repaired")) + else + setCommsMessage(_("needRep-comms", "Insufficient reputation")) + end + addCommsReply(_("Back"), commsStation) + end) + end + end + if comms_target.comms_data.combat_maneuver_repair then + if not comms_source:getCanCombatManeuver() then + if comms_source.combat_maneuver_capable then + addCommsReply(string.format(_("dockingServicesStatus-comms","Repair combat maneuver (%s Rep)"),comms_target.comms_data.service_cost.combat_maneuver_repair),function() + if not comms_source:isDocked(comms_target) then + setCommsMessage(_("ammo-comms", "You need to stay docked for that action.")) + return + end + if comms_source:takeReputationPoints(comms_target.comms_data.service_cost.combat_maneuver_repair) then + comms_source:setCanCombatManeuver(true) + setCommsMessage(_("dockingServicesStatus-comms", "Your combat maneuver has been repaired")) + else + setCommsMessage(_("needRep-comms", "Insufficient reputation")) + end + addCommsReply(_("Back"), commsStation) + end) + end + end + end + if comms_target.comms_data.self_destruct_repair then + if not comms_source:getCanSelfDestruct() then + addCommsReply(string.format(_("dockingServicesStatus-comms","Repair self destruct system (%s Rep)"),comms_target.comms_data.service_cost.self_destruct_repair),function() + if not comms_source:isDocked(comms_target) then + setCommsMessage(_("ammo-comms", "You need to stay docked for that action.")) + return + end + if comms_source:takeReputationPoints(comms_target.comms_data.service_cost.self_destruct_repair) then + comms_source:setCanSelfDestruct(true) + setCommsMessage(_("dockingServicesStatus-comms", "Your self destruct system has been repaired")) + else + setCommsMessage(_("needRep-comms", "Insufficient reputation")) + end + addCommsReply(_("Back"), commsStation) + end) + end + end + addCommsReply(_("Back"), commsStation) + end) + end + addCommsReply(_("dockingServicesStatus-comms", "Docking services status"), function() + local service_status = string.format(_("dockingServicesStatus-comms", "Station %s docking services status:"),comms_target:getCallSign()) + if comms_target:getRestocksScanProbes() then + service_status = string.format(_("dockingServicesStatus-comms", "%s\nReplenish scan probes."),service_status) + else + if comms_target.probe_fail_reason == nil then + local reason_list = { + _("dockingServicesStatus-comms", "Cannot replenish scan probes due to fabrication unit failure."), + _("dockingServicesStatus-comms", "Parts shortage prevents scan probe replenishment."), + _("dockingServicesStatus-comms", "Station management has curtailed scan probe replenishment for cost cutting reasons."), + } + comms_target.probe_fail_reason = reason_list[math.random(1,#reason_list)] + end + service_status = string.format("%s\n%s",service_status,comms_target.probe_fail_reason) + end + if comms_target:getRepairDocked() then + service_status = string.format(_("dockingServicesStatus-comms", "%s\nShip hull repair."),service_status) + else + if comms_target.repair_fail_reason == nil then + reason_list = { + _("dockingServicesStatus-comms", "We're out of the necessary materials and supplies for hull repair."), + _("dockingServicesStatus-comms", "Hull repair automation unavailable while it is undergoing maintenance."), + _("dockingServicesStatus-comms", "All hull repair technicians quarantined to quarters due to illness."), + } + comms_target.repair_fail_reason = reason_list[math.random(1,#reason_list)] + end + service_status = string.format("%s\n%s",service_status,comms_target.repair_fail_reason) + end + if comms_target:getSharesEnergyWithDocked() then + service_status = string.format(_("dockingServicesStatus-comms", "%s\nRecharge ship energy stores."),service_status) + else + if comms_target.energy_fail_reason == nil then + reason_list = { + _("dockingServicesStatus-comms", "A recent reactor failure has put us on auxiliary power, so we cannot recharge ships."), + _("dockingServicesStatus-comms", "A damaged power coupling makes it too dangerous to recharge ships."), + _("dockingServicesStatus-comms", "An asteroid strike damaged our solar cells and we are short on power, so we can't recharge ships right now."), + } + comms_target.energy_fail_reason = reason_list[math.random(1,#reason_list)] + end + service_status = string.format("%s\n%s",service_status,comms_target.energy_fail_reason) + end + setCommsMessage(service_status) + addCommsReply(_("Back"), commsStation) + end) + if comms_source:isFriendly(comms_target) then + addCommsReply(_("orders-comms", "What are my current orders?"), function() + setOptionalOrders() + setSecondaryOrders() + primary_orders = _("orders-comms","Perform tasks as given") + if comms_source.task == "dock" then + primary_orders = string.format(_("orders-comms","Dock with %s"),comms_source.home_station:getCallSign()) + elseif comms_source.task == "scan" then + primary_orders = string.format(_("orders-comms","Scan the targets. Report results to %s"),comms_source.home_station:getCallSign()) + elseif comms_source.task == "destroy freighter" then + primary_orders = _("orders-comms","Destroy the Kraylor freighter or transport") + elseif comms_source.task == "assist freighter" then + primary_orders = _("orders-comms","Assist the Arlenian freighter") + elseif comms_source.task == "research" then + primary_orders = _("orders-comms","Gather data on orbiting bodies") + end + ordMsg = primary_orders .. "\n" .. secondary_orders .. optional_orders + if playWithTimeLimit then + ordMsg = ordMsg .. string.format(_("orders-comms", "\n %i Minutes remain in game"),math.floor(gameTimeLimit/60)) + end + setCommsMessage(ordMsg) + addCommsReply(_("Back"), commsStation) + end) + end +end --end of handleDockedState function +function setSecondaryOrders() + if func_diagnostic then print("set secondary orders") end + secondary_orders = "" + if comms_source.task == "assist freighter" then + if comms_source.assist_freighter_contacted == nil then + secondary_orders = string.format(_("orders-comms","Contact %s in %s."),comms_source.assist_freighter:getCallSign(),comms_source.assist_freighter:getSectorName()) + else + if comms_source.assist_freighter:isFullyScannedBy(comms_source) then + if comms_source.assist_freighter_reported_damage == nil then + secondary_orders = string.format(_("orders-comms","Report details of Arlenian freighter %s engine damage to %s."),comms_source.assist_freighter:getCallSign(),comms_source.home_station:getCallSign()) + else + if comms_source.assist_freighter_parts == "loaded" then + secondary_orders = string.format(_("orders-comms","Deliver parts to %s in %s by traveling to within 5 units of them and contacting them to deliver the parts."),comms_source.assist_freighter:getCallSign(),comms_source.assist_freighter:getSectorName()) + else + secondary_orders = string.format(_("orders-comms","Dock with %s and get parts for %s's engines."),comms_source.home_station:getCallSign(),comms_source.assist_freighter:getCallSign()) + end + end + else + secondary_orders = string.format(_("orders-comms","Deep scan %s in %s."),comms_source.assist_freighter:getCallSign(),comms_source.assist_freighter:getSectorName()) + end + end + end +end +function setOptionalOrders() + if func_diagnostic then print("set optional orders") end + optional_orders = "" + if comms_source.task == "assist freighter" then + optional_orders = string.format(_("orders-comms"," Protect %s."),comms_source.assist_freighter:getCallSign()) + end +end +function isAllowedTo(state) + if func_diagnostic then print("is allowed to") end + if state == "friend" and comms_source:isFriendly(comms_target) then + return true + end + if state == "neutral" and not comms_source:isEnemy(comms_target) then + return true + end + return false +end +function handleWeaponRestock(weapon) + if func_diagnostic then print("handle weapon restock") end + if not comms_source:isDocked(comms_target) then + setCommsMessage(_("ammo-comms", "You need to stay docked for that action.")) + return + end + if not isAllowedTo(comms_data.weapons[weapon]) then + if weapon == "Nuke" then setCommsMessage(_("ammo-comms", "We do not deal in weapons of mass destruction.")) + elseif weapon == "EMP" then setCommsMessage(_("ammo-comms", "We do not deal in weapons of mass disruption.")) + else setCommsMessage(_("ammo-comms", "We do not deal in those weapons.")) end + return + end + local points_per_item = getWeaponCost(weapon) + local item_amount = math.floor(comms_source:getWeaponStorageMax(weapon) * comms_data.max_weapon_refill_amount[getFriendStatus()]) - comms_source:getWeaponStorage(weapon) + if item_amount <= 0 then + if weapon == "Nuke" then + setCommsMessage(_("ammo-comms", "All nukes are charged and primed for destruction.")); + else + setCommsMessage(_("ammo-comms", "Sorry, sir, but you are as fully stocked as I can allow.")); + end + addCommsReply(_("Back"), commsStation) + else + if comms_source:getReputationPoints() > points_per_item * item_amount then + if comms_source:takeReputationPoints(points_per_item * item_amount) then + comms_source:setWeaponStorage(weapon, comms_source:getWeaponStorage(weapon) + item_amount) + if comms_source:getWeaponStorage(weapon) == comms_source:getWeaponStorageMax(weapon) then + setCommsMessage(_("ammo-comms", "You are fully loaded and ready to explode things.")) + else + setCommsMessage(_("ammo-comms", "We generously resupplied you with some weapon charges.\nPut them to good use.")) + end + else + setCommsMessage(_("needRep-comms", "Not enough reputation.")) + return + end + else + if comms_source:getReputationPoints() > points_per_item then + setCommsMessage(_("ammo-comms","You can't afford as much as I'd like to give you")) + addCommsReply(_("ammo-comms","Get just one"), function() + if comms_source:takeReputationPoints(points_per_item) then + comms_source:setWeaponStorage(weapon, comms_source:getWeaponStorage(weapon) + 1) + if comms_source:getWeaponStorage(weapon) == comms_source:getWeaponStorageMax(weapon) then + setCommsMessage(_("ammo-comms", "You are fully loaded and ready to explode things.")) + else + setCommsMessage(_("ammo-comms", "We generously resupplied you with some weapon charges.\nPut them to good use.")) + end + else + setCommsMessage(_("needRep-comms", "Not enough reputation.")) + end + addCommsReply(_("Back"), commsStation) + end) + else + setCommsMessage(_("needRep-comms", "Not enough reputation.")) + return + end + end + addCommsReply(_("Back"), commsStation) + end +end +function getWeaponCost(weapon) + if func_diagnostic then print("get weapon cost") end + return math.ceil(comms_data.weapon_cost[weapon] * comms_data.reputation_cost_multipliers[getFriendStatus()]) +end +function handleUndockedState() + if func_diagnostic then print("handle undocked state") end + --Handle communications when we are not docked with the station. + if comms_source:isFriendly(comms_target) then + oMsg = _("station-comms", "Good day, officer.\nIf you need supplies, please dock with us first.") + else + oMsg = _("station-comms", "Greetings.\nIf you want to do business, please dock with us first.") + end + if comms_target:areEnemiesInRange(20000) then + oMsg = oMsg .. _("station-comms", "\nBe aware that if enemies in the area get much closer, we will be too busy to conduct business with you.") + end + setCommsMessage(oMsg) + addCommsReply(_("station-comms","Check with docking port authority"),function() + if comms_source.dock_call_port_authority_clock == nil then + comms_source.dock_call_port_authority_clock = getScenarioTime() + end + setCommsMessage(string.format(_("station-comms","Greetings %s. I am your automated docking port authority message provider. Protocol dictates that you calibrate your shields to %s THz, your beam weapons to %s THz and that you power down your missile systems in order to dock or undock with %s.\n\nHave a nice day!"),comms_source:getCallSign(),comms_source.dock_shield_frequency * 20 + 400,comms_source.dock_beam_frequency * 20 + 400,comms_target:getCallSign())) + addCommsReply(_("Back"), commsStation) + end) + if comms_source.task == "scan" then + reportOnScannedShips() + end + if comms_source.task == "assist freighter" then + if comms_source.assist_freighter_contacted then + if comms_source.assist_freighter_reported_damage == nil then + reportFreighterEngineProblems() + end + end + end + addCommsReply(_("station-comms", "I need information"), function() + setCommsMessage(_("station-comms", "What kind of information do you need?")) + if comms_source.dock_task == "complete" then + if comms_source.scan_task == "complete" then + addCommsReply(_("station-comms","View evaluations"),function() + setCommsMessage(_("station-comms","Which task evaluation would you like to view?")) + addCommsReply(_("station-comms","View docking task evalutation"),dockTaskEvaluation) + addCommsReply(_("station-comms","View scanning task evalutation"),scanTaskEvaluation) + if comms_source.destroy_freighter_task == "complete" then + addCommsReply(_("station-comms","View destroy freighter task evalutation"),destroyFreighterTaskEvaluation) + end + if comms_source.assist_freighter_task == "complete" then + addCommsReply(_("station-comms","View assist freighter task evalutation"),assistFreighterTaskEvaluation) + end + if comms_source.research_task == "complete" then + addCommsReply(_("station-comms","View research task evalutation"),researchTaskEvaluation) + addCommsReply(_("station-comms","View bonus task evalutation"),bonusTaskEvaluation) + end + addCommsReply(_("Back"), commsStation) + end) + else + addCommsReply(_("station-comms","View docking task evalutation"),dockTaskEvaluation) + end + end + if comms_target:isFriendly(comms_source) then + addCommsReply(_("orders-comms", "What are my current orders?"), function() + setOptionalOrders() + setSecondaryOrders() + primary_orders = _("orders-comms","Perform tasks as given") + if comms_source.task == "dock" then + primary_orders = string.format(_("orders-comms","Dock with %s"),comms_source.home_station:getCallSign()) + elseif comms_source.task == "scan" then + primary_orders = string.format(_("orders-comms","Scan the targets. Report results to %s"),comms_source.home_station:getCallSign()) + elseif comms_source.task == "destroy freighter" then + primary_orders = _("orders-comms","Destroy the Kraylor freighter or transport") + elseif comms_source.task == "assist freighter" then + primary_orders = _("orders-comms","Assist the Arlenian freighter") + elseif comms_source.task == "research" then + primary_orders = _("orders-comms","Gather data on orbiting bodies") + end + ordMsg = primary_orders .. "\n" .. secondary_orders .. optional_orders + if playWithTimeLimit then + ordMsg = ordMsg .. string.format(_("orders-comms", "\n %i Minutes remain in game"),math.floor(gameTimeLimit/60)) + end + setCommsMessage(ordMsg) + addCommsReply(_("Back"), commsStation) + end) + end + addCommsReply(_("station-comms","Station services"),function() + local ordnanceListMsg = "" + local missileTypeAvailableCount = 0 + if comms_target.comms_data.weapon_available.Nuke then + missileTypeAvailableCount = missileTypeAvailableCount + 1 + ordnanceListMsg = ordnanceListMsg .. _("ammo-comms", "\n Nuke") + end + if comms_target.comms_data.weapon_available.EMP then + missileTypeAvailableCount = missileTypeAvailableCount + 1 + ordnanceListMsg = ordnanceListMsg .. _("ammo-comms", "\n EMP") + end + if comms_target.comms_data.weapon_available.Homing then + missileTypeAvailableCount = missileTypeAvailableCount + 1 + ordnanceListMsg = ordnanceListMsg .. _("ammo-comms", "\n Homing") + end + if comms_target.comms_data.weapon_available.Mine then + missileTypeAvailableCount = missileTypeAvailableCount + 1 + ordnanceListMsg = ordnanceListMsg .. _("ammo-comms", "\n Mine") + end + if comms_target.comms_data.weapon_available.HVLI then + missileTypeAvailableCount = missileTypeAvailableCount + 1 + ordnanceListMsg = ordnanceListMsg .. _("ammo-comms", "\n HVLI") + end + if missileTypeAvailableCount == 0 then + ordnanceListMsg = _("ammo-comms", "We have no ordnance available for restock") + elseif missileTypeAvailableCount == 1 then + ordnanceListMsg = string.format(_("ammo-comms", "We have the following type of ordnance available for restock:%s"),ordnanceListMsg) + else + ordnanceListMsg = string.format(_("ammo-comms", "We have the following types of ordnance available for restock:%s"),ordnanceListMsg) + end + service_status = string.format(_("dockingServicesStatus-comms","%s\nStation primary docking services:"),ordnanceListMsg) + if comms_target:getRestocksScanProbes() then + service_status = string.format(_("dockingServicesStatus-comms", "%s\nReplenish scan probes."),service_status) + else + if comms_target.probe_fail_reason == nil then + local reason_list = { + _("dockingServicesStatus-comms", "Cannot replenish scan probes due to fabrication unit failure."), + _("dockingServicesStatus-comms", "Parts shortage prevents scan probe replenishment."), + _("dockingServicesStatus-comms", "Station management has curtailed scan probe replenishment for cost cutting reasons."), + } + comms_target.probe_fail_reason = reason_list[math.random(1,#reason_list)] + end + service_status = string.format("%s\n%s",service_status,comms_target.probe_fail_reason) + end + if comms_target:getRepairDocked() then + service_status = string.format(_("dockingServicesStatus-comms", "%s\nShip hull repair."),service_status) + else + if comms_target.repair_fail_reason == nil then + reason_list = { + _("dockingServicesStatus-comms", "We're out of the necessary materials and supplies for hull repair."), + _("dockingServicesStatus-comms", "Hull repair automation unavailable whie it is undergoing maintenance."), + _("dockingServicesStatus-comms", "All hull repair technicians quarantined to quarters due to illness."), + } + comms_target.repair_fail_reason = reason_list[math.random(1,#reason_list)] + end + service_status = string.format("%s\n%s",service_status,comms_target.repair_fail_reason) + end + if comms_target:getSharesEnergyWithDocked() then + service_status = string.format(_("dockingServicesStatus-comms", "%s\nRecharge ship energy stores."),service_status) + else + if comms_target.energy_fail_reason == nil then + reason_list = { + _("dockingServicesStatus-comms", "A recent reactor failure has put us on auxiliary power, so we cannot recharge ships."), + _("dockingServicesStatus-comms", "A damaged power coupling makes it too dangerous to recharge ships."), + _("dockingServicesStatus-comms", "An asteroid strike damaged our solar cells and we are short on power, so we can't recharge ships right now."), + } + comms_target.energy_fail_reason = reason_list[math.random(1,#reason_list)] + end + service_status = string.format("%s\n%s",service_status,comms_target.energy_fail_reason) + end + setCommsMessage(service_status) + addCommsReply(_("Back"), commsStation) + end) + local has_gossip = random(1,100) < (100 - (30 * (difficulty - .5))) + if (comms_target.comms_data.general ~= nil and comms_target.comms_data.general ~= "") or + (comms_target.comms_data.history ~= nil and comms_target.comms_data.history ~= "") or + (comms_source:isFriendly(comms_target) and comms_target.comms_data.gossip ~= nil and comms_target.comms_data.gossip ~= "" and has_gossip) then + addCommsReply(_("stationGeneralInfo-comms","Tell me more about your station"), function() + setCommsMessage(_("stationGeneralInfo-comms","What would you like to know?")) + if comms_target.comms_data.general ~= nil and comms_target.comms_data.general ~= "" then + addCommsReply(_("stationGeneralInfo-comms","General information"), function() + setCommsMessage(comms_target.comms_data.general) + addCommsReply(_("Back"), commsStation) + end) + end + if comms_target.comms_data.history ~= nil and comms_target.comms_data.history ~= "" then + addCommsReply(_("stationGeneralInfo-comms","Station history"), function() + setCommsMessage(comms_target.comms_data.history) + addCommsReply(_("Back"), commsStation) + end) + end + if comms_source:isFriendly(comms_target) then + if comms_target.comms_data.gossip ~= nil and comms_target.comms_data.gossip ~= "" then + if has_gossip then + addCommsReply(_("stationGeneralInfo-comms","Gossip"), function() + setCommsMessage(comms_target.comms_data.gossip) + addCommsReply(_("Back"), commsStation) + end) + end + end + end + end) --end station info comms reply branch + end --end public relations if branch + end) +end +function getServiceCost(service) + if func_diagnostic then print("get service cost") end +-- Return the number of reputation points that a specified service costs for +-- the current player. + return math.ceil(comms_data.service_cost[service]) +end +function getFriendStatus() + if func_diagnostic then print("get friend status") end + if comms_source:isFriendly(comms_target) then + return "friend" + else + return "neutral" + end +end +function reportOnScannedShips() + if func_diagnostic then print("report on scanned ships") end + if comms_source.home_station == comms_target then + if comms_source.scan_targets ~= nil then + local single_scan_count = 0 + local double_scan_count = 0 + for i, scan_target in ipairs(comms_source.scan_targets) do + if scan_target.ship:isValid() then + if scan_target.ship:isScannedBy(comms_source) then + single_scan_count = single_scan_count + 1 + end + if scan_target.ship:isFullyScannedBy(comms_source) then + double_scan_count = double_scan_count + 1 + end + else + if scan_target.single_scan_clock ~= nil then + single_scan_count = single_scan_count + 1 + end + if scan_target.full_scan_clock ~= nil then + double_scan_count = double_scan_count + 1 + end + end + end + if single_scan_count > 0 then + addCommsReply(_("station-comms","Report ship type on scanned ships"),function() + local single_scan_reported_count = 0 + local single_scan_reportable_count = 0 + local out = "" + for i, scan_target in ipairs(comms_source.scan_targets) do + if scan_target.ship:isValid() then + if scan_target.ship:isScannedBy(comms_source) then + if scan_target.type_report_clock == nil then + addCommsReply(string.format(_("station-comms","Report on %s"),scan_target.name),function() + setCommsMessage(string.format(_("station-comms","What type of ship is %s?"),scan_target.name)) + local scan_ship_types = { + _("station-comms","Personnel Freighter 5"), + _("station-comms","Goods Freighter 5"), + _("station-comms","Garbage Freighter 5"), + _("station-comms","Equipment Freighter 5"), + _("station-comms","Fuel Freighter 5"), + _("station-comms","Transport1x5"), + _("station-comms","Transport2x5"), + _("station-comms","Transport3x5"), + _("station-comms","Transport4x5"), + _("station-comms","Transport5x5"), + } + for i, ship_type in ipairs(scan_ship_types) do + addCommsReply(ship_type,function() + scan_target.identified_type = ship_type + scan_target.type_report_clock = getScenarioTime() + setCommsMessage(_("station-comms","Your report has been noted")) + addCommsReply(_("Back"), commsStation) + end) + end + addCommsReply(_("Back"), commsStation) + end) + single_scan_reportable_count = single_scan_reportable_count + 1 + else --already reported + single_scan_reported_count = single_scan_reported_count + 1 + if out == "" then + out = _("station-comms","Review of ships already reported:") + end + out = string.format(_("station-comms","%s\n%s reported as type %s"),out,scan_target.name,scan_target.identified_type) + end + end + else --ship not valid (destroyed) + if scan_target.type_report_clock ~= nil then + single_scan_reported_count = single_scan_reported_count + 1 + if out == "" then + out = _("station-comms","Review of ships already reported:") + end + out = string.format(_("station-comms","%s\n%s reported as type %s"),out,scan_target.name,scan_target.identified_type) + end + end + end --loop through scan targets + if single_scan_reportable_count > 0 then + if single_scan_reported_count > 0 then + out = string.format(_("station-comms","%s\n\nWhat ship do you want to report on?"),out) + else + out = _("station-comms","What ship do you want to report on?") + end + else + if single_scan_reported_count == 0 then + out = _("station-comms","Nothing to report") + end + end + setCommsMessage(out) + addCommsReply(_("Back"), commsStation) + end) + end + if double_scan_count > 0 then + addCommsReply(_("station-comms","Report shield frequency on deep scanned ships"),function() + local double_scan_reported_count = 0 + local double_scan_reportable_count = 0 + local out = "" + for i, scan_target in ipairs(comms_source.scan_targets) do + if scan_target.ship:isValid() then + if scan_target.ship:isFullyScannedBy(comms_source) then + if scan_target.frequency_report_clock == nil then + addCommsReply(string.format(_("station-comms","Report on %s"),scan_target.name),function() + setCommsMessage(string.format(_("station-comms","At what shield frequency does ship %s block the most beam damage?"),scan_target.name)) + for j=0,20 do + addCommsReply(string.format(_("station-comms","%s THz"),j*20+400),function() + scan_target.identified_frequency = j + scan_target.frequency_report_clock = getScenarioTime() + setCommsMessage(_("station-comms","Your report has been noted")) + addCommsReply(_("Back"), commsStation) + end) + end + addCommsReply(_("Back"), commsStation) + end) + double_scan_reportable_count = double_scan_reportable_count + 1 + else --already reported + double_scan_reported_count = double_scan_reported_count + 1 + if out == "" then + out = _("station-comms","Review of ships already reported:") + end + out = string.format(_("station-comms","%s\nThe shield frequency of %s was reported the strongest at %s THz"),out,scan_target.name,scan_target.identified_frequency*20+400) + end + end + else --ship not valid (destroyed) + if scan_target.frequency_report_clock ~= nil then + double_scan_reported_count = double_scan_reported_count + 1 + if out == "" then + out = _("station-comms","Review of ships already reported:") + end + out = string.format(_("station-comms","%s\nThe shield frequency of %s was reported the strongest at %s THz"),out,scan_target.name,scan_target.identified_frequency*20+400) + end + end + end --loop through scan targets + if double_scan_reportable_count > 0 then + if double_scan_reported_count > 0 then + out = string.format(_("station-comms","%s\n\nWhat ship do you want to report on?"),out) + else + out = _("station-comms","What ship do you want to report on?") + end + else + if double_scan_reported_count == 0 then + out = _("station-comms","Nothing to report") + end + end + setCommsMessage(out) + addCommsReply(_("Back"), commsStation) + end) + end + end + end +end +function reportFreighterEngineProblems() + if func_diagnostic then print("report freighter engine problems") end + if comms_source.home_station == comms_target then + addCommsReply(string.format(_("station-comms","Provide %s engine damage details"),comms_source.assist_freighter:getCallSign()),function() + setCommsMessage(string.format(_("station-comms","What is the damage level of the impulse engines on %s? Select the value that is the closest."),comms_source.assist_freighter:getCallSign())) + for i=-25,-75,-5 do + addCommsReply(string.format("%i%%",i),function() + comms_source.assist_freighter_reported_damage = i + comms_source.assist_freighter_reported_damage_clock = getScenarioTime() + setCommsMessage(string.format(_("station-comms","We've got repair parts for that kind of engine damage. Dock with us to pick up the parts. Then you can take the parts to %s. Travel to within 5 units of %s to deliver the parts"),comms_source.assist_freighter:getCallSign(),comms_source.assist_freighter:getCallSign())) + end) + end + addCommsReply(_("Back"), commsStation) + end) + addCommsReply(_("station-comms","How do we get engine damage details?"),function() + setCommsMessage(string.format(_("station-comms","To get engine damage details on %s, you need to deep scan it. After completing the second scan, click on 'Tactical' and select 'Systems' to see all the ship's systems and the degree of functioning or damage. Anything less than 100%% is functional but damaged. Negative numbers indicate a non-functioning system."),comms_source.assist_freighter:getCallSign())) + addCommsReply(_("Back"), commsStation) + end) + end +end +------------------------------------------------------------------ +-- Task evaluations. Used by GM and via station communication -- +------------------------------------------------------------------ +function colonTime(time) + if func_diagnostic then print("colon time") end + if time > 60 then + local minutes = time / 60 + if minutes > 60 then + local hours = math.floor(time / 3600) + local minutes = math.floor((time - (hours * 3600)) / 60) + local seconds = math.floor(time - (hours * 3600) - (minutes * 60)) + return string.format("%s:%02d:%02d",hours,minutes,seconds) + end + minutes = math.floor(time / 60) + local seconds = math.floor(time - (minutes * 60)) + return string.format("%s:%02d",minutes,seconds) + end + return math.floor(time) +end +-- First Task: Dock +-- Hurdles: request permission to dock, calibrate shields and beams, power down missiles +-- Participants: Helm, weapons, relay, engineering +function dockTaskEvaluation() + if func_diagnostic then print("dock task evaluation") end + local out = dockTaskEvaluationOutput(comms_source) + out = string.format(_("evaluation-comms","We only have objective evaluation data. Subjective evaluation must come from a different source. The entire crew contributes to the success of a task. Certain members are measured on part of the task.\n----- First Task: Dock -----\n%s"),out) + setCommsMessage(out) + addCommsReply(_("Back"), commsStation) +end +function dockTaskEvaluationOutput(p,gm) + if func_diagnostic then print("dock task evaluation output") end + -- S = Superior, E = Exceeds expectations, C = Competent, N = Needs improvement + if player_insight then + gm = "gm" + end + local gm_grades = { + ["overall"] = {superior = 40, exceed = 60, competent = 120}, + ["protocol"] = {superior = 10, exceed = 20, competent = 40}, + ["beam"] = {superior = 10, exceed = 20, competent = 40}, + ["shield"] = {superior = 10, exceed = 20, competent = 40}, + ["missile"] = {superior = 15, exceed = 30, competent = 60}, + ["speed"] = {superior = 16.199, exceed = 10, competent = 5.4}, + } + local grade_total = 0 + local overall = _("evaluation-comms","N") + local overall_speed = p.dock_end_clock - p.dock_start_clock + local grade = gm_grades["overall"] + if overall_speed < grade.superior then + overall = _("evaluation-comms","S") + grade_total = grade_total + 3 + elseif overall_speed < grade.exceed then + overall = _("evaluation-comms","E") + grade_total = grade_total + 2 + elseif overall_speed < grade.competent then + overall = _("evaluation-comms","C") + grade_total = grade_total + 1 + end + local out = string.format(_("evaluation-comms","Overall time to complete the task: %s"),colonTime(overall_speed)) + if gm == "gm" then + out = string.format("%s %s",out,overall) + end + local relay_time = p.dock_call_port_authority_clock - p.dock_start_clock + local relay = _("evaluation-comms","N") + grade = gm_grades["protocol"] + if relay_time < grade.superior then + relay = _("evaluation-comms","S") + grade_total = grade_total + 3 + elseif relay_time < grade.exceed then + relay = _("evaluation-comms","E") + grade_total = grade_total + 2 + elseif relay_time < grade.competent then + relay = _("evaluation-comms","C") + grade_total = grade_total + 1 + end + out = string.format(_("evaluation-comms","%s\nRelay time taken to request dock protocol: %s"),out,colonTime(relay_time)) + if gm == "gm" then + out = string.format("%s %s",out,relay) + end + local beam = _("evaluation-comms","N") + local beam_speed = p.dock_set_beam_clock - p.dock_start_clock - relay_time + grade = gm_grades["beam"] + if beam_speed < grade.superior then + beam = _("evaluation-comms","S") + grade_total = grade_total + 3 + elseif beam_speed < grade.exceed then + beam = _("evaluation-comms","E") + grade_total = grade_total + 2 + elseif beam_speed < grade.competent then + beam = _("evaluation-comms","C") + grade_total = grade_total + 1 + end + out = string.format(_("evaluation-comms","%s\nWeapons time taken to calibrate beams: %s"),out,colonTime(beam_speed)) + if gm == "gm" then + out = string.format("%s %s",out,beam) + end + local shield = _("evaluation-comms","N") + local shield_speed = p.dock_set_shield_clock - p.dock_start_clock - relay_time + grade = gm_grades["shield"] + if shield_speed < grade.superior then + shield = _("evaluation-comms","S") + grade_total = grade_total + 3 + elseif shield_speed < grade.exceed then + shield = _("evaluation-comms","E") + grade_total = grade_total + 2 + elseif shield_speed < grade.competent then + shield = _("evaluation-comms","C") + grade_total = grade_total + 1 + end + out = string.format(_("evaluation-comms","%s\nWeapons time taken to calibrate shields: %s"),out,colonTime(shield_speed)) + if gm == "gm" then + out = string.format("%s %s",out,shield) + end + local missile = _("evaluation-comms","N") + local missile_time = p.dock_engineer_missile_zero_clock - p.dock_start_clock - relay_time + if missile_time < 0 then + missile_time = p.dock_engineer_missile_zero_clock - p.dock_start_clock + end + grade = gm_grades["missile"] + if missile_time < grade.superior then + missile = _("evaluation-comms","S") + grade_total = grade_total + 3 + elseif missile_time < grade.exceed then + missile = _("evaluation-comms","E") + grade_total = grade_total + 2 + elseif missile_time < grade.competent then + missile = _("evaluation-comms","C") + grade_total = grade_total + 1 + end + out = string.format(_("evaluation-comms","%s\nEngineering time taken to power down missile system: %s"),out,colonTime(missile_time)) + if gm == "gm" then + out = string.format("%s %s",out,missile) + end + local speed = _("evaluation-comms","N") + grade = gm_grades["speed"] + if p.dock_max_velocity >= grade.superior then + speed = _("evaluation-comms","S") + grade_total = grade_total + 3 + elseif p.dock_max_velocity >= grade.exceed then + speed = _("evaluation-comms","E") + grade_total = grade_total + 2 + elseif p.dock_max_velocity >= grade.competent then + speed = _("evaluation-comms","C") + grade_total = grade_total + 1 + end + out = string.format(_("evaluation-comms","%s\nHelm/Engineering maximum velocity reached: %.1f units per minute"),out,p.dock_max_velocity) + if gm == "gm" then + out = string.format("%s %s",out,speed) + end + local final_grade = _("evaluation-comms","Needs improvement") + if grade_total >= 18 then + final_grade = _("evaluation-comms","Perfect") + elseif grade_total >= 15 then + final_grade = _("evaluation-comms","Superior") + elseif grade_total >= 11 then + final_grade = _("evaluation-comms","Exceeds expectations") + elseif grade_total >= 6 then + final_grade = _("evaluation-comms","Competent") + end + if gm == "gm" then + out = string.format(_("evaluation-comms","%s\n\nWith a score of %i points out of 18, the system gives a rating of %s"),out,grade_total,final_grade) + out = string.format(_("evaluation-comms","%s\n\nFor each subtask, the single letter evaluations are:\n N = Needs improvement\n C = Competent\n E = Exceeds expectations\n S = Superior"),out) + end + return out +end +-- Second Task: Scan to discriminate targets +-- Hurdles: nebula obscures some targets +-- Participants: Science, relay +function scanTaskEvaluation() + if func_diagnostic then print("scan task evaluation") end + local out = scanTaskEvaluationOutput(comms_source) + out = string.format(_("evaluation-comms","We only have objective evaluation data. Subjective evaluation must come from a different source. The entire crew contributes to the success of a task. Certain members are measured on part of the task.\n----- Second Task: Scan -----\n%s"),out) + setCommsMessage(out) + addCommsReply(_("Back"), commsStation) +end +function scanTaskEvaluationOutput(p,gm) + if func_diagnostic then print("scan task evaluation output") end + if player_insight then + gm = "gm" + end + local gm_grades = { + ["overall"] = {superior = 200, exceed = 300, competent = 450}, + ["interval"] = {superior = 15, exceed = 20, competent = 35}, + } + local timeline = {} + local evaluation_score = 0 + local overall_time = p.scan_end_clock - p.scan_start_clock + local gm_grade = gm_grades["overall"] + local overall = _("evaluation-comms","Needs improvement") + if overall_time < gm_grade.superior then + overall = _("evaluation-comms","Superior") + evaluation_score = evaluation_score + 6 + elseif overall_time < gm_grade.exceed then + overall = _("evaluation-comms","Exceeds expectations") + evaluation_score = evaluation_score + 4 + elseif overall_time < gm_grade.competent then + overall = _("evaluation-comms","Competent") + evaluation_score = evaluation_score + 2 + end + local out = string.format(_("evaluation-comms","Overall time to complete the task: %s"),colonTime(overall_time)) + if gm == "gm" then + out = string.format("%s %s",out,overall) + end + out = string.format(_("evaluation-comms","%s\nReport line per scan ship: faction name: SS = Simple Scan time in seconds, DS = Deep Scan time in seconds, RT = Reported Type time in seconds (yes/no), RF = Reported Frequency time in seconds (yes/no)"),out) + local task_time = nil + for i, scan_target in ipairs(p.scan_targets) do + local ss = "--" + task_time = scan_target.single_scan_clock - p.scan_start_clock + if scan_target.single_scan_clock ~= nil then + ss = string.format("%.1f",task_time) + table.insert(timeline,task_time) + else + table.insert(timeline,9999) + end + local ds = "--" + task_time = scan_target.full_scan_clock - p.scan_start_clock + if scan_target.full_scan_clock ~= nil then + ds = string.format("%.1f",task_time) + table.insert(timeline,task_time) + else + table.insert(timeline,9999) + end + local rt = "--" + task_time = scan_target.type_report_clock - p.scan_start_clock + if scan_target.type_report_clock ~= nil then + rt = string.format("%.1f",task_time) + table.insert(timeline,task_time) + else + table.insert(timeline,9999) + end + local rta = _("evaluation-comms","(no)") + if scan_target.typeName == scan_target.identified_type then + rta = _("evaluation-comms","(yes)") + evaluation_score = evaluation_score + 2 + end + local rf = "--" + task_time = scan_target.frequency_report_clock - p.scan_start_clock + if scan_target.frequency_report_clock ~= nil then + rf = string.format("%.1f",task_time) + table.insert(timeline,task_time) + else + table.insert(timeline,9999) + end + local rfa = _("evaluation-comms","(no)") + if scan_target.shield_frequency == scan_target.identified_frequency then + rfa = _("evaluation-comms","(yes)") + evaluation_score = evaluation_score + 2 + end + out = string.format(_("evaluation-comms","%s\n%s %s: SS:%s, DS:%s, RT:%s %s, RF:%s %s"),out,scan_target.faction,scan_target.name,ss,ds,rt,rta,rf,rfa) + end + table.sort(timeline) + gm_grade = gm_grades["interval"] + for i, clock in ipairs(timeline) do + if clock < gm_grade.superior*i then + evaluation_score = evaluation_score + 3 + elseif clock < gm_grade.exceed*i then + evaluation_score = evaluation_score + 2 + elseif clock < gm_grade.competent*i then + evaluation_score = evaluation_score + 1 + end + end + local final_grade = _("evaluation-comms","Needs improvement") + if evaluation_score >= 54 then + final_grade = _("evaluation-comms","Perfect") + elseif evaluation_score >= 42 then + final_grade = _("evaluation-comms","Superior") + elseif evaluation_score >= 31 then + final_grade = _("evaluation-comms","Exceeds expectations") + elseif evaluation_score >= 21 then + final_grade = _("evaluation-comms","Competent") + end + if gm == "gm" then + out = string.format(_("evaluation-comms","%s\n\nWith a score of %i points out of 54, the system gives a rating of %s"),out,evaluation_score,final_grade) + out = string.format(_("evaluation-comms","%s\n\nFor each subtask, the single letter evaluations are:\n N = Needs improvement\n C = Competent\n E = Exceeds expectations\n S = Superior"),out) + end + return out +end +-- Third Task: Destroy enemy freighter +-- Hurdles: Limited beam function, only HVLI type missiles +-- Participants: Helm, Weapons, engineering, science, relay +function destroyFreighterTaskEvaluation() + if func_diagnostic then print("destroy freighter task evaluation") end + local out = destroyFreighterTaskEvaluationOutput(comms_source) + out = string.format(_("evaluation-comms","We only have objective evaluation data. Subjective evaluation must come from a different source. The entire crew contributes to the success of a task. Certain members are measured on part of the task.\n----- Third Task: Destroy Freighter -----\n%s"),out) + setCommsMessage(out) + addCommsReply(_("Back"), commsStation) +end +function destroyFreighterTaskEvaluationOutput(p,gm) + if func_diagnostic then print("destroy freighter task evaluation output") end + if player_insight then + gm = "gm" + end + local gm_grades = { + ["overall"] = {superior = 100, exceed = 200, competent = 350}, + ["magazine"] = {superior = 16, exceed = 14, competent = 10}, + } + local evaluation_score = 0 + local overall_time = p.destroy_freighter_end_clock - p.destroy_freighter_start_clock + local gm_grade = gm_grades["overall"] + local overall = _("evaluation-comms","Needs improvement") + if overall_time < gm_grade.superior then + overall = _("evaluation-comms","Superior") + evaluation_score = evaluation_score + 3 + elseif overall_time < gm_grade.exceed then + overall = _("evaluation-comms","Exceeds expectations") + evaluation_score = evaluation_score + 2 + elseif overall_time < gm_grade.competent then + overall = _("evaluation-comms","Competent") + evaluation_score = evaluation_score + 1 + end + local out = string.format(_("evaluation-comms","Overall time to complete the task: %s"),colonTime(overall_time)) + if gm == "gm" then + out = string.format("%s %s",out,overall) + end + out = string.format(_("evaluation-comms","%s\nHelm/Weapons HVLI in storage: %i"),out,p.destroy_freighter_remaining_HVLI) + gm_grade = gm_grades["magazine"] + local magazine = _("evaluation-comms","Needs improvement") + if p.destroy_freighter_remaining_HVLI >= gm_grade.superior then + magazine = _("evaluation-comms","Superior") + evaluation_score = evaluation_score + 3 + elseif p.destroy_freighter_remaining_HVLI >= gm_grade.exceed then + magazine = _("evaluation-comms","Exceeds expectations") + evaluation_score = evaluation_score + 2 + elseif p.destroy_freighter_remaining_HVLI >= gm_grade.competent then + magazine = _("evaluation-comms","Competent") + evaluation_score = evaluation_score + 1 + end + if gm == "gm" then + out = string.format("%s %s",out,magazine) + end + local final_grade = _("evaluation-comms","Needs improvement") + if evaluation_score >= 6 then + final_grade = _("evaluation-comms","Perfect") + elseif evaluation_score >= 5 then + final_grade = _("evaluation-comms","Superior") + elseif evaluation_score >= 4 then + final_grade = _("evaluation-comms","Exceeds expectations") + elseif evaluation_score >= 2 then + final_grade = _("evaluation-comms","Competent") + end + if gm == "gm" then + out = string.format(_("evaluation-comms","%s\n\nWith a score of %i points out of 6, the system gives a rating of %s"),out,evaluation_score,final_grade) + out = string.format(_("evaluation-comms","%s\n\nFor each subtask, the single letter evaluations are:\n N = Needs improvement\n C = Competent\n E = Exceeds expectations\n S = Superior"),out) + end + return out +end +-- Fourth Task: Assist freighter +-- Hurdles: Get parts from station, find freighter, fend off attackers +-- Participants: Helm, science, relay, engineering, weapons +function assistFreighterTaskEvaluation() + if func_diagnostic then print("assist freighter task evaluation") end + local out = assistFreighterTaskEvaluationOutput(comms_source) + out = string.format(_("evaluation-comms","We only have objective evaluation data. Subjective evaluation must come from a different source. The entire crew contributes to the success of a task. Certain members are measured on part of the task.\n----- Fourth Task: Assist Freighter -----\n%s"),out) + setCommsMessage(out) + addCommsReply(_("Back"), commsStation) +end +function assistFreighterTaskEvaluationOutput(p,gm) + if func_diagnostic then print("assist freighter task evaluation output") end + if player_insight then + gm = "gm" + end + local gm_grades = { + ["overall"] = {superior = 500, exceed = 700, competent = 900}, + ["contact"] = {superior = 70, exceed = 100, competent = 140}, + ["report"] = {superior = 50, exceed = 100, competent = 200}, + ["obtain"] = {superior = 80, exceed = 160, competent = 300}, + ["deliver"] = {superior = 180, exceed = 250, competent = 320}, + ["scan"] = {superior = 90, exceed = 100, competent = 120}, + ["deepscan"] = {superior = 15, exceed = 30, competent = 50}, + ["interval"] = {superior = 30, exceed = 50, competent = 90}, + } + local overall_time = p.assist_freighter_end_clock - p.assist_freighter_start_clock + local gm_grade = gm_grades["overall"] + local overall = _("evaluation-comms","N") + local evaluation_score = 0 + if overall_time < gm_grade.superior then + overall = _("evaluation-comms","S") + evaluation_score = evaluation_score + 3 + elseif overall_time < gm_grade.exceed then + overall = _("evaluation-comms","E") + evaluation_score = evaluation_score + 2 + elseif overall_time < gm_grade.competent then + overall = _("evaluation-comms","C") + evaluation_score = evaluation_score + 1 + end + local out = string.format(_("evaluation-comms","Overall time to complete the task: %s"),colonTime(overall_time)) + if gm == "gm" then + out = string.format("%s %s",out,overall) + end + local freighter_name = _("evaluation-comms","Arlenian freighter") + local scan_time = 9999 + if p.assist_freighter:isValid() then + freighter_name = p.assist_freighter:getCallSign() + end + local contacted = _("evaluation-comms","N") + local contact_time = 0 + if p.assist_freighter_contacted_clock ~= nil then + contact_time = p.assist_freighter_contacted_clock - p.assist_freighter_start_clock + gm_grade = gm_grades["contact"] + if contact_time < gm_grade.superior then + contacted = _("evaluation-comms","S") + evaluation_score = evaluation_score + 3 + elseif contact_time < gm_grade.exceed then + contacted = _("evaluation-comms","E") + evaluation_score = evaluation_score + 2 + elseif contact_time < gm_grade.competent then + contacted = _("evaluation-comms","C") + evaluation_score = evaluation_score + 1 + end + out = string.format(_("evaluation-comms","%s\nRelay time taken to contact %s: %s"),out,freighter_name,colonTime(contact_time)) + if gm == "gm" then + out = string.format("%s %s",out,contacted) + end + else + out = string.format(_("evaluation-comms","%s\nFailed to contact Arlenian freighter"),out) + if gm == "gm" then + out = string.format(_("evaluation-comms","%s N"),out) + end + end + local report = _("evaluation-comms","N") + local report_damage_time = 0 + if p.assist_freighter_reported_damage_clock ~= nil then + report_damage_time = p.assist_freighter_reported_damage_clock - p.assist_freighter_start_clock - contact_time + gm_grade = gm_grades["report"] + if report_damage_time < gm_grade.superior then + report = _("evaluation-comms","S") + evaluation_score = evaluation_score + 3 + elseif report_damage_time < gm_grade.exceed then + report = _("evaluation-comms","E") + evaluation_score = evaluation_score + 2 + elseif report_damage_time < gm_grade.competent then + report = _("evaluation-comms","C") + evaluation_score = evaluation_score + 1 + end + out = string.format(_("evaluation-comms","%s\nRelay time taken to report damage to %s's engines: %s"),out,freighter_name,colonTime(report_damage_time)) + if gm == "gm" then + out = string.format("%s %s",out,report) + end + else + out = string.format(_("evaluation-comms","%s\nFailed to report damage to Arlenian freighter"),out) + if gm == "gm" then + out = string.format(_("evaluation-comms","%s N"),out) + end + end + local obtain = _("evaluation-comms","N") + local get_parts_time = 0 + if p.assist_freighter_parts_clock ~= nil then + get_parts_time = p.assist_freighter_parts_clock - p.assist_freighter_start_clock - report_damage_time + gm_grade = gm_grades["obtain"] + if get_parts_time < gm_grade.superior then + obtain = _("evaluation-comms","S") + evaluation_score = evaluation_score + 3 + elseif get_parts_time < gm_grade.exceed then + obtain = _("evaluation-comms","E") + evaluation_score = evaluation_score + 2 + elseif get_parts_time < gm_grade.competent then + obtain = _("evaluation-comms","C") + evaluation_score = evaluation_score + 1 + end + out = string.format(_("evaluation-comms","%s\nHelm/Relay time taken to get parts: %s"),out,colonTime(get_parts_time)) + if gm == "gm" then + out = string.format("%s %s",out,obtain) + end + else + out = string.format(_("evaluation-comms","%s\nFailed to get parts for Arlenian freighter"),out) + if gm == "gm" then + out = string.format(_("evaluation-comms","%s N"),out) + end + end + local deliver = _("evaluation-comms","N") + if p.assist_freighter_fixed_clock ~= nil then + local engine_repair_time = p.assist_freighter_fixed_clock - p.assist_freighter_start_clock - get_parts_time + gm_grade = gm_grades["deliver"] + if engine_repair_time < gm_grade.superior then + deliver = _("evaluation-comms","S") + evaluation_score = evaluation_score + 3 + elseif engine_repair_time < gm_grade.exceed then + deliver = _("evaluation-comms","E") + evaluation_score = evaluation_score + 2 + elseif engine_repair_time < gm_grade.competent then + deliver = _("evaluation-comms","C") + evaluation_score = evaluation_score + 1 + end + out = string.format(_("evaluation-comms","%s\nHelm/Relay time taken to provide parts for %s: %s"),out,freighter_name,colonTime(engine_repair_time)) + if gm == "gm" then + out = string.format("%s %s",out,deliver) + end + else + out = string.format(_("evaluation-comms","%s\nFailed to provide parts to Arlenian freighter"),out) + if gm == "gm" then + out = string.format(_("evaluation-comms","%s N"),out) + end + end + local scan = _("evaluation-comms","N") + if p.assist_freighter_scanned_clock ~= nil then + scan_time = p.assist_freighter_scanned_clock - p.assist_freighter_start_clock + gm_grade = gm_grades["scan"] + if scan_time < gm_grade.superior then + scan = _("evaluation-comms","S") + evaluation_score = evaluation_score + 3 + elseif scan_time < gm_grade.exceed then + scan = _("evaluation-comms","E") + evaluation_score = evaluation_score + 2 + elseif scan_time < gm_grade.competent then + scan = _("evaluation-comms","C") + evaluation_score = evaluation_score + 1 + end + out = string.format(_("evaluation-comms","%s\nScience time taken to scan %s: %s"),out,freighter_name,colonTime(scan_time)) + if gm == "gm" then + out = string.format("%s %s",out,scan) + end + else + out = string.format(_("evaluation-comms","%s\nFailed to scan Arlenian freighter"),out) + if gm == "gm" then + out = string.format(_("evaluation-comms","%s N"),out) + end + end + local deepscan = _("evaluation-comms","N") + if p.assist_freighter_fully_scanned_clock ~= nil then + local fully_scanned_time = p.assist_freighter_fully_scanned_clock - p.assist_freighter_start_clock - scan_time + gm_grade = gm_grades["deepscan"] + if fully_scanned_time < gm_grade.superior then + deepscan = _("evaluation-comms","S") + evaluation_score = evaluation_score + 3 + elseif fully_scanned_time < gm_grade.exceed then + deepscan = _("evaluation-comms","E") + evaluation_score = evaluation_score + 2 + elseif fully_scanned_time < gm_grade.competent then + deepscan = _("evaluation-comms","C") + evaluation_score = evaluation_score + 1 + end + out = string.format(_("evaluation-comms","%s\nScience time taken to fully scan %s: %s"),out,freighter_name,colonTime(fully_scanned_time)) + if gm == "gm" then + out = string.format("%s %s",out,deepscan) + end + else + out = string.format(_("evaluation-comms","%s\nFailed to deep scan Arlenian freighter"),out) + if gm == "gm" then + out = string.format(_("evaluation-comms","%s N"),out) + end + end + out = string.format(_("evaluation-comms","%s\nWeapons/Helm/Engineering time to destroy each marauder in seconds:\n"),out) + local timeline = {} + for i,m in ipairs(p.assist_freighter_marauders) do + table.insert(timeline,m.destroyed_clock - p.assist_freighter_start_clock) + end + table.sort(timeline) + gm_grade = gm_grades["interval"] + local intervals = {} + for i=1,#timeline-1 do + table.insert(intervals,timeline[i+1] - timeline[i]) + end + local interval_grade = 0 + for i, clock in ipairs(intervals) do + if i < #timeline then + if clock < gm_grade.superior then + evaluation_score = evaluation_score + 3 + interval_grade = interval_grade + 3 + elseif clock < gm_grade.exceed then + evaluation_score = evaluation_score + 2 + interval_grade = interval_grade + 2 + elseif clock < gm_grade.competent then + evaluation_score = evaluation_score + 1 + interval_grade = interval_grade + 1 + end + end + end + local interval = _("evaluation-comms","N") + if interval_grade >= 11 then + interval = _("evaluation-comms","S") + elseif interval_grade >= 8 then + interval = _("evaluation-comms","E") + elseif interval_grade >= 4 then + interval = _("evaluation-comms","C") + end + for i,m in ipairs(p.assist_freighter_marauders) do + local kill_time = m.destroyed_clock - p.assist_freighter_start_clock + out = string.format("%s%s ",out,colonTime(kill_time)) + end + if gm == "gm" then + out = string.format("%s %s",out,interval) + end + if p.assist_freighter:isValid() then + if p.assist_freighter_fixed_clock ~= nil then + out = string.format(_("evaluation-comms","%s\nTask status: complete"),out) + evaluation_score = evaluation_score + 10 + end + else + if p.assist_freighter_fixed_clock ~= nil then + out = string.format(_("evaluation-comms","%s\nTask status: failed (partial success in providing repair parts)"),out) + evaluation_score = evaluation_score + 5 + else + out = string.format(_("evaluation-comms","%s\nTask status: failed"),out) + end + end + local final_grade = _("evaluation-comms","Needs improvement") + if evaluation_score >= 43 then + final_grade = _("evaluation-comms","Perfect") + elseif evaluation_score >= 38 then + final_grade = _("evaluation-comms","Superior") + elseif evaluation_score >= 31 then + final_grade = _("evaluation-comms","Exceeds expectations") + elseif evaluation_score >= 17 then + final_grade = _("evaluation-comms","Competent") + end + if gm == "gm" then + out = string.format(_("evaluation-comms","%s\n\nWith a score of %i points out of 43, the system gives a rating of %s"),out,evaluation_score,final_grade) + out = string.format(_("evaluation-comms","%s\n\nFor each subtask, the single letter evaluations are:\n N = Needs improvement\n C = Competent\n E = Exceeds expectations\n S = Superior"),out) + end + return out +end +-- Fifth task: Research anomalous planetary orbital behavior +-- Hurdles: Bumping into planets causes severe damage to ship, navigate carefully +-- Participants: Helm, Science, Relay, Engineering +function researchTaskEvaluation() + if func_diagnostic then print("research task evaluation") end + local out = researchTaskEvaluationOutput(comms_source) + out = string.format(_("evaluation-comms","We only have objective evaluation data. Subjective evaluation must come from a different source. The entire crew contributes to the success of a task. Certain members are measured on part of the task.\n----- Fifth Task: Research -----\n%s"),out) + setCommsMessage(out) + addCommsReply(_("Back"), commsStation) +end +function researchTaskEvaluationOutput(p,gm) + if func_diagnostic then print("research task evaluation output") end + if player_insight then + gm = "gm" + end + local gm_grades = { + {superior = 80, exceed = 120, competent = 160}, + {superior = 120, exceed = 160, competent = 200}, + {superior = 150, exceed = 190, competent = 230}, + {superior = 200, exceed = 240, competent = 280}, + {superior = 240, exceed = 280, competent = 320}, + {superior = 280, exceed = 320, competent = 360}, + {superior = 320, exceed = 360, competent = 400}, + {superior = 360, exceed = 400, competent = 440}, + {superior = 400, exceed = 440, competent = 480}, + {superior = 440, exceed = 480, competent = 520}, + {superior = 480, exceed = 520, competent = 560}, + {superior = 520, exceed = 560, competent = 600}, + {superior = 560, exceed = 600, competent = 640}, + ["overall"] = {superior = 500, exceed = 600, competent = 700}, + ["average"] = {superior = 250, exceed = 280, competent = 350}, + ["median"] = {superior = 250, exceed = 280, competent = 350}, + } + local overall_time = p.research_end_clock - p.research_start_clock + local gm_grade = gm_grades["overall"] + local overall = _("evaluation-comms","N") + local evaluation_score = 0 + if overall_time < gm_grade.superior then + overall = _("evaluation-comms","S") + evaluation_score = evaluation_score + 3 + elseif overall_time < gm_grade.exceed then + overall = _("evaluation-comms","E") + evaluation_score = evaluation_score + 2 + elseif overall_time < gm_grade.competent then + overall = _("evaluation-comms","C") + evaluation_score = evaluation_score + 1 + end + local out = string.format(_("evaluation-comms","Overall time to complete the task: %s"),colonTime(overall_time)) + if gm == "gm" then + out = string.format("%s %s",out,overall) + end + for i, orbit in ipairs(p.orbital_body_research) do + if orbit.start_scan_clock == nil then + orbit.start_scan_clock = 0 + end + end + table.sort(p.orbital_body_research, function(a,b) + return a.start_scan_clock < b.start_scan_clock or + (a.start_scan_clock == b.start_scan_clock and a.body:getCallSign() < b.body:getCallSign()) + end) + local total = 0 + local bodies_scanned = 0 + for i, orbit in ipairs(p.orbital_body_research) do + if orbit.start_scan_clock ~= 0 and orbit.research == "Y" then + bodies_scanned = bodies_scanned + 1 + local length = (orbit.start_scan_clock + research_task_length) - p.research_start_clock + local length_grade = _("evaluation-comms","N") + gm_grade = gm_grades[i] + if length < gm_grade.superior then + length_grade = _("evaluation-comms","S") + evaluation_score = evaluation_score + 3 + elseif length < gm_grade.exceed then + length_grade = _("evaluation-comms","E") + evaluation_score = evaluation_score + 2 + elseif length < gm_grade.competent then + length_grade = _("evaluation-comms","C") + evaluation_score = evaluation_score + 1 + end + total = total + length + out = string.format("%s\n%s %s",out,colonTime(length),orbit.body:getCallSign()) + if gm == "gm" then + out = string.format("%s %s",out,length_grade) + end + end + end + local average = total / bodies_scanned + local average_grade = _("evaluation-comms","N") + gm_grade = gm_grades["average"] + local average_grade = _("evaluation-comms","N") + if average < gm_grade.superior then + average_grade = _("evaluation-comms","S") + evaluation_score = evaluation_score + 3 + elseif average < gm_grade.exceed then + average_grade = _("evaluation-comms","E") + evaluation_score = evaluation_score + 2 + elseif average < gm_grade.competent then + average_grade = _("evaluation-comms","C") + evaluation_score = evaluation_score + 1 + end + local median = (p.orbital_body_research[7].start_scan_clock + research_task_length) - p.research_start_clock + local median_grade = _("evaluation-comms","N") + gm_grade = gm_grades["median"] + if median < gm_grade.superior then + median_grade = _("evaluation-comms","S") + evaluation_score = evaluation_score + 3 + elseif median < gm_grade.exceed then + median_grade = _("evaluation-comms","E") + evaluation_score = evaluation_score + 2 + elseif median < gm_grade.competent then + median_grade = _("evaluation-comms","C") + evaluation_score = evaluation_score + 1 + end + if gm == "gm" then + out = string.format("%s\nAverage: %s %s Median: %s %s",out,colonTime(average),average_grade,colonTime(median),median_grade) + else + out = string.format("%s\nAverage: %s Median: %s",out,colonTime(average),colonTime(median)) + end + local final_grade = _("evaluation-comms","Needs improvement") + if evaluation_score >= 48 then + final_grade = _("evaluation-comms","Perfect") + elseif evaluation_score >= 40 then + final_grade = _("evaluation-comms","Superior") + elseif evaluation_score >= 31 then + final_grade = _("evaluation-comms","Exceeds expectations") + elseif evaluation_score >= 19 then + final_grade = _("evaluation-comms","Competent") + end + if gm == "gm" then + out = string.format(_("evaluation-comms","%s\n\nWith a score of %i points out of 48, the system gives a rating of %s"),out,evaluation_score,final_grade) + out = string.format(_("evaluation-comms","%s\n\nFor each subtask, the single letter evaluations are:\n N = Needs improvement\n C = Competent\n E = Exceeds expectations\n S = Superior"),out) + end + return out +end +-- Bonus task: Destroy enemy base +-- Hurdles: Enemy space ships, enemy base is far from primary base +-- Participants: Helm, Weapons, Engineering, Science, Relay +function bonusTaskEvaluation() + if func_diagnostic then print("bonus task evaluation") end + local out = bonusTaskEvaluationOutput(comms_source) + out = string.format(_("evaluation-comms","We only have objective evaluation data. Subjective evaluation must come from a different source. The entire crew contributes to the success of a task. Certain members are measured on part of the task.\n----- Bonus Task -----\n%s"),out) + setCommsMessage(out) + addCommsReply(_("Back"), commsStation) +end +function bonusTaskEvaluationOutput(p,gm) + if func_diagnostic then print("bonus task evaluation output") end + local bonus_task_complete = true + local my_nemesis_index = nil + for i, nemesis in ipairs(nemesis_stations) do + if p.nemesis_station == nemesis.station then + my_nemesis_index = i + end + if nemesis.station:isValid() then + bonus_task_complete = false + end + end + local nem = nemesis_stations[my_nemesis_index] + local bonus_task_time = getScenarioTime() - p.research_end_clock + local status_desc = { + ["complete"] = _("evaluation-comms","complete"), + ["incomplete"] = _("evaluation-comms","incomplete"), + ["partially complete"] = _("evaluation-comms","partially complete"), + } + local bonus_task_status = "complete" + local my_nemesis_state = "(destroyed)" + if p.nemesis_station:isValid() then + bonus_task_status = "incomplete" + my_nemesis_state = "" + else + if bonus_task_complete then + bonus_task_time = bonus_task_end_clock - p.research_end_clock + else + my_nemesis_state = string.format(_("evaluation-comms","%s time: %s"),my_nemesis_state,colonTime(p.complete_my_nemesis_clock - p.research_end_clock)) + bonus_task_status = "partially complete" + end + end + out = string.format(_("evaluation-comms","Bonus task length: %s Status: %s"),colonTime(bonus_task_time),status_desc[bonus_task_status]) + out = string.format(_("evaluation-comms","%s\nStation %s %s"),out,nem.name,my_nemesis_state) + out = string.format(_("evaluation-comms","%s\n Ships spawned: count: %i, strength: %.1f"),out,nem.defense_ship_spawn_count,nem.defense_spawn_strength) + out = string.format(_("evaluation-comms","%s\n Ships destroyed: count: %i, strength: %.1f"),out,nem.defense_ship_destroyed_count,nem.defense_ship_destroyed_strength) + if bonus_task_status == "complete" or bonus_task_status == "partially complete" then + for i, nemesis in ipairs(nemesis_stations) do + if i ~= my_nemesis_index then + local nemesis_state = _("evaluation-comms","(destroyed)") + if nemesis.station:isValid() then + nemesis_state = "" + end + out = string.format(_("evaluation-comms","%s\nStation %s %s"),out,nemesis.name,nemesis_state) + out = string.format(_("evaluation-comms","%s\n Ships spawned: count: %i, strength: %.1f"),out,nemesis.defense_ship_spawn_count,nemesis.defense_spawn_strength) + out = string.format(_("evaluation-comms","%s\n Ships destroyed: count: %i, strength: %.1f"),out,nemesis.defense_ship_destroyed_count,nemesis.defense_ship_destroyed_strength) + end + end + end + return out +end +function playerPosthumousEvaluations() + if func_diagnostic then print("player posthumous evaluations") end + local out = _("evaluation-comms","Posthumous evaluations are intended for those times when you want the evaluation information, but the player ship has been destroyed. A copy is made in the posthumous list at the time the task is completed. So, just because they are on the posthumous list does not mean the player ship has been destroyed. Only the first instance of a task is recorded. If the player ship does a task again, the posthumous table only keeps their first attempt. If they are destroyed a second time, no new record is made of any tasks they had already completed the first time. Of course if they live, their current evaluation information is attached to their ship and thus is available.\n\nSingle letter evaluation decode:\nN = Needs improvement\nC = Competent\nE = Exceeds expectations\nS = Superior") + local count = 0 + for i, eval in ipairs(posthumous) do + count = count + 1 + addCommsReply(string.format("%s %s",eval.name,eval.task),function() + setCommsMessage(string.format(_("evaluation-comms","%s %s Clock: %.1f\n%s"),eval.name,eval.task,colonTime(eval.clock),eval.desc)) + addCommsReply(_("Back"), commsStation) + end) + end + if count == 0 then + out = string.format(_("evaluation-comms","%s\n\nNo tasks completed, so no tasks recorded in the posthumous table"),out) + end + setCommsMessage(out) + addCommsReply(_("evaluation-comms","Current Evaluations"),function() + setCommsMessage(_("station-comms","Which task evaluation would you like to view?")) + addCommsReply(_("station-comms","View docking task evalutation"),function() + setCommsMessage(dockTaskEvaluationOutput(comms_source,"gm")) + addCommsReply(_("Back"), commsStation) + end) + addCommsReply(_("station-comms","View scanning task evalutation"),function() + setCommsMessage(scanTaskEvaluationOutput(comms_source,"gm")) + addCommsReply(_("Back"), commsStation) + end) + addCommsReply(_("station-comms","View destroy freighter task evalutation"),function() + setCommsMessage(destroyFreighterTaskEvaluationOutput(comms_source,"gm")) + addCommsReply(_("Back"), commsStation) + end) + addCommsReply(_("station-comms","View assist freighter task evalutation"),function() + setCommsMessage(assistFreighterTaskEvaluationOutput(comms_source,"gm")) + addCommsReply(_("Back"), commsStation) + end) + addCommsReply(_("station-comms","View research task evalutation"),function() + setCommsMessage(researchTaskEvaluationOutput(comms_source,"gm")) + addCommsReply(_("Back"), commsStation) + end) + addCommsReply(_("Back"), commsStation) + end) + addCommsReply(_("Back"), commsStation) +end +------------------------ +-- Ship communication -- +------------------------ +function commsShip() + if func_diagnostic then print("comms ship") end + if comms_target.comms_data == nil then + comms_target.comms_data = {friendlyness = random(0.0, 100.0)} + end + comms_data = comms_target.comms_data + if comms_data.goods == nil then + goodsOnShip(comms_target,comms_data) + end + if comms_source:isFriendly(comms_target) then + return friendlyComms(comms_data) + end + if comms_source:isEnemy(comms_target) and comms_target:isFriendOrFoeIdentifiedBy(comms_source) then + return enemyComms(comms_data) + end + return neutralComms(comms_data) +end +function goodsOnShip(comms_target,comms_data) + if func_diagnostic then print("goods on ship") end + comms_data.goods = {} + comms_data.goods[commonGoods[math.random(1,#commonGoods)]] = {quantity = 1, cost = random(20,80)} + local shipType = comms_target:getTypeName() + if shipType:find("Freighter") ~= nil then + if shipType:find("Goods") ~= nil or shipType:find("Equipment") ~= nil then + local count_repeat_loop = 0 + repeat + comms_data.goods[commonGoods[math.random(1,#commonGoods)]] = {quantity = 1, cost = random(20,80)} + local goodCount = 0 + for good, goodData in pairs(comms_data.goods) do + goodCount = goodCount + 1 + end + count_repeat_loop = count_repeat_loop + 1 + until(goodCount >= 3 or count_repeat_loop > max_repeat_loop) + if count_repeat_loop > max_repeat_loop then + print("repeated too many times when setting up goods for freighter") + end + end + end +end +function friendlyComms(comms_data) + if func_diagnostic then print("friendly comms") end + if comms_data.friendlyness < 20 then + setCommsMessage(_("shipAssist-comms", "What do you want?")); + else + setCommsMessage(_("shipAssist-comms", "Sir, how can we assist?")); + end + addCommsReply(_("shipAssist-comms", "Defend a waypoint"), function() + if comms_source:getWaypointCount() == 0 then + setCommsMessage(_("shipAssist-comms", "No waypoints set. Please set a waypoint first.")); + else + setCommsMessage(_("shipAssist-comms", "Which waypoint should we defend?")); + for n=1,comms_source:getWaypointCount() do + addCommsReply(string.format(_("shipAssist-comms", "Defend WP %d"), n), function() + comms_target:orderDefendLocation(comms_source:getWaypoint(n)) + setCommsMessage(string.format(_("shipAssist-comms", "We are heading to assist at WP %d."), n)); + addCommsReply(_("Back"), commsShip) + end) + end + end + addCommsReply(_("Back"), commsShip) + end) + if comms_data.friendlyness > 0.2 then + addCommsReply(_("shipAssist-comms", "Assist me"), function() + setCommsMessage(_("shipAssist-comms", "Heading toward you to assist.")); + comms_target:orderDefendTarget(comms_source) + addCommsReply(_("Back"), commsShip) + end) + end + addCommsReply(_("shipAssist-comms", "Report status"), function() + msg = _("shipAssist-comms","Hull: ") .. math.floor(comms_target:getHull() / comms_target:getHullMax() * 100) .. "%\n" + local shields = comms_target:getShieldCount() + if shields == 1 then + msg = msg .. _("shipAssist-comms","Shield: ") .. math.floor(comms_target:getShieldLevel(0) / comms_target:getShieldMax(0) * 100) .. "%\n" + elseif shields == 2 then + msg = msg .. _("shipAssist-comms","Front Shield: ") .. math.floor(comms_target:getShieldLevel(0) / comms_target:getShieldMax(0) * 100) .. "%\n" + msg = msg .. _("shipAssist-comms","Rear Shield: ") .. math.floor(comms_target:getShieldLevel(1) / comms_target:getShieldMax(1) * 100) .. "%\n" + else + for n=0,shields-1 do + msg = msg .. _("shipAssist-comms","Shield ") .. n .. ": " .. math.floor(comms_target:getShieldLevel(n) / comms_target:getShieldMax(n) * 100) .. "%\n" + end + end + local missile_types = {'Homing', 'Nuke', 'Mine', 'EMP', 'HVLI'} + for i, missile_type in ipairs(missile_types) do + if comms_target:getWeaponStorageMax(missile_type) > 0 then + msg = msg .. missile_type .. _("shipAssist-comms"," Missiles: ") .. math.floor(comms_target:getWeaponStorage(missile_type)) .. "/" .. math.floor(comms_target:getWeaponStorageMax(missile_type)) .. "\n" + end + end + local docked_with = comms_target:getDockedWith() + if docked_with ~= nil then + msg = string.format(_("shipAssist-comms","%s\nDocked with %s"),msg,docked_with:getCallSign()) + else + if string.find("Dock",comms_target:getOrder()) then + local transport_target = comms_target:getOrderTarget() + if transport_target ~= nil and transport_target:isValid() then + msg = string.format(_("shipAssist-comms","%s\nHeading for %s station %s in %s"),msg,transport_target:getFaction(),transport_target:getCallSign(),transport_target:getSectorName()) + end + end + end + setCommsMessage(msg); + addCommsReply(_("Back"), commsShip) + end) + for index, obj in ipairs(comms_target:getObjectsInRange(5000)) do + if obj.typeName == "SpaceStation" and not comms_target:isEnemy(obj) then + if comms_target:getTypeName() ~= "Defense platform" then + addCommsReply(string.format(_("shipAssist-comms", "Dock at %s"), obj:getCallSign()), function() + setCommsMessage(string.format(_("shipAssist-comms", "Docking at %s."), obj:getCallSign())); + comms_target:orderDock(obj) + addCommsReply(_("Back"), commsShip) + end) + end + end + end + local shipType = comms_target:getTypeName() + if shipType:find("Freighter") ~= nil then + if distance(comms_source, comms_target) < 5000 then + local goodCount = 0 + if comms_source.goods ~= nil then + for good, goodQuantity in pairs(comms_source.goods) do + goodCount = goodCount + 1 + end + end + if goodCount > 0 then + addCommsReply(_("trade-comms", "Jettison cargo"), function() + setCommsMessage(string.format(_("trade-comms", "Available space: %i\nWhat would you like to jettison?"),comms_source.cargo)) + for good, good_quantity in pairs(comms_source.goods) do + if good_quantity > 0 then + addCommsReply(good, function() + comms_source.goods[good] = comms_source.goods[good] - 1 + comms_source.cargo = comms_source.cargo + 1 + setCommsMessage(string.format(_("trade-comms", "One %s jettisoned"),good)) + addCommsReply("Back", commsShip) + end) + end + end + addCommsReply(_("Back"), commsShip) + end) + end + if comms_data.friendlyness > 66 then + if shipType:find("Goods") ~= nil or shipType:find("Equipment") ~= nil then + if comms_source.goods ~= nil and comms_source.goods.luxury ~= nil and comms_source.goods.luxury > 0 then + for good, goodData in pairs(comms_data.goods) do + if goodData.quantity > 0 and good ~= "luxury" then + addCommsReply(string.format(_("trade-comms", "Trade luxury for %s"),good), function() + goodData.quantity = goodData.quantity - 1 + if comms_source.goods == nil then + comms_source.goods = {} + end + if comms_source.goods[good] == nil then + comms_source.goods[good] = 0 + end + comms_source.goods[good] = comms_source.goods[good] + 1 + comms_source.goods.luxury = comms_source.goods.luxury - 1 + setCommsMessage(string.format(_("trade-comms", "Traded luxury for %s"),good)) + addCommsReply(_("Back"), commsShip) + end) + end + end --freighter goods loop + end --player has luxury branch + end --goods or equipment freighter + if comms_source.cargo > 0 then + for good, goodData in pairs(comms_data.goods) do + if goodData.quantity > 0 then + addCommsReply(string.format(_("trade-comms", "Buy one %s for %i reputation"),good,math.floor(goodData.cost)), function() + if comms_source:takeReputationPoints(goodData.cost) then + goodData.quantity = goodData.quantity - 1 + if comms_source.goods == nil then + comms_source.goods = {} + end + if comms_source.goods[good] == nil then + comms_source.goods[good] = 0 + end + comms_source.goods[good] = comms_source.goods[good] + 1 + comms_source.cargo = comms_source.cargo - 1 + setCommsMessage(string.format(_("trade-comms", "Purchased %s from %s"),good,comms_target:getCallSign())) + else + setCommsMessage(_("needRep-comms", "Insufficient reputation for purchase")) + end + addCommsReply(_("Back"), commsShip) + end) + end + end --freighter goods loop + end --player has cargo space branch + elseif comms_data.friendlyness > 33 then + if comms_source.cargo > 0 then + if shipType:find("Goods") ~= nil or shipType:find("Equipment") ~= nil then + for good, goodData in pairs(comms_data.goods) do + if goodData.quantity > 0 then + addCommsReply(string.format(_("trade-comms", "Buy one %s for %i reputation"),good,math.floor(goodData.cost)), function() + if comms_source:takeReputationPoints(goodData.cost) then + goodData.quantity = goodData.quantity - 1 + if comms_source.goods == nil then + comms_source.goods = {} + end + if comms_source.goods[good] == nil then + comms_source.goods[good] = 0 + end + comms_source.goods[good] = comms_source.goods[good] + 1 + comms_source.cargo = comms_source.cargo - 1 + setCommsMessage(string.format(_("trade-comms", "Purchased %s from %s"),good,comms_target:getCallSign())) + else + setCommsMessage(_("needRep-comms", "Insufficient reputation for purchase")) + end + addCommsReply(_("Back"), commsShip) + end) + end --freighter has something to sell branch + end --freighter goods loop + else --not goods or equipment freighter + for good, goodData in pairs(comms_data.goods) do + if goodData.quantity > 0 then + addCommsReply(string.format(_("trade-comms","Buy one %s for %i reputation"),good,math.floor(goodData.cost*2)), function() + if comms_source:takeReputationPoints(goodData.cost*2) then + goodData.quantity = goodData.quantity - 1 + if comms_source.goods == nil then + comms_source.goods = {} + end + if comms_source.goods[good] == nil then + comms_source.goods[good] = 0 + end + comms_source.goods[good] = comms_source.goods[good] + 1 + comms_source.cargo = comms_source.cargo - 1 + setCommsMessage(string.format(_("trade-comms", "Purchased %s from %s"),good,comms_target:getCallSign())) + else + setCommsMessage(_("needRep-comms", "Insufficient reputation for purchase")) + end + addCommsReply(_("Back"), commsShip) + end) + end --freighter has something to sell branch + end --freighter goods loop + end + end --player has room for cargo branch + else --least friendly + if comms_source.cargo > 0 then + if shipType:find("Goods") ~= nil or shipType:find("Equipment") ~= nil then + for good, goodData in pairs(comms_data.goods) do + if goodData.quantity > 0 then + addCommsReply(string.format(_("trade-comms","Buy one %s for %i reputation"),good,math.floor(goodData.cost*2)), function() + if comms_source:takeReputationPoints(goodData.cost*2) then + goodData.quantity = goodData.quantity - 1 + if comms_source.goods == nil then + comms_source.goods = {} + end + if comms_source.goods[good] == nil then + comms_source.goods[good] = 0 + end + comms_source.goods[good] = comms_source.goods[good] + 1 + comms_source.cargo = comms_source.cargo - 1 + setCommsMessage(string.format(_("trade-comms", "Purchased %s from %s"),good,comms_target:getCallSign())) + else + setCommsMessage(_("needRep-comms", "Insufficient reputation for purchase")) + end + addCommsReply(_("Back"), commsShip) + end) + end --freighter has something to sell branch + end --freighter goods loop + end --goods or equipment freighter + end --player has room to get goods + end --various friendliness choices + else --not close enough to sell + addCommsReply(_("trade-comms","Do you have cargo you might sell?"), function() + local goodCount = 0 + local cargoMsg = _("trade-comms","We've got ") + for good, goodData in pairs(comms_data.goods) do + if goodData.quantity > 0 then + if goodCount > 0 then + cargoMsg = cargoMsg .. ", " .. good + else + cargoMsg = cargoMsg .. good + end + end + goodCount = goodCount + goodData.quantity + end + if goodCount == 0 then + cargoMsg = cargoMsg .. _("trade-comms","nothing") + end + setCommsMessage(cargoMsg) + addCommsReply(_("Back"), commsShip) + end) + end + end + return true +end +function enemyComms(comms_data) + if func_diagnostic then print("enemy comms") end + local faction = comms_target:getFaction() + local tauntable = false + local amenable = false + if comms_data.friendlyness >= 33 then --final: 33 + --taunt logic + local taunt_option = _("shipEnemy-comms", "We will see to your destruction!") + local taunt_success_reply = _("shipEnemy-comms", "Your bloodline will end here!") + local taunt_failed_reply = _("shipEnemy-comms", "Your feeble threats are meaningless.") + local taunt_threshold = 30 --base chance of being taunted + local immolation_threshold = 5 --base chance that taunting will enrage to the point of revenge immolation + if faction == "Kraylor" then + taunt_threshold = 35 + immolation_threshold = 6 + setCommsMessage(_("shipEnemy-comms", "Ktzzzsss.\nYou will DIEEee weaklingsss!")); + local kraylorTauntChoice = math.random(1,3) + if kraylorTauntChoice == 1 then + taunt_option = _("shipEnemy-comms","We will destroy you") + taunt_success_reply = _("shipEnemy-comms","We think not. It is you who will experience destruction!") + elseif kraylorTauntChoice == 2 then + taunt_option = _("shipEnemy-comms","You have no honor") + taunt_success_reply = _("shipEnemy-comms","Your insult has brought our wrath upon you. Prepare to die.") + taunt_failed_reply = _("shipEnemy-comms","Your comments about honor have no meaning to us") + else + taunt_option = _("shipEnemy-comms","We pity your pathetic race") + taunt_success_reply = _("shipEnemy-comms","Pathetic? You will regret your disparagement!") + taunt_failed_reply = _("shipEnemy-comms","We don't care what you think of us") + end + elseif faction == "Arlenians" then + taunt_threshold = 25 + immolation_threshold = 4 + setCommsMessage(_("shipEnemy-comms","We wish you no harm, but will harm you if we must.\nEnd of transmission.")) + elseif faction == "Exuari" then + taunt_threshold = 40 + immolation_threshold = 7 + setCommsMessage(_("shipEnemy-comms","Stay out of our way, or your death will amuse us extremely!")) + elseif faction == "Ghosts" then + taunt_threshold = 20 + immolation_threshold = 3 + setCommsMessage(_("shipEnemy-comms","One zero one.\nNo binary communication detected.\nSwitching to universal speech.\nGenerating appropriate response for target from human language archives.\n:Do not cross us:\nCommunication halted.")) + taunt_option = _("shipEnemy-comms","EXECUTE: SELFDESTRUCT") + taunt_success_reply = _("shipEnemy-comms","Rogue command received. Targeting source.") + taunt_failed_reply = _("shipEnemy-comms","External command ignored.") + elseif faction == "Ktlitans" then + setCommsMessage(_("shipEnemy-comms","The hive suffers no threats. Opposition to any of us is opposition to us all.\nStand down or prepare to donate your corpses toward our nutrition.")) + taunt_option = _("shipEnemy-comms","") + taunt_success_reply = _("shipEnemy-comms","We do not need permission to pluck apart such an insignificant threat.") + taunt_failed_reply = _("shipEnemy-comms","The hive has greater priorities than exterminating pests.") + elseif faction == "TSN" then + taunt_threshold = 15 + immolation_threshold = 2 + setCommsMessage(_("shipEnemy-comms","State your business")) + elseif faction == "USN" then + taunt_threshold = 15 + immolation_threshold = 2 + setCommsMessage(_("shipEnemy-comms","What do you want? (not that we care)")) + elseif faction == "CUF" then + taunt_threshold = 15 + immolation_threshold = 2 + setCommsMessage(_("shipEnemy-comms","Don't waste our time")) + else + setCommsMessage(_("shipEnemy-comms","Mind your own business!")) + end + comms_data.friendlyness = comms_data.friendlyness - random(0, 10) --reduce friendlyness after each interaction + addCommsReply(taunt_option, function() + if random(0, 100) <= taunt_threshold then + local current_order = comms_target:getOrder() +-- print("order: " .. current_order) + --Possible order strings returned: + --Roaming + --Fly towards + --Attack + --Stand Ground + --Idle + --Defend Location + --Defend Target + --Fly Formation (?) + --Fly towards (ignore all) + --Dock + if comms_target.original_order == nil then + comms_target.original_faction = faction + comms_target.original_order = current_order + if current_order == "Fly towards" or current_order == "Defend Location" or current_order == "Fly towards (ignore all)" then + comms_target.original_target_x, comms_target.original_target_y = comms_target:getOrderTargetLocation() + --print(string.format("Target_x: %f, Target_y: %f",comms_target.original_target_x,comms_target.original_target_y)) + end + if current_order == "Attack" or current_order == "Dock" or current_order == "Defend Target" then + local original_target = comms_target:getOrderTarget() + --print("target:") + --print(original_target) + --print(original_target:getCallSign()) + comms_target.original_target = original_target + end + comms_target.taunt_may_expire = true --change to conditional in future refactoring + table.insert(enemy_reverts,comms_target) + end + comms_target:orderAttack(comms_source) --consider alternative options besides attack in future refactoring + setCommsMessage(taunt_success_reply); + else + --possible alternative consequences when taunt fails + if random(1,100) < (immolation_threshold + difficulty) then --final: immolation_threshold (set to 100 for testing) + setCommsMessage(_("shipEnemy-comms","Subspace and time continuum disruption authorized")) + comms_source.continuum_target = true + comms_source.continuum_initiator = comms_target + plotContinuum = checkContinuum + else + setCommsMessage(taunt_failed_reply); + end + end + end) + tauntable = true + end + local enemy_health = getEnemyHealth(comms_target) + if change_enemy_order_diagnostic then print(string.format(" enemy health: %.2f",enemy_health)) end + if change_enemy_order_diagnostic then print(string.format(" friendliness: %.1f",comms_data.friendlyness)) end + if comms_data.friendlyness >= 66 or enemy_health < .5 then --final: 66, .5 + --amenable logic + local amenable_chance = comms_data.friendlyness/3 + (1 - enemy_health)*30 + if change_enemy_order_diagnostic then print(string.format(" amenability: %.1f",amenable_chance)) end + addCommsReply(_("shipEnemy-comms","Stop your actions"),function() + local amenable_roll = random(1,100) + if change_enemy_order_diagnostic then print(string.format(" amenable roll: %.1f",amenable_roll)) end + if amenable_roll < amenable_chance then + local current_order = comms_target:getOrder() + if comms_target.original_order == nil then + comms_target.original_order = current_order + comms_target.original_faction = faction + if current_order == "Fly towards" or current_order == "Defend Location" or current_order == "Fly towards (ignore all)" then + comms_target.original_target_x, comms_target.original_target_y = comms_target:getOrderTargetLocation() + --print(string.format("Target_x: %f, Target_y: %f",comms_target.original_target_x,comms_target.original_target_y)) + end + if current_order == "Attack" or current_order == "Dock" or current_order == "Defend Target" then + local original_target = comms_target:getOrderTarget() + --print("target:") + --print(original_target) + --print(original_target:getCallSign()) + comms_target.original_target = original_target + end + table.insert(enemy_reverts,comms_target) + end + comms_target.amenability_may_expire = true --set up conditional in future refactoring + comms_target:orderIdle() + comms_target:setFaction("Independent") + setCommsMessage(_("shipEnemy-comms","Just this once, we'll take your advice")) + else + setCommsMessage(_("shipEnemy-comms","No")) + end + end) + comms_data.friendlyness = comms_data.friendlyness - random(0, 10) --reduce friendlyness after each interaction + amenable = true + end + if tauntable or amenable then + return true + else + return false + end +end +function getEnemyHealth(enemy) + if func_diagnostic then print("get enemy health") end + local enemy_health = 0 + local enemy_shield = 0 + local enemy_shield_count = enemy:getShieldCount() + local faction = enemy:getFaction() + if change_enemy_order_diagnostic then print(string.format("%s statistics:",enemy:getCallSign())) end + if change_enemy_order_diagnostic then print(string.format(" shield count: %i",enemy_shield_count)) end + if enemy_shield_count > 0 then + local total_shield_level = 0 + local max_shield_level = 0 + for i=1,enemy_shield_count do + total_shield_level = total_shield_level + enemy:getShieldLevel(i-1) + max_shield_level = max_shield_level + enemy:getShieldMax(i-1) + end + enemy_shield = total_shield_level/max_shield_level + else + enemy_shield = 1 + end + if change_enemy_order_diagnostic then print(string.format(" shield health: %.1f",enemy_shield)) end + local enemy_hull = enemy:getHull()/enemy:getHullMax() + if change_enemy_order_diagnostic then print(string.format(" hull health: %.1f",enemy_hull)) end + local enemy_reactor = enemy:getSystemHealth("reactor") + if change_enemy_order_diagnostic then print(string.format(" reactor health: %.1f",enemy_reactor)) end + local enemy_maneuver = enemy:getSystemHealth("maneuver") + if change_enemy_order_diagnostic then print(string.format(" maneuver health: %.1f",enemy_maneuver)) end + local enemy_impulse = enemy:getSystemHealth("impulse") + if change_enemy_order_diagnostic then print(string.format(" impulse health: %.1f",enemy_impulse)) end + local enemy_beam = 0 + if enemy:getBeamWeaponRange(0) > 0 then + enemy_beam = enemy:getSystemHealth("beamweapons") + if change_enemy_order_diagnostic then print(string.format(" beam health: %.1f",enemy_beam)) end + else + enemy_beam = 1 + if change_enemy_order_diagnostic then print(string.format(" beam health: %.1f (no beams)",enemy_beam)) end + end + local enemy_missile = 0 + if enemy:getWeaponTubeCount() > 0 then + enemy_missile = enemy:getSystemHealth("missilesystem") + if change_enemy_order_diagnostic then print(string.format(" missile health: %.1f",enemy_missile)) end + else + enemy_missile = 1 + if change_enemy_order_diagnostic then print(string.format(" missile health: %.1f (no missile system)",enemy_missile)) end + end + local enemy_warp = 0 + if enemy:hasWarpDrive() then + enemy_warp = enemy:getSystemHealth("warp") + if change_enemy_order_diagnostic then print(string.format(" warp health: %.1f",enemy_warp)) end + else + enemy_warp = 1 + if change_enemy_order_diagnostic then print(string.format(" warp health: %.1f (no warp drive)",enemy_warp)) end + end + local enemy_jump = 0 + if enemy:hasJumpDrive() then + enemy_jump = enemy:getSystemHealth("jumpdrive") + if change_enemy_order_diagnostic then print(string.format(" jump health: %.1f",enemy_jump)) end + else + enemy_jump = 1 + if change_enemy_order_diagnostic then print(string.format(" jump health: %.1f (no jump drive)",enemy_jump)) end + end + if change_enemy_order_diagnostic then print(string.format(" faction: %s",faction)) end + if faction == "Kraylor" then + enemy_health = + enemy_shield * .3 + + enemy_hull * .4 + + enemy_reactor * .1 + + enemy_maneuver * .03 + + enemy_impulse * .03 + + enemy_beam * .04 + + enemy_missile * .04 + + enemy_warp * .03 + + enemy_jump * .03 + elseif faction == "Arlenians" then + enemy_health = + enemy_shield * .35 + + enemy_hull * .45 + + enemy_reactor * .05 + + enemy_maneuver * .03 + + enemy_impulse * .04 + + enemy_beam * .02 + + enemy_missile * .02 + + enemy_warp * .02 + + enemy_jump * .02 + elseif faction == "Exuari" then + enemy_health = + enemy_shield * .2 + + enemy_hull * .3 + + enemy_reactor * .2 + + enemy_maneuver * .05 + + enemy_impulse * .05 + + enemy_beam * .05 + + enemy_missile * .05 + + enemy_warp * .05 + + enemy_jump * .05 + elseif faction == "Ghosts" then + enemy_health = + enemy_shield * .25 + + enemy_hull * .25 + + enemy_reactor * .25 + + enemy_maneuver * .04 + + enemy_impulse * .05 + + enemy_beam * .04 + + enemy_missile * .04 + + enemy_warp * .04 + + enemy_jump * .04 + elseif faction == "Ktlitans" then + enemy_health = + enemy_shield * .2 + + enemy_hull * .3 + + enemy_reactor * .1 + + enemy_maneuver * .05 + + enemy_impulse * .05 + + enemy_beam * .05 + + enemy_missile * .05 + + enemy_warp * .1 + + enemy_jump * .1 + elseif faction == "TSN" then + enemy_health = + enemy_shield * .35 + + enemy_hull * .35 + + enemy_reactor * .08 + + enemy_maneuver * .01 + + enemy_impulse * .02 + + enemy_beam * .02 + + enemy_missile * .01 + + enemy_warp * .08 + + enemy_jump * .08 + elseif faction == "USN" then + enemy_health = + enemy_shield * .38 + + enemy_hull * .38 + + enemy_reactor * .05 + + enemy_maneuver * .02 + + enemy_impulse * .03 + + enemy_beam * .02 + + enemy_missile * .02 + + enemy_warp * .05 + + enemy_jump * .05 + elseif faction == "CUF" then + enemy_health = + enemy_shield * .35 + + enemy_hull * .38 + + enemy_reactor * .05 + + enemy_maneuver * .03 + + enemy_impulse * .03 + + enemy_beam * .03 + + enemy_missile * .03 + + enemy_warp * .06 + + enemy_jump * .04 + else + enemy_health = + enemy_shield * .3 + + enemy_hull * .4 + + enemy_reactor * .06 + + enemy_maneuver * .03 + + enemy_impulse * .05 + + enemy_beam * .03 + + enemy_missile * .03 + + enemy_warp * .05 + + enemy_jump * .05 + end + return enemy_health +end +function revertWait(delta) + if func_diagnostic then print("revert wait") end + revert_timer = revert_timer - delta + if revert_timer < 0 then + revert_timer = delta + revert_timer_interval + plotRevert = revertCheck + end +end +function revertCheck(delta) + if func_diagnostic then print("revert check") end + if enemy_reverts ~= nil then + for i, enemy in ipairs(enemy_reverts) do + if enemy ~= nil and enemy:isValid() then + local expiration_chance = 0 + local enemy_faction = enemy:getFaction() + if enemy.taunt_may_expire then + if enemy_faction == "Kraylor" then + expiration_chance = 4.5 + elseif enemy_faction == "Arlenians" then + expiration_chance = 7 + elseif enemy_faction == "Exuari" then + expiration_chance = 2.5 + elseif enemy_faction == "Ghosts" then + expiration_chance = 8.5 + elseif enemy_faction == "Ktlitans" then + expiration_chance = 5.5 + elseif enemy_faction == "TSN" then + expiration_chance = 3 + elseif enemy_faction == "USN" then + expiration_chance = 3.5 + elseif enemy_faction == "CUF" then + expiration_chance = 4 + else + expiration_chance = 6 + end + elseif enemy.amenability_may_expire then + local enemy_health = getEnemyHealth(enemy) + if enemy_faction == "Kraylor" then + expiration_chance = 2.5 + elseif enemy_faction == "Arlenians" then + expiration_chance = 3.25 + elseif enemy_faction == "Exuari" then + expiration_chance = 6.6 + elseif enemy_faction == "Ghosts" then + expiration_chance = 3.2 + elseif enemy_faction == "Ktlitans" then + expiration_chance = 4.8 + elseif enemy_faction == "TSN" then + expiration_chance = 3.5 + elseif enemy_faction == "USN" then + expiration_chance = 2.8 + elseif enemy_faction == "CUF" then + expiration_chance = 3 + else + expiration_chance = 4 + end + expiration_chance = expiration_chance + enemy_health*5 + end + local expiration_roll = random(1,100) + if expiration_roll < expiration_chance then + local oo = enemy.original_order + local otx = enemy.original_target_x + local oty = enemy.original_target_y + local ot = enemy.original_target + if oo ~= nil then + if oo == "Attack" then + if ot ~= nil and ot:isValid() then + enemy:orderAttack(ot) + else + enemy:orderRoaming() + end + elseif oo == "Dock" then + if ot ~= nil and ot:isValid() then + enemy:orderDock(ot) + else + enemy:orderRoaming() + end + elseif oo == "Defend Target" then + if ot ~= nil and ot:isValid() then + enemy:orderDefendTarget(ot) + else + enemy:orderRoaming() + end + elseif oo == "Fly towards" then + if otx ~= nil and oty ~= nil then + enemy:orderFlyTowards(otx,oty) + else + enemy:orderRoaming() + end + elseif oo == "Defend Location" then + if otx ~= nil and oty ~= nil then + enemy:orderDefendLocation(otx,oty) + else + enemy:orderRoaming() + end + elseif oo == "Fly towards (ignore all)" then + if otx ~= nil and oty ~= nil then + enemy:orderFlyTowardsBlind(otx,oty) + else + enemy:orderRoaming() + end + else + enemy:orderRoaming() + end + else + enemy:orderRoaming() + end + if enemy.original_faction ~= nil then + enemy:setFaction(enemy.original_faction) + end + enemy.taunt_may_expire = false + enemy.amenability_may_expire = false + end + end + end + end + plotRevert = revertWait +end +function checkContinuum(delta) + if func_diagnostic then print("check continuum") end + local continuum_count = 0 + for pidx=1,32 do + local p = getPlayerShip(pidx) + if p ~= nil and p:isValid() then + if p.continuum_target then + continuum_count = continuum_count + 1 + if p.continuum_timer == nil then + p.continuum_timer = delta + 30 + end + p.continuum_timer = p.continuum_timer - delta + if p.continuum_timer < 0 then + if p.continuum_initiator ~= nil and p.continuum_initiator:isValid() then + if random(1,100) < (30 + (difficulty*4)) then p:setSystemHealth("frontshield",(p:getSystemHealth("frontshield") - 1)/2) end + if random(1,100) < (30 + (difficulty*4)) then p:setSystemHealth("rearshield",(p:getSystemHealth("rearshield") - 1)/2) end + if random(1,100) < (30 + (difficulty*4)) then p:setSystemHealth("reactor",(p:getSystemHealth("reactor") - 1)/2) end + if random(1,100) < (30 + (difficulty*4)) then p:setSystemHealth("maneuver",(p:getSystemHealth("maneuver") - 1)/2) end + if random(1,100) < (30 + (difficulty*4)) then p:setSystemHealth("impulse",(p:getSystemHealth("impulse") - 1)/2) end + if random(1,100) < (30 + (difficulty*4)) then p:setSystemHealth("beamweapons",(p:getSystemHealth("beamweapons") - 1)/2) end + if random(1,100) < (30 + (difficulty*4)) then p:setSystemHealth("missilesystem",(p:getSystemHealth("missilesystem") - 1)/2) end + if random(1,100) < (30 + (difficulty*4)) then p:setSystemHealth("warp",(p:getSystemHealth("warp") - 1)/2) end + if random(1,100) < (30 + (difficulty*4)) then p:setSystemHealth("jumpdrive",(p:getSystemHealth("jumpdrive") - 1)/2) end + local ex, ey = p.continuum_initiator:getPosition() + p.continuum_initiator:destroy() + ExplosionEffect():setPosition(ex,ey):setSize(3000) + resetContinuum(p) + else + resetContinuum(p) + end + else + local timer_display = string.format(_("tabRelay","Disruption %i"),math.floor(p.continuum_timer)) + if p:hasPlayerAtPosition("Relay") then + p.continuum_timer_display = "continuum_timer_display" + p:addCustomInfo("Relay",p.continuum_timer_display,timer_display,1) + end + if p:hasPlayerAtPosition("Operations") then + p.continuum_timer_display_ops = "continuum_timer_display_ops" + p:addCustomInfo("Operations",p.continuum_timer_display_ops,timer_display,1) + end + end + else + resetContinuum(p) + end + end + end +end +function resetContinuum(p) + if func_diagnostic then print("reset continuum") end + p.continuum_target = nil + p.continuum_timer = nil + p.continuum_initiator = nil + if p.continuum_timer_display ~= nil then + p:removeCustom("Relay",p.continuum_timer_display) + p.continuum_timer_display = nil + end + if p.continuum_timer_display_ops ~= nil then + p:removeCustom("Operations",p.continuum_timer_display_ops) + p.continuum_timer_display_ops = nil + end +end +function neutralComms(comms_data) + if func_diagnostic then print("neutral comms") end + local shipType = comms_target:getTypeName() + if shipType:find("Freighter") ~= nil then + setCommsMessage(_("trade-comms","Yes?")) + if comms_source.assist_freighter == comms_target then + if comms_source.assist_freighter_contacted == nil then + setCommsMessage(_("ship-comms","We are in need of some assistance.")) + addCommsReply(_("ship-comms","What kind of assistance do you need?"),function() + comms_source.assist_freighter_contacted = true + comms_source.assist_freighter_contacted_clock = getScenarioTime() + setCommsMessage(_("ship-comms","We're not exactly sure. We just know our engines are not working")) + addCommsReply(_("ship-comms","May we scan your ship?"),function() + setCommsMessage(_("ship-comms","If that helps you figure out what's wrong with the engines, go right ahead")) + addCommsReply(string.format(_("ship-comms","We'll provide %s with your ship data and get back to you"),comms_source.home_station:getCallSign()),function() + setCommsMessage(_("ship-comms","We'll be here. We're not going enywhere. We are worried about Kraylor in the area, so don't take too long")) + addCommsReply(_("Back"), commsShip) + end) + addCommsReply(_("Back"), commsShip) + end) + addCommsReply(_("Back"), commsShip) + end) + else + if comms_source.assist_freighter_parts == "loaded" then + if distance(comms_source,comms_target) < 5000 then + addCommsReply(_("ship-comms","Deliver repair parts"),function() + if comms_source.assist_freighter_integer_health_max == comms_source.assist_freighter_reported_damage then + setCommsMessage(_("ship-comms","These match exactly what we need. We will fully restore our engines shortly")) + comms_target:setSystemHealthMax("impulse",1) + comms_source.assist_freighter_fixed_clock = getScenarioTime() + else + setCommsMessage(_("ship-comms","These parts don't look like they solve our problem. You may want to double check the information you provided to the parts supplier")) + comms_source.assist_freighter_parts = nil + comms_source.assist_freighter_reported_damage = nil + end + end) + end + end + end + end + addCommsReply(_("trade-comms","Do you have cargo you might sell?"), function() + local goodCount = 0 + local cargoMsg = _("trade-comms","We've got ") + for good, goodData in pairs(comms_data.goods) do + if goodData.quantity > 0 then + if goodCount > 0 then + cargoMsg = cargoMsg .. ", " .. good + else + cargoMsg = cargoMsg .. good + end + end + goodCount = goodCount + goodData.quantity + end + if goodCount == 0 then + cargoMsg = cargoMsg .. _("trade-comms","nothing") + end + setCommsMessage(cargoMsg) + end) + if distance_diagnostic then print("distance_diagnostic 9",comms_source,comms_target) end + if distance(comms_source,comms_target) < 5000 then + addCommsReply(_("shipAssist-comms","Where are you going?"),function() + local docked_with = comms_target:getDockedWith() + local msg = string.format(_("shipAssist-comms","Hi %s,"),comms_source:getCallSign()) + if docked_with ~= nil then + msg = string.format(_("shipAssist-comms","%s\nDocked with %s"),msg,docked_with:getCallSign()) + else + if string.find("Dock",comms_target:getOrder()) then + local transport_target = comms_target:getOrderTarget() + if transport_target ~= nil and transport_target:isValid() then + msg = string.format(_("shipAssist-comms","%s\nHeading for %s station %s in sector %s"),msg,transport_target:getFaction(),transport_target:getCallSign(),transport_target:getSectorName()) + end + end + end + setCommsMessage(msg) + addCommsReply(_("Back"), commsShip) + end) + local goodCount = 0 + if comms_source.goods ~= nil then + for good, goodQuantity in pairs(comms_source.goods) do + goodCount = goodCount + 1 + end + end + if goodCount > 0 then + addCommsReply(_("trade-comms", "Jettison cargo"), function() + setCommsMessage(string.format(_("trade-comms", "Available space: %i\nWhat would you like to jettison?"),comms_source.cargo)) + for good, good_quantity in pairs(comms_source.goods) do + if good_quantity > 0 then + addCommsReply(good, function() + comms_source.goods[good] = comms_source.goods[good] - 1 + comms_source.cargo = comms_source.cargo + 1 + setCommsMessage(string.format(_("trade-comms", "One %s jettisoned"),good)) + addCommsReply(_("Back"), commsShip) + end) + end + end + addCommsReply(_("Back"), commsShip) + end) + end + if comms_source.cargo > 0 then + if comms_data.friendlyness > 66 then + if shipType:find("Goods") ~= nil or shipType:find("Equipment") ~= nil then + for good, goodData in pairs(comms_data.goods) do + if goodData.quantity > 0 then + addCommsReply(string.format(_("trade-comms", "Buy one %s for %i reputation"),good,math.floor(goodData.cost)), function() + if comms_source:takeReputationPoints(goodData.cost) then + goodData.quantity = goodData.quantity - 1 + if comms_source.goods == nil then + comms_source.goods = {} + end + if comms_source.goods[good] == nil then + comms_source.goods[good] = 0 + end + comms_source.goods[good] = comms_source.goods[good] + 1 + comms_source.cargo = comms_source.cargo - 1 + setCommsMessage(string.format(_("trade-comms", "Purchased %s from %s"),good,comms_target:getCallSign())) + else + setCommsMessage(_("needRep-comms", "Insufficient reputation for purchase")) + end + addCommsReply(_("Back"), commsShip) + end) + end + end --freighter goods loop + else + for good, goodData in pairs(comms_data.goods) do + if goodData.quantity > 0 then + addCommsReply(string.format(_("trade-comms","Buy one %s for %i reputation"),good,math.floor(goodData.cost*2)), function() + if comms_source:takeReputationPoints(goodData.cost*2) then + goodData.quantity = goodData.quantity - 1 + if comms_source.goods == nil then + comms_source.goods = {} + end + if comms_source.goods[good] == nil then + comms_source.goods[good] = 0 + end + comms_source.goods[good] = comms_source.goods[good] + 1 + comms_source.cargo = comms_source.cargo - 1 + setCommsMessage(string.format(_("trade-comms", "Purchased %s from %s"),good,comms_target:getCallSign())) + else + setCommsMessage(_("needRep-comms", "Insufficient reputation for purchase")) + end + addCommsReply(_("Back"), commsShip) + end) + end + end --freighter goods loop + end + elseif comms_data.friendlyness > 33 then + if shipType:find("Goods") ~= nil or shipType:find("Equipment") ~= nil then + for good, goodData in pairs(comms_data.goods) do + if goodData.quantity > 0 then + addCommsReply(string.format(_("trade-comms","Buy one %s for %i reputation"),good,math.floor(goodData.cost*2)), function() + if comms_source:takeReputationPoints(goodData.cost*2) then + goodData.quantity = goodData.quantity - 1 + if comms_source.goods == nil then + comms_source.goods = {} + end + if comms_source.goods[good] == nil then + comms_source.goods[good] = 0 + end + comms_source.goods[good] = comms_source.goods[good] + 1 + comms_source.cargo = comms_source.cargo - 1 + setCommsMessage(string.format(_("trade-comms", "Purchased %s from %s"),good,comms_target:getCallSign())) + else + setCommsMessage(_("needRep-comms", "Insufficient reputation for purchase")) + end + addCommsReply(_("Back"), commsShip) + end) + end + end --freighter goods loop + else + for good, goodData in pairs(comms_data.goods) do + if goodData.quantity > 0 then + addCommsReply(string.format(_("trade-comms","Buy one %s for %i reputation"),good,math.floor(goodData.cost*3)), function() + if comms_source:takeReputationPoints(goodData.cost*3) then + goodData.quantity = goodData.quantity - 1 + if comms_source.goods == nil then + comms_source.goods = {} + end + if comms_source.goods[good] == nil then + comms_source.goods[good] = 0 + end + comms_source.goods[good] = comms_source.goods[good] + 1 + comms_source.cargo = comms_source.cargo - 1 + setCommsMessage(string.format(_("trade-comms", "Purchased %s from %s"),good,comms_target:getCallSign())) + else + setCommsMessage(_("needRep-comms", "Insufficient reputation for purchase")) + end + addCommsReply(_("Back"), commsShip) + end) + end + end --freighter goods loop + end + else --least friendly + if shipType:find("Goods") ~= nil or shipType:find("Equipment") ~= nil then + for good, goodData in pairs(comms_data.goods) do + if goodData.quantity > 0 then + addCommsReply(string.format(_("trade-comms","Buy one %s for %i reputation"),good,math.floor(goodData.cost*3)), function() + if comms_source:takeReputationPoints(goodData.cost*3) then + goodData.quantity = goodData.quantity - 1 + if comms_source.goods == nil then + comms_source.goods = {} + end + if comms_source.goods[good] == nil then + comms_source.goods[good] = 0 + end + comms_source.goods[good] = comms_source.goods[good] + 1 + comms_source.cargo = comms_source.cargo - 1 + setCommsMessage(string.format(_("trade-comms", "Purchased %s from %s"),good,comms_target:getCallSign())) + else + setCommsMessage(_("needRep-comms", "Insufficient reputation for purchase")) + end + addCommsReply(_("Back"), commsShip) + end) + end + end --freighter goods loop + end + end --end friendly branches + end --player has room for cargo + end --close enough to sell + else --not a freighter + if comms_data.friendlyness > 50 then + setCommsMessage(_("ship-comms", "Sorry, we have no time to chat with you.\nWe are on an important mission.")); + else + setCommsMessage(_("ship-comms", "We have nothing for you.\nGood day.")); + end + end --end non-freighter communications else branch + return true +end --end neutral communications function +------------------------------------------ +-- Plot functions tied to update loop -- +------------------------------------------ +function sendCrutch(p,task) + if func_diagnostic then print("send crutch") end + if task == "dock" then + if p.protocol_source == nil then + p.protocol_source = string.format("station %s",p.home_station:getCallSign()) + if p:hasPlayerAtPosition("Relay") then + p.protocol_source = "Relay" + elseif p:hasPlayerAtPosition("Operations") then + p.protocol_source = "Operations" + end + -- helm + p.crutch_dock_hlm_msg = string.format(_("msgHelms","The most direct route to dock with station %s is to put the ship in full reverse impulse. The engines start at minimal power, so you may have to ask engineering to put more power in the impulse engines. You get a better evaluation score the higher your speed. You won't be able to dock until the docking protocols are satisfied."),p.home_station:getCallSign()) + p.crutch_dock_hlm = "crutch_dock_hlm" + p:addCustomMessage("Helms",p.crutch_dock_hlm,p.crutch_dock_hlm_msg) + -- weapons + p.crutch_dock_wea_msg = string.format(_("msgWeapons","Get the docking protocol shield and beam frequency from %s. Calibrate the shields by adjusting the frequency in the lower right of your console then click the calibrate button. Set the beam weapons frequency by adjusting the frequency above the shield frequency in the lower right of your console."),p.protocol_source) + p.crutch_dock_wea = "crutch_dock_wea" + p:addCustomMessage("Weapons",p.crutch_dock_wea,p.crutch_dock_wea_msg) + -- tactical + p.crutch_dock_tac_msg = string.format(_("msgTactical","%s Get the docking protocol beam frequency from %s. Calibrate the beams using the frequency shown along the bottom edge of your console in the middle of your console."),p.crutch_dock_hlm_msg,p.protocol_source) + p.crutch_dock_tac = "crutch_dock_tac" + p:addCustomMessage("Tactical",p.crutch_dock_tac,p.crutch_dock_tac_msg) + -- engineering + p.crutch_dock_eng_msg = string.format(_("msgEngineer","All systems start at a low power level. You'll want to put power in the impulse engines based on the first task requirement. Be prepared to run the impulse engines up to 300%% with max coolant at Helm's request until you reach the station. You'll hear from %s that the docking protocol calls for zero power in the missile systems, so take the power all the way out of missile systems."),p.protocol_source) + p.crutch_dock_eng = "crutch_dock_eng" + p:addCustomMessage("Engineering",p.crutch_dock_eng,p.crutch_dock_eng_msg) + -- engineering plus + p.crutch_dock_epl_msg = string.format(_("msgEngineer+","%s The docking protocol also calls for shield calibration. Listen for the shield frequency. Adjust the shield frequency with the frequency selector along the left edge of your console in the middle. Click the Calibrate button after you have set the frequency."),p.crush_dock_eng_msg) + p.crutch_dock_epl = "crutch_dock_epl" + p:addCustomMessage("Engineering+",p.crutch_dock_epl,p.crutch_dock_epl_msg) + -- relay + p.crutch_dock_rel_msg = string.format(_("msgRelay","To contact station %s for the docking protocol, click %s then click the Open Comms button in the upper left of your console. Once communications are open, click the Check with docking port authority button to determine the docking protocol. Report the protocol to your crew."),p.home_station:getCallSign(),p.home_station:getCallSign()) + p.crutch_dock_rel = "crutch_dock_rel" + p:addCustomMessage("Relay",p.crutch_dock_rel,p.crutch_dock_rel_msg) + -- operations + p.crutch_dock_ops_msg = string.format(_("msgOperations","To contact station %s for the docking protocol, click %s then click the Open Comms button along the bottom edge of your console to the right. Once communications are open, click the Check with docking port authority button to determine the docking protocol. Report the protocol to your crew."),p.home_station:getCallSign(),p.home_station:getCallSign()) + p.crutch_dock_ops = "crutch_dock_ops" + p:addCustomMessage("Operations",p.crutch_dock_ops,p.crutch_dock_ops_msg) + end + elseif task == "scan" then + if not p:hasPlayerAtPosition("Relay") then + -- helm + p.crutch_scan_hlm_msg = _("msgHelms","You might be asked to jump into the nearby nebula so that a freighter can be scanned.") + p.crutch_scan_hlm = "crutch_scan_hlm" + p:addCustomMessage("Helms",p.crutch_scan_hlm,p.crutch_scan_hlm_msg) + -- tactical + p.crutch_scan_tac_msg = p.crutch_scan_hlm_msg + p.crutch_scan_tac = "crutch_scan_tac" + p:addCustomMessage("Tactical",p.crutch_scan_tac,p.crutch_scan_tac_msg) + end + -- science + p.crutch_scan_sci_msg = string.format(_("msgScience","Start scanning the target at bearing %.1f right away. Report the type of ship as soon as you finish the simple scan. Then start the deep scan. The default keyboard shortcut is S to start the scan. After completing the deep scan, get the scanned ship's strongest shield deflection frequency by hovering over the lowest, reddest point on the bar graph. Report that frequency."),p.home_station.heading_angle) + p.crutch_scan_sci = "crutch_scan_sci" + p:addCustomMessage("Science",p.crutch_scan_sci,p.crutch_scan_sci_msg) + -- relay + p.crutch_scan_rel_msg = _("msgRelay","Send a probe to the middle of the nearest nebula: click the launch probe button, then click the middle of the nebula. Once it's there, link it to science. Be ready to report the ship type and the frequency as soon as Science completes each scan.") + p.crutch_scan_rel = "crutch_scan_rel" + p:addCustomMessage("Relay",p.crutch_scan_rel,p.crutch_scan_rel_msg) + -- operations + p.crutch_scan_ops_msg = string.format(_("msgOperations","Start scanning the target at bearing %.1f right away. There are likely more targets in the nebula, so you should request that helm or tactical take you closer to the nebula. Report the type of ship as soon as you finish the simple scan. Then start the deep scan. The default keyboard shortcut is S to start the scan. After completing the deep scan, get the scanned ship's strongest shield deflection frequency by hovering over the lowest, reddest point on the bar graph. Report that frequency. Once you scan the other targets that are likely in the nebula, you will need to exit the nebula to report their characteristics to %s."),p.home_station.heading_angle,p.home_station:getCallSign()) + p.crutch_scan_ops = "crutch_scan_ops" + p:addCustomMessage("Operations",p.crutch_scan_ops,p.crutch_scan_ops_msg) + elseif task == "destroy freighter" then + -- helm + p.crutch_destroy_hlm_msg = _("msgHelms","Jump to the enemy freighter if it's farther than 5 units away. Get the bearing and distance from Science or Operations, subtract 2 units to place you in optimal firing range. Once you're near, rotate to point the left or right tube to the enemy. He'll try to run away, so be ready to angle the tube to lead the HVLIs in front of the enemy freighter.") + p.crutch_destroy_hlm = "crutch_destroy_hlm" + p:addCustomMessage("Helms",p.crutch_destroy_hlm,p.crutch_destroy_hlm_msg) + -- weapons + p.crutch_destroy_wea_msg = _("msgWeapons","Load up HVLIs on both sides. You may have to ask Engineering for power to missile systems.") + p.crutch_destroy_wea = "crutch_destroy_wea" + p:addCustomMessage("Weapons",p.crutch_destroy_wea,p.crutch_destroy_wea_msg) + -- tactical + p.crutch_destroy_tac_msg = string.format("%s %s",p.crutch_destroy_wea_msg,p.crutch_destroy_hlm_msg) + p.crutch_destroy_tac = "crutch_destroy_tac" + p:addCustomMessage("Tactical",p.crutch_destroy_tac,p.crutch_destroy_tac_msg) + -- engineering + p.crutch_destroy_eng_msg = _("msgEngineer","Raise power to missile systems to 100%. Put even more in along with coolant to make them load faster. Be ready to add power to impulse and/or maneuvering as requested.") + p.crutch_destroy_eng = "crutch_destroy_eng" + p:addCustomMessage("Engineering",p.crutch_destroy_eng,p.crutch_destroy_eng_msg) + -- engineering plus + p.crutch_destroy_epl_msg = p.crutch_destroy_eng_msg + p.crutch_destroy_epl = "crutch_destroy_epl" + p:addCustomMessage("Engineering+",p.crutch_destroy_epl,p.crutch_destroy_epl_msg) + -- science + p.crutch_destroy_sci_msg = _("msgScience","Select the enemy freighter. Use radar or probe view as applicable. Provide bearing and distance to freighter to crew. You can find it along the right of your console screen.") + p.crutch_destroy_sci = "crutch_destroy_sci" + p:addCustomMessage("Science",p.crutch_destroy_sci,p.crutch_destroy_sci_msg) + -- operations + p.crutch_destroy_ops_msg = _("msgOperations","Provide bearing and range to enemy freighter. If nebula obscures your view, estimate based on recent scans, otherwise click the enemy freighter and read the bearing and distance from your console.") + p.crutch_destroy_ops = "crutch_destroy_ops" + p:addCustomMessage("Operations",p.crutch_destroy_ops,p.crutch_destroy_ops_msg) + -- relay + p.crutch_destroy_rel_msg = _("msgRelay","Hack enemy ships once they are in range either via probe or your ship. Impulse engines for the fighter types is a good choice since it makes it easier to shoot them down.") + p.crutch_destroy_rel = "crutch_destroy_rel" + p:addCustomMessage("Relay",p.crutch_destroy_rel,p.crutch_destroy_rel_msg) + elseif task == "assist freighter" then + -- helm + p.crutch_assist_hlm_msg = _("msgHelms","You will have to go to the distressed freighter to help defend it against Kraylor and to help repair it. You may have to pick up parts from your home station. Deciding which to do first will be up to your commanding officer or CO. Be thinking about both options.") + p.crutch_assist_hlm = "crutch_assist_hlm" + p:addCustomMessage("Helms",p.crutch_assist_hlm,p.crutch_assist_hlm_msg) + -- weapons + p.crutch_assist_wea_msg = _("msgWeapons","Your beams are fully functional. Your missiles have been returned to you. Load up your tubes in preparation for combat. Homing missiles are recommended. Even homing missiles can be dodged by the enemy. Try for as straight a shot as possible.") + p.crutch_assist_wea = "crutch_assist_wea" + p:addCustomMessage("Weapons",p.crutch_assist_wea,p.crutch_assist_wea_msg) + -- tactical + p.crutch_assist_tac_msg = string.format("%s %s",p.crutch_assist_hlm_msg,p.crutch_assist_wea_msg) + p.crutch_assist_tac = "crutch_assist_tac" + p:addCustomMessage("Tactical",p.crutch_assist_tac,p.crutch_assist_tac_msg) + -- engineering + p.crutch_assist_eng_msg = _("msgEngineer","Pay careful attention to what systems are used and give them additional power when needed (along with coolant). Remember the docking/undocking protocol (no missile energy)") + p.crutch_assist_eng = "crutch_assist_eng" + p:addCustomMessage("Engineering",p.crutch_assist_eng,p.crutch_assist_eng_msg) + -- engineering plus + p.crutch_assist_epl_msg = p.crutch_assist_eng_msg + p.crutch_assist_epl = "crutch_assist_epl" + p:addCustomMessage("Engineering+",p.crutch_assist_epl,p.crutch_assist_epl_msg) + -- science + p.crutch_assist_sci_msg = _("msgScience","Scan the distressed Arlenian freighter as soon as you can (twice). After the second scan, get the impulse engine damage percentage by clicking the Tactical widget and selecting Systems. Report it to Relay who will report it to the home station.") + p.crutch_assist_sci = "crutch_assist_sci" + p:addCustomMessage("Science",p.crutch_assist_sci,p.crutch_assist_sci_msg) + -- relay + p.crutch_assist_rel_msg = _("msgRelay","Launch probes to cover the sector where the distressed Arlenian freighter is located. Link the probe that finds the freighter to science. Contact the freighter. Report Science's scan results to your home station.") + p.crutch_assist_rel = "crutch_assist_rel" + p:addCustomMessage("Relay",p.crutch_assist_rel,p.crutch_assist_rel_msg) + -- operations + p.crutch_assist_ops_msg = _("msgOperations","Contact the distressed Arlenian freighter, then scan the freighter as soon as you can (twice). After the second scan, get the impulse engine damage percentage by clicking the Tactical widget and selecting Systems. Report it to the home station.") + p.crutch_assist_ops = "crutch_assist_ops" + p:addCustomMessage("Operations",p.crutch_assist_ops,p.crutch_assist_ops_msg) + elseif task == "research" then + -- helm + p.crutch_research_hlm_msg = _("msgHelms","Use warp to approach but not intersect the planets and moons in motion. Intersetion will damage and quickly destroy your ship. Use guidance from Relay/Science/Operations for good approach vectors. Warn Engineering when you use warp, especially anything above warp one.") + p.crutch_research_hlm = "crutch_research_hlm" + p:addCustomMessage("Helms",p.crutch_research_hlm,p.crutch_research_hlm_msg) + -- weapons + p.crutch_research_wea_msg = _("msgWeapons","Watch for enemy targets of opportunity. The planets and moons are far more dangerous, but if you leave the enemies alone, eventually, they will start attacking your home station.") + p.crutch_research_wea = "crutch_research_wea" + p:addCustomMessage("Weapons",p.crutch_research_wea,p.crutch_research_wea_msg) + -- tactical + p.crutch_research_tac_msg = string.format("%s %s",p.crutch_research_hlm_msg,p.crutch_research_wea_msg) + p.crutch_research_tac = "crutch_research_tac" + p:addCustomMessage("Tactical",p.crutch_research_tac,p.crutch_research_tac_msg) + -- engineering + p.crutch_research_eng_msg = _("msgEngineer","Suggested default settings: 50% coolant in warp, 50% coolant in maneuvering, 150% power in maneuvering, remaining systems: 100%, remainig coolant: 0. Watch energy carefully and let the commanding officer know when you get below 200 so you can dock and get more. The reactor will help, but charging at a station is more efficient.") + p.crutch_research_eng = "crutch_research_eng" + p:addCustomMessage("Engineering",p.crutch_research_eng,p.crutch_research_eng_msg) + -- engineering plus + p.crutch_research_epl_msg = p.crutch_research_eng_msg + p.crutch_research_epl = "crutch_research_epl" + p:addCustomMessage("Engineering+",p.crutch_research_epl,p.crutch_research_epl_msg) + -- science + p.crutch_research_sci_msg = "Quickly tell Helm/Tactical when planets or moons are coming. They don't see as far as you do. Study the orbiting bodies. Know that there are orbits of orbits. Tell everyone when you are notified that the data has been gathered on a moon or planet." + p.crutch_research_sci = "crutch_research_sci" + p:addCustomMessage("Science",p.crutch_research_sci,p.crutch_research_sci_msg) + -- relay + p.crutch_research_rel_msg = "Quickly tell Helm/Tactical when planets or moons are coming. They don't see as far as you do. Study the orbiting bodies. Know that there are orbits of orbits. Plan approach vectors for Helm and clearly communicate them. Provide updates on what's scanned and what remains by using the 'Orbit research' button." + p.crutch_research_rel = "crutch_research_rel" + p:addCustomMessage("Relay",p.crutch_research_rel,p.crutch_research_rel_msg) + -- operations + p.crutch_research_ops_msg = "Quickly tell Helm/Tactical when planets or moons are coming. They don't see as far as you do. Study the orbiting bodies. Know that there are orbits of orbits. Plan approach vectors for Helm and clearly communicate them. Tell everyone when you are notified that the data has been gathered on a moon or planet." + p.crutch_research_ops = "crutch_research_ops" + p:addCustomMessage("Operations",p.crutch_research_ops,p.crutch_research_ops_msg) + end +end +function playerTask(p) + if func_diagnostic then print("player task") end + if p.task == nil then + local power_systems = {"reactor","beamweapons","missilesystem","maneuver","impulse","jumpdrive","frontshield","rearshield"} + for i,system in ipairs(power_systems) do + p:setSystemPower(system,0.31):commandSetSystemPowerRequest(system,0.31) + end + p.start_heading = p:getHeading() + p:setCanDock(false) +-- print("shield frequency:",p:getShieldsFrequency(),string.format("(%i THz)",p:getShieldsFrequency()*20+400),"beam frequency:",p:getBeamFrequency(),string.format("(%i THz)",p:getBeamFrequency()*20+400)) + local current_shield_frequency = p:getShieldsFrequency() + local current_beam_frequency = p:getBeamFrequency() + repeat + p.dock_shield_frequency = math.random(1,20) + until(p.dock_shield_frequency ~= current_shield_frequency) + repeat + p.dock_beam_frequency = math.random(0,20) + until(p.dock_beam_frequency ~= current_beam_frequency) + p.task = "dock" + else + task_list[p.task](p) + end +end +-- First Task: Dock +-- Hurdles: request permission to dock, calibrate shields and beams, power down missiles +-- Participants: Helm, weapons, relay, engineering +function taskDock(p) + if func_diagnostic then print("task dock") end + if p.start_dock_message == nil then + if availableForComms(p) then + p.start_dock_message = "start" + p.home_station:openCommsTo(p) --send dock task instructional message + end + end + if p.dock_start_clock == nil then --check for non-relay message start triggers + if p.start_heading ~= p:getHeading() then + p.dock_start_clock = getScenarioTime() + else + local vx, vy = p:getVelocity() + if vx ~= 0 or vy ~= 0 then + p.dock_start_clock = getScenarioTime() + end + end + else --dock task started, check for task completion + if p.dock_max_velocity == nil then + p.dock_max_velocity = 0 + end + local vx, vy = p:getVelocity() + local player_velocity = math.sqrt((math.abs(vx)*math.abs(vx))+(math.abs(vy)*math.abs(vy)))*60/1000 + if player_velocity > p.dock_max_velocity then + p.dock_max_velocity = player_velocity + end + if p.dock_engineer_missile_zero_clock == nil then + if p:getSystemPower("missilesystem") <= 0 then + p.dock_engineer_missile_zero_clock = getScenarioTime() + end + end + if p.dock_set_shield_clock == nil then + if p.dock_shield_frequency == p:getShieldsFrequency() then + p.dock_set_shield_clock = getScenarioTime() + end + end + if p.dock_set_beam_clock == nil then + if p.dock_beam_frequency == p:getBeamFrequency() then + p.dock_set_beam_clock = getScenarioTime() + end + end + if p:isDocked(p.home_station) then + p.dock_end_clock = getScenarioTime() + p.task = "completed dock" + p.dock_task = "complete" + end + end +end +function taskCompletedDock(p) + if func_diagnostic then print("task completed dock") end + p.task = "scan" + local recorded = false + for i, eval in ipairs(posthumous) do + if eval.name == p:getCallSign() then + if eval.task == "dock" then + recorded = true + break + end + end + end + if not recorded then + table.insert(posthumous,{name = p:getCallSign(), task = "dock", clock = getScenarioTime(), desc = dockTaskEvaluationOutput(p,"gm")}) + end + -- handle pre-launched scan probes + if probe_list ~= nil and #probe_list > 0 then + for i, pr in ipairs(probe_list) do + if pr.probe:isValid() then + if p == pr.launcher and pr.clock < p.dock_end_clock then + local pt_x, pt_y = pr.probe:getTarget() + local dist = distance(pt_x, pt_y, p.home_station.neb_x, p.home_station.neb_y) + if dist < 10000 then + local pp_x, pp_y = pr.probe:getPosition() + dist = distance(pp_x,pp_y,p.home_station.neb_x, p.home_station.neb_y) + if dist < 10000 then + pr.probe:destroy() + else + pr.probe:onArrival(destroyOnArrival) + end + pr.del = true + end + end + else + pr.del = true + end + end + for i=#probe_list,1,-1 do + if probe_list[i].del then + probe_list[i] = probe_list[#probe_list] + probe_list[#probe_list] = nil + end + end + end + -- add scan targets + local scan_target_coordinates = {} + table.insert(scan_target_coordinates,{x = p.home_station.neb_x, y = p.home_station.neb_y}) + local vx, vy = vectorFromAngleNorth(p.home_station.heading_angle,5500) + table.insert(scan_target_coordinates,{x = p.home_station.neb_x + vx, y = p.home_station.neb_y + vy}) + vx, vy = vectorFromAngleNorth((p.home_station.heading_angle + 180) % 360,5500) + table.insert(scan_target_coordinates,{x = p.home_station.neb_x + vx, y = p.home_station.neb_y + vy}) + p.scan_targets = {} + local scan_ship_types = { + _("station-comms","Personnel Freighter 5"), + _("station-comms","Goods Freighter 5"), + _("station-comms","Garbage Freighter 5"), + _("station-comms","Equipment Freighter 5"), + _("station-comms","Fuel Freighter 5"), + _("station-comms","Transport1x5"), + _("station-comms","Transport2x5"), + _("station-comms","Transport3x5"), + _("station-comms","Transport4x5"), + _("station-comms","Transport5x5"), + } + local coordinates = tableRemoveRandom(scan_target_coordinates) + local ship = CpuShip():setTemplate(tableRemoveRandom(scan_ship_types)):setPosition(coordinates.x, coordinates.y):setFaction("Human Navy"):orderDock(p.home_station):setHeading((p.home_station.heading_angle + 180) % 360):setCommsScript(""):setCommsFunction(commsShip) + table.insert(p.scan_targets,{ship = ship,name = ship:getCallSign(), faction = ship:getFaction(), single_scan_clock = nil,full_scan_clock = nil,typeName = ship:getTypeName(),identified_type = nil,shield_frequency = ship:getShieldsFrequency(),identified_frequency = nil,type_report_clock = nil, frequency_report_clock = nil}) + table.insert(transportList,ship) + coordinates = tableRemoveRandom(scan_target_coordinates) + ship = CpuShip():setTemplate(tableRemoveRandom(scan_ship_types)):setPosition(coordinates.x, coordinates.y):setFaction("Independent"):orderDock(p.home_station):setHeading((p.home_station.heading_angle + 180) % 360):setCommsScript(""):setCommsFunction(commsShip) + table.insert(p.scan_targets,{ship = ship,name = ship:getCallSign(), faction = ship:getFaction(), single_scan_clock = nil,full_scan_clock = nil,typeName = ship:getTypeName(),identified_type = nil,shield_frequency = ship:getShieldsFrequency(),identified_frequency = nil,type_report_clock = nil, frequency_report_clock = nil}) + table.insert(transportList,ship) + coordinates = tableRemoveRandom(scan_target_coordinates) + local station_x, station_y = p.home_station:getPosition() + ship = CpuShip():setTemplate(tableRemoveRandom(scan_ship_types)):setPosition(coordinates.x, coordinates.y):setFaction("Kraylor"):orderFlyTowards(station_x, station_y):setHeading((p.home_station.heading_angle + 180) % 360):setCommsScript(""):setCommsFunction(commsShip) + if destroy_freighters == nil then + destroy_freighters = {} + end + table.insert(destroy_freighters,{player_ship_name = p:getCallSign(),ship = ship,front_shield = ship:getShieldLevel(0),rear_shield = ship:getShieldLevel(1)}) +-- destroy_freighter = {ship = ship,front_shield = ship:getShieldLevel(0),rear_shield = ship:getShieldLevel(1)} + table.insert(p.scan_targets,{ship = ship,name = ship:getCallSign(), faction = ship:getFaction(), single_scan_clock = nil,full_scan_clock = nil,typeName = ship:getTypeName(),identified_type = nil,shield_frequency = ship:getShieldsFrequency(),identified_frequency = nil,type_report_clock = nil, frequency_report_clock = nil}) +end +-- Second Task: Scan to discriminate targets +-- Hurdles: nebula obscures some targets +-- Participants: Science, relay +function taskScan(p) + if func_diagnostic then print("task scan") end + if p.scan_message == nil then + if availableForComms(p) then + p.scan_message = "start" + p.home_station:openCommsTo(p) -- send scan task instructional message + end + end + if p.scan_start_clock == nil then -- check for non-relay message start triggers + if not p:isDocked(p.home_station) then + p.scan_start_clock = getScenarioTime() + end + if p.scan_targets ~= nil then + for i, scan_target in ipairs(p.scan_targets) do + if scan_target.ship:isValid() then + if scan_target.ship:isScannedBy(p) then + p.scan_start_clock = getScenarioTime() + if scan_target.single_scan_clock == nil then + scan_target.single_scan_clock = getScenarioTime() + 1 + end + break + end + end + end + end + else -- scan task started, check for task completion + local identified_type_count = 0 + local identified_frequency_count = 0 + for i, scan_target in ipairs(p.scan_targets) do + if scan_target.ship:isValid() then + if scan_target.identified_type ~= nil then + identified_type_count = identified_type_count + 1 + end + if scan_target.identified_frequency ~= nil then + identified_frequency_count = identified_frequency_count + 1 + end + else + if scan_target.identified_type == nil then + scan_target.identified_type = "unidentified" + end + if scan_target.identified_frequency == nil then + scan_target.identified_frequency = -1000 + end + end + end + if identified_type_count >= 3 and identified_frequency_count >= 3 then + p.scan_end_clock = getScenarioTime() + p.task = "completed scan" + p.scan_task = "complete" + end + end +end +function taskCompletedScan(p) + if func_diagnostic then print("task completed scan") end + p.task = "destroy freighter" + local recorded = false + for i, eval in ipairs(posthumous) do + if eval.name == p:getCallSign() then + if eval.task == "scan" then + recorded = true + break + end + end + end + if not recorded then + table.insert(posthumous,{name = p:getCallSign(), task = "scan", clock = getScenarioTime(), desc = scanTaskEvaluationOutput(p,"gm")}) + end + local destroy_freighter = nil + for i, d in ipairs(destroy_freighters) do + if p:getCallSign() == d.player_ship_name then + destroy_freighter = d + end + end + if destroy_freighter ~= nil and not destroy_freighter.ship:isValid() then + local station_x, station_y = p.home_station:getPosition() + local ship = CpuShip():setTemplate(p.scan_targets[3].typeName):setPosition(p.home_station.neb_x, p.home_station.neb_y):setFaction("Kraylor"):orderFlyTowards(station_x, station_y):setHeading(p.home_station.heading_angle):setCommsScript(""):setCommsFunction(commsShip) + destroy_freighter = {player_ship_name = p:getCallSign(), ship = ship,front_shield = ship:getShieldLevel(0),rear_shield = ship:getShieldLevel(1)} + end +end +-- Third Task: Destroy enemy freighter +-- Hurdles: Limited beam function, only HVLI type missiles +-- Participants: Helm, Weapons, engineering, science, relay +function taskDestroyFreighter(p) + if func_diagnostic then print("task destroy freighter") end + if p.destroy_freighter_message == nil then + if availableForComms(p) then + p.destroy_freighter_message = "start" + p.home_station:openCommsTo(p) -- send destroy freighter task instructional message + end + end + local destroy_freighter = nil + for i, d in ipairs(destroy_freighters) do + if p:getCallSign() == d.player_ship_name then + destroy_freighter = d + end + end + if p.destroy_freighter_start_clock == nil then -- check for non-relay message start triggers + if destroy_freighter.ship:getShieldLevel(0) < destroy_freighter.front_shield then + p.destroy_freighter_start_clock = getScenarioTime() + end + if destroy_freighter.ship:getShieldLevel(1) < destroy_freighter.rear_shield then + p.destroy_freighter_start_clock = getScenarioTime() + end + if p:getWeaponStorage("HVLI") < 16 then + p.destroy_freighter_start_clock = getScenarioTime() + end + else -- destroy freighter task started, check for completion + if not destroy_freighter.ship:isValid() then + p.destroy_freighter_end_clock = getScenarioTime() + p.destroy_freighter_remaining_HVLI = p:getWeaponStorage("HVLI") + p.task = "completed destroy freighter" + p.destroy_freighter_task = "complete" + end + end +end +function taskCompletedDestroyFreighter(p) + if func_diagnostic then print("task completed destroy freighter") end + p.task = "assist freighter" + local recorded = false + for i, eval in ipairs(posthumous) do + if eval.name == p:getCallSign() then + if eval.task == "destroy freighter" then + recorded = true + break + end + end + end + if not recorded then + table.insert(posthumous,{name = p:getCallSign(), task = "destroy freighter", clock = getScenarioTime(), desc = destroyFreighterTaskEvaluationOutput(p,"gm")}) + end + local af_x, af_y = vectorFromAngleNorth(p.home_station.heading_angle,60000) + local station_x, station_y = p.home_station:getPosition() + p.assist_freighter = CpuShip():setTemplate("Personnel Freighter 1"):setFaction("Arlenians"):setPosition(station_x + af_x,station_y + af_y):orderDock(p.home_station):setCommsScript(""):setCommsFunction(commsShip) + table.insert(transportList,p.assist_freighter) + local health_max = (math.random(-10,0)*5 - 25) + p.assist_freighter_integer_health_max = health_max + health_max = health_max/100 + p.assist_freighter:setSystemHealthMax("impulse",health_max) + local psx, psy = vectorFromAngleNorth(p.home_station.heading_angle,93000) + p.nemesis_station = placeStation(psx + station_x, psy + station_y, "Sinister", "Kraylor", "Large Station") + if nemesis_stations == nil then + nemesis_stations = {} + end + table.insert(nemesis_stations,{station = p.nemesis_station, ship = p, name = p.nemesis_station:getCallSign(), defense_ship_spawn_count = 0, defense_spawn_strength = 0, defense_ship_destroyed_count = 0, defense_ship_destroyed_strength = 0}) + p.nemesis_station.victim_name = p:getCallSign() + p.nemesis_station:onDestruction(function(self,instigator) + string.format("") + for i, p in ipairs(getActivePlayerShips()) do + if p:getCallSign() == self.victim_name then + p.complete_my_nemesis_clock = getScenarioTime() + end + end + local more_nemesis_stations = false + for i, nemesis in ipairs(nemesis_stations) do + if nemesis.station ~= self then + if nemesis.station:isValid() then + more_nemesis_stations = true + end + end + end + if not more_nemesis_stations then + bonus_task_end_clock = getScenarioTime() + end + end) + -- spawn some fighters to chase freighter + local attack_angle = p.home_station.heading_angle + local poa_x, poa_y = vectorFromAngleNorth(attack_angle,3000) + poa_x = poa_x + psx + station_x + poa_y = poa_y + psy + station_y + local fleet_prefix = generateCallSignPrefix() + p.assist_freighter_marauders = {} + local lead_ship = CpuShip():setTemplate("Adder MK5"):setFaction("Kraylor"):setCommsScript(""):setCommsFunction(commsShip):onDestruction(marauderDestroyed) + lead_ship:setPosition(poa_x,poa_y):setHeading(attack_angle):orderFlyTowards(station_x, station_y):setCallSign(generateCallSign(fleet_prefix)) + table.insert(p.assist_freighter_marauders,{ship = lead_ship,name = lead_ship:getCallSign()}) + lead_ship.formation_ships = {} + local forward_formation = { + {angle = 10, dist = 2500}, + {angle = 30, dist = 2700}, + {angle = 350, dist = 2500}, + {angle = 330, dist = 2700}, + } + for i, form in ipairs(forward_formation) do + local ship = CpuShip():setTemplate("MU52 Hornet"):setFaction("Kraylor"):setCommsScript(""):setCommsFunction(commsShip) + local form_x, form_y = vectorFromAngleNorth(attack_angle + form.angle,form.dist) + local form_prime_x, form_prime_y = vectorFromAngle(form.angle, form.dist) + ship:setPosition(poa_x + form_x, poa_y + form_y):setHeading(attack_angle):orderFlyFormation(lead_ship,form_prime_x,form_prime_y):setCallSign(generateCallSign(fleet_prefix)) + ship:onDestruction(marauderDestroyed) + table.insert(p.assist_freighter_marauders,{ship = ship,name = ship:getCallSign()}) + end + p:setWeaponStorageMax("Homing",12) + p:setWeaponStorage("Homing",12) + p:setWeaponStorageMax("Mine",8) + p:setWeaponStorage("Mine",8) + p:setWeaponStorageMax("EMP",6) + p:setWeaponStorage("EMP",6) + p:setWeaponStorageMax("Nuke",4) + p:setWeaponStorage("Nuke",4) +-- Arc, Dir, Range, CycleTime, Dmg + p:setBeamWeapon(0, 100, -20, 1500, 6, 8) -- restore cycle time + p:setBeamWeapon(1, 100, 20, 1500, 6, 8) + psx, psy = vectorFromAngleNorth(p.home_station.heading_angle,103000) + local wh = WormHole():setPosition(station_x + psx, station_y + psy) + local rx, ry = vectorFromAngleNorth(p.home_station.heading_angle+180,13000) + wh:setTargetPosition(terrain_center_x + rx,terrain_center_y + ry) + wh:onTeleportation(function(self,teleportee) + string.format("") + if teleportee.typeName == "PlayerSpaceship" then + teleportee:setSystemHealth("jumpdrive",-random(.2,.8)) + teleportee:setSystemHealth("beamweapons",-random(.2,.8)) + teleportee:setSystemHealth("missilesystem",-random(.2,.8)) + end + end) +end +-- Fourth Task: Assist freighter +-- Hurdles: Get parts from station, find freighter, fend off attackers +-- Participants: Helm, science, relay, engineering, weapons +function taskAssistFreighter(p) + if func_diagnostic then print("task assist freighter") end + if p.assist_freighter_message == nil then + if availableForComms(p) then + p.assist_freighter_message = "start" + p.home_station:openCommsTo(p) -- send assist freighter task instructional message + end + end + if p.assist_freighter_start_clock == nil then -- check for non-relay message start triggers + if p.assist_freighter:isValid() then + for i,m in ipairs(p.assist_freighter_marauders) do + if m.ship:isValid() then + if distance(p.assist_freighter,m.ship) < 20000 then + p.assist_freighter_start_clock = getScenarioTime() + end + end + end + end + else -- task has started, check for completion + local freighter_part_complete = false + if p.assist_freighter:isValid() then + if p.assist_freighter_fixed_clock ~= nil then + freighter_part_complete = true + else + if p.assist_freighter_scanned_clock == nil then + if p.assist_freighter:isScannedBy(p) then + p.assist_freighter_scanned_clock = getScenarioTime() + end + else + if p.assist_freighter_fully_scanned_clock == nil then + if p.assist_freighter:isFullyScannedBy(p) then + p.assist_freighter_fully_scanned_clock = getScenarioTime() + end + end + end + end + else + freighter_part_complete = true -- freighter was destroyed + end + local marauder_count = 0 + for i,m in ipairs(p.assist_freighter_marauders) do + if m.ship:isValid() then + marauder_count = marauder_count + 1 + break + end + end + if freighter_part_complete and marauder_count == 0 then + p.assist_freighter_end_clock = getScenarioTime() + p.task = "completed assist freighter" + p.assist_freighter_task = "complete" + end + end + if p.assist_freighter_attack_warning == nil then + if p.assist_freighter_message == "sent" then + if p.assist_freighter:isValid() then + for i,m in ipairs(p.assist_freighter_marauders) do + if m.ship:isValid() then + if distance(p.assist_freighter,m.ship) < 20000 then + if availableForComms(p) then + p.assist_freighter_attack_warning = "start" + p.home_station:openCommsTo(p) + end + end + end + end + end + end + end +end +function taskCompletedAssistFreighter(p) + if func_diagnostic then print("task completed assist freighter") end + local recorded = false + for i, eval in ipairs(posthumous) do + if eval.name == p:getCallSign() then + if eval.task == "assist freighter" then + recorded = true + break + end + end + end + if not recorded then + table.insert(posthumous,{name = p:getCallSign(), task = "assist freighter", clock = getScenarioTime(), desc = assistFreighterTaskEvaluationOutput(p,"gm")}) + end + p.orbital_body_research = {} + table.insert(p.orbital_body_research,{body = center_blackhole, research = "N"}) + for i,body in pairs(planetList) do + table.insert(p.orbital_body_research,{body = body, research = "N"}) + end + p.task = "research" +end +-- Fifth task: Research anomalous planetary orbital behavior +-- Hurdles: Bumping into planets causes severe damage to ship, navigate carefully +-- Participants: Helm, Science, Relay, Engineering +function taskResearch(p) + if func_diagnostic then print("task research") end + if p.research_message == nil then + if availableForComms(p) then + p.research_message = "start" + p.home_station:openCommsTo(p) -- send research task instructional message + end + elseif p.research_message == "sent" then + if p.orbit_research_button_rel == nil then + p.orbit_research_button_rel = "orbit_research_button_rel" + p:addCustomButton("Relay",p.orbit_research_button_rel,"Orbit research",function() + string.format("") + orbitResearch(p) + end,20) + p.orbit_research_button_ops = "orbit_research_button_ops" + p:addCustomButton("Operations",p.orbit_research_button_ops,"Orbit research",function() + string.format("") + orbitResearch(p) + end,20) + end + p:setWarpDrive(true) + p:setWarpSpeed(1250) + p.research_message = "no more messages" + end + if p.research_start_clock == nil then + for i, orbit in ipairs(p.orbital_body_research) do + if orbit.start_scan_clock ~= nil then + p.research_start_clock = getScenarioTime() + break + end + end + else -- task started, check for completion conditions + if p.research_fleet == nil then + p.research_fleet = {} + p.research_fleet_clock = getScenarioTime() + else + if getScenarioTime() - p.research_fleet_clock > 60 then + p.research_fleet_clock = getScenarioTime() + if #p.research_fleet < 5 then + local templates = {"MT52 Hornet","MU52 Hornet","Ktlitan Fighter","Ktlitan Scout","Fighter"} + local rx, ry = vectorFromAngleNorth(p.home_station.heading_angle+180,13000) + local sx, sy = p.home_station:getPosition() + local ship = CpuShip():setTemplate(templates[math.random(1,#templates)]):setPosition(terrain_center_x + rx,terrain_center_y + ry) + :setFaction("Kraylor"):orderFlyTowards(sx, sy) + table.insert(p.research_fleet,ship) + end + end + for i, ship in ipairs(p.research_fleet) do + if not ship:isValid() then + p.research_fleet[i] = p.research_fleet[#p.research_fleet] + p.research_fleet[#p.research_fleet] = nil + break + end + end + end + local research_complete = false + local scan_count = 0 + for i, orbit in ipairs(p.orbital_body_research) do + if orbit.research == "Y" then + scan_count = scan_count + 1 + end + if scan_count > (#p.orbital_body_research/2) then + research_complete = true + end + end + if research_complete then + p.research_end_clock = getScenarioTime() + p.task = "completed research" + p.research_task = "complete" + end + end +end +function taskCompletedResearch(p) + if func_diagnostic then print("task completed research") end + local recorded = false + for i, eval in ipairs(posthumous) do + if eval.name == p:getCallSign() then + if eval.task == "research" then + recorded = true + break + end + end + end + if not recorded then + table.insert(posthumous,{name = p:getCallSign(), task = "research", clock = getScenarioTime(), desc = researchTaskEvaluationOutput(p,"gm")}) + end + if p.completed_research_message == nil then + if availableForComms(p) then + p.completed_research_message = "sent" + if p.home_station:isValid() then + p.home_station:sendCommsMessage(p,string.format(_("human-incCall","You completed the research task. Destroy any Kraylor headed for %s"),p.home_station:getCallSign())) + else + p:addToShipLog(_("goal-shipLog","You completed the research task. Destroy any Kraylor that were headed for your home base"),"Magenta") + end + if p.home_station:isValid() then + local nsx, nsy = p.nemesis_station:getPosition() + local psx, psy = vectorFromAngleNorth(p.home_station.heading_angle, 3000) + CpuShip():setTemplate("Defense platform"):setFaction("Kraylor"):setPosition(nsx + psx, nsy + psy):orderStandGround() + local psx, psy = vectorFromAngleNorth(p.home_station.heading_angle + 120, 3000) + CpuShip():setTemplate("Defense platform"):setFaction("Kraylor"):setPosition(nsx + psx, nsy + psy):orderStandGround() + local psx, psy = vectorFromAngleNorth(p.home_station.heading_angle + 240, 3000) + CpuShip():setTemplate("Defense platform"):setFaction("Kraylor"):setPosition(nsx + psx, nsy + psy):orderStandGround() + end + p.task = "research cleanup" + end + end +end +function taskResearchCleanup(p) + if func_diagnostic then print("task research cleanup") end + if #p.research_fleet > 0 then + for i,ship in ipairs(p.research_fleet) do + if ship == nil or not ship:isValid() then + p.research_fleet[i] = p.research_fleet[#p.research_fleet] + p.research_fleet[#p.research_fleet] = nil + break + end + end + else + p:removeCustom(p.orbit_research_button_rel) + p:removeCustom(p.orbit_research_button_ops) + if p.completed_research_cleanup_message == nil then + if availableForComms(p) then + if p.home_station:isValid() then + p.home_station:sendCommsMessage(p,string.format("The Kraylor gunning for %s have been eliminated. Take the fight to the Kraylor by finding and destroying the station that sent fighters after that defenseless Arlenian freighter. Be careful though. I'm sure the Kraylor will not give up their station easily.",p.home_station:getCallSign())) + else + p:addToShipLog("The Kraylor gunning for your home station have been eliminated. Take the fight to the Kraylor by finding and destroying the station that sent fighters after that defenseless Arlenian freighter. Be careful though. I'm sure the Kraylor will not give up their station easily.","Magenta") + end + p.task = "bonus" + p.completed_research_cleanup_message = "sent" + end + end + end +end +-- Bonus task: Destroy enemy base +-- Hurdles: Enemy space ships, enemy base is far from primary base +-- Participants: Helm, Weapons, Engineering, Science, Relay +function taskBonus(p) + if func_diagnostic then print("task bonus") end + local bonus_task_complete = true + local my_nemesis_index = nil + for i, nemesis in ipairs(nemesis_stations) do + if p.nemesis_station == nemesis.station then + my_nemesis_index = i + end + if nemesis.station:isValid() then + bonus_task_complete = false + end + end + local other_players_working_tasks = false + for index,player in pairs(player_restart) do + if index ~= "add" then + local pc = getPlayerShip(index) + if pc ~= nil and pc:isValid() then + if pc.research_task == nil or pc.research_task ~= "complete" then + other_players_working_tasks = true + break + end + end + end + end + local nem = nemesis_stations[my_nemesis_index] + if not p.nemesis_station:isValid() then + if availableForComms(p) then + if p.home_station:isValid() then + if bonus_task_complete then + if other_players_working_tasks then + if p.player_waiting_message == nil then + p.home_station:sendCommsMessage(p,"All the Kraylor stations have been destroyed. There are other Human Navy ships working on tasks. Feel free to examine the evaluations on all of your tasks including the bonus task.") + p.player_waiting_message = "sent" + end + else + globalMessage("All tasks complete. All Kraylor stations destroyed.") + victory("Human Navy") + end + else + if p.bonus_partially_completed_message == nil then + p.home_station:sendCommsMessage(p,string.format("%s, the station that was after the Arlenian freighter has been destroyed. There may be other Kraylor stations outside the nebula ring that you could hunt down and destroy.",nem.name)) + p.bonus_partially_completed_message = "sent" + end + end + else + if bonus_task_complete then + if other_players_working_tasks then + if p.player_waiting_message == nil then + p:addToShipLog("All the Kraylor stations have been destroyed. There are other Human Navy ships working on tasks. Feel free to examine the evaluations on all of your tasks including the bonus task.","Magenta") + p.player_waiting_message = "sent" + end + else + globalMessage("All tasks complete. All Kraylor stations destroyed.") + victory("Human Navy") + end + else + if p.bonus_partially_completed_message == nil then + p:addToShipLog(string.format("%s, the station that was after the Arlenian freighter has been destroyed. There may be other Kraylor stations outside the nebula ring that you could hunt down and destroy.",nem.name),"Magenta") + p.bonus_partially_completed_message = "sent" + end + end + end + end + end +end + +function orbitResearch(p) + if func_diagnostic then print("orbit research") end + table.sort(p.orbital_body_research, function(a,b) + return a.research < b.research or + (a.research == b.research and a.body:getCallSign() < b.body:getCallSign()) + end) + local out = "" + local completed_count = 0 + local incomplete_count = 0 + for i, orbit in ipairs(p.orbital_body_research) do + out = string.format("%s\n%s %s",out,orbit.research,orbit.body:getCallSign()) + if orbit.start_scan_clock ~= nil then + out = string.format(_("msgRelay&Operations","%s Scan started at %.1f"),out,orbit.start_scan_clock) + end + if orbit.research == "Y" then + completed_count = completed_count + 1 + else + incomplete_count = incomplete_count + 1 + end + end + out = string.format(_("msgRelay&Operations","Orbital body researched status:\nCompleted: %s Remaining: %s\n%s"),completed_count,incomplete_count,out) + if p.task == "research cleanup" then + if #p.research_fleet > 0 then + local hunter_out = _("msgRelay&Operations","Enemy ships hunting") + if p.home_station ~= nil and p.home_station:isValid() then + hunter_out = string.format(_("msgRelay&Operations","%s for %s:"),hunter_out,p.home_station:getCallSign()) + else + hunter_out = string.format("%s:",hunter_out) + end + for i,ship in ipairs(p.research_fleet) do + if ship ~= nil and ship:isValid() then + hunter_out = string.format(_("msgRelay&Operations","%s\n %s in %s"),hunter_out,ship:getCallSign(),ship:getSectorName()) + end + end + out = string.format("%s\n%s",hunter_out,out) + end + end + p.orbit_research_status_message_rel = "orbit_research_status_message_rel" + p:addCustomMessage("Relay",p.orbit_research_status_message_rel,out) + p.orbit_research_status_message_ops = "orbit_research_status_message_ops" + p:addCustomMessage("Operations",p.orbit_research_status_message_ops,out) +end +function enableDock(p) + if func_diagnostic then print("enable dock") end + if p.dock_shield_frequency == p:getShieldsFrequency() and p.dock_beam_frequency == p:getBeamFrequency() and p:getSystemPower("missilesystem") <= 0 then + p:setCanDock(true) + else + p:setCanDock(false) + end +end +function trackFreighterScans(p) + if func_diagnostic then print("track freighter scans") end + if p.scan_targets ~= nil then + for i, scan_target in ipairs(p.scan_targets) do + if scan_target.ship:isValid() then + if scan_target.single_scan_clock == nil then + if scan_target.ship:isScannedBy(p) then + scan_target.single_scan_clock = getScenarioTime() + end + end + if scan_target.full_scan_clock == nil then + if scan_target.ship:isFullyScannedBy(p) then + scan_target.full_scan_clock = getScenarioTime() + end + end + end + end + end +end +function rotateAlliedStations(delta) + if func_diagnostic then print("rotate allied stations") end + for i, station in ipairs(allied_stations) do + if station:isValid() then + station:setRotation((station:getRotation()+.03)%360) + end + end +end +function nemesisMaintenance(p) + if func_diagnostic then print("nemesis maintenance") end + if nemesis_stations ~= nil then + for i, nemesis in ipairs(nemesis_stations) do + if nemesis.station:isValid() then + local station = nemesis.station + if distance(p,station) < 20000 then + local sx, sy = station:getPosition() + local fleet = nil + if station.defense_fleet == nil then + if p.nemesis_danger == nil then + p.nemesis_danger = 1 + end + fleet = spawnEnemies(sx,sy,p.nemesis_danger,"Kraylor") + p.nemesis_danger = p.nemesis_danger + random(0,1) + nemesis.defense_ship_spawn_count = nemesis.defense_ship_spawn_count + #fleet + station.defense_fleet = {} + for j,ship in ipairs(fleet) do + ship:orderDefendTarget(station) + table.insert(station.defense_fleet,ship) + local selected_template = ship:getTypeName() + nemesis.defense_spawn_strength = nemesis.defense_spawn_strength + ship_template[selected_template].strength + ship.nemesis_index = i + ship:onDestruction(function(self,instigator) + string.format("") + nemesis_stations[self.nemesis_index].defense_ship_destroyed_count = nemesis_stations[self.nemesis_index].defense_ship_destroyed_count + 1 + local selected_template = self:getTypeName() + nemesis_stations[self.nemesis_index].defense_ship_destroyed_strength = nemesis_stations[self.nemesis_index].defense_ship_destroyed_strength + ship_template[selected_template].strength + end) + end + station.defense_fleet_spawn_clock = getScenarioTime() + else + local purged = nil + repeat + purged = true + for i=1,#station.defense_fleet do + if not station.defense_fleet[i]:isValid() then + station.defense_fleet[i] = station.defense_fleet[#station.defense_fleet] + station.defense_fleet[#station.defense_fleet] = nil + purged = false + break + end + end + until(purged) + if getScenarioTime() - station.defense_fleet_spawn_clock > 60 then + if #station.defense_fleet > 0 then + if random(1,100) < 7 then + fleet = spawnEnemies(sx,sy,random(.3,1),"Kraylor") + nemesis.defense_ship_spawn_count = nemesis.defense_ship_spawn_count + #fleet + for i,ship in ipairs(fleet) do + ship:orderDefendTarget(station) + table.insert(station.defense_fleet,ship) + local selected_template = ship:getTypeName() + nemesis.defense_spawn_strength = nemesis.defense_spawn_strength + ship_template[selected_template].strength + ship.nemesis_index = i + ship:onDestruction(function(self,instigator) + string.format("") + nemesis_stations[self.nemesis_index].defense_ship_destroyed_count = nemesis_stations[self.nemesis_index].defense_ship_destroyed_count + 1 + local selected_template = self:getTypeName() + nemesis_stations[self.nemesis_index].defense_ship_destroyed_strength = nemesis_stations[self.nemesis_index].defense_ship_destroyed_strength + ship_template[selected_template].strength + end) + end + end + else + if random(1,100) < 87 then + fleet = spawnEnemies(sx,sy,random(.6,1),"Kraylor") + nemesis.defense_ship_spawn_count = nemesis.defense_ship_spawn_count + #fleet + for i,ship in ipairs(fleet) do + ship:orderDefendTarget(station) + table.insert(station.defense_fleet,ship) + local selected_template = ship:getTypeName() + nemesis.defense_spawn_strength = nemesis.defense_spawn_strength + ship_template[selected_template].strength + ship.nemesis_index = i + ship:onDestruction(function(self,instigator) + string.format("") + nemesis_stations[self.nemesis_index].defense_ship_destroyed_count = nemesis_stations[self.nemesis_index].defense_ship_destroyed_count + 1 + local selected_template = self:getTypeName() + nemesis_stations[self.nemesis_index].defense_ship_destroyed_strength = nemesis_stations[self.nemesis_index].defense_ship_destroyed_strength + ship_template[selected_template].strength + end) + end + end + end + station.defense_fleet_spawn_clock = getScenarioTime() + end + end + end + end + end + end +end +function transportMaintenance() + if func_diagnostic then print("transport maintenance") end + for i,ship in ipairs(transportList) do + local set_dock_destination = false + if ship:isValid() then + local docked_station = ship:getDockedWith() + if docked_station ~= nil then + if ship.undock_delay == nil then + ship.undock_delay = getScenarioTime() + random(5,10) + else + if getScenarioTime() > ship.undock_delay then + set_dock_destination = true + end + end + end + if string.find(ship:getOrder(),"Dock") then + if not ship:getOrderTarget():isValid() then + set_dock_destination = true + end + else + set_dock_destination = true + end + if set_dock_destination then + local all_stations_valid = true + local dock_candidates = {} + for j,station in ipairs(stationList) do + if station:isValid() then + if station ~= docked_station then + table.insert(dock_candidates,{station = station, dist = distance(ship,station)}) + end + else + stationList[j] = stationList[#stationList] + stationList[#stationList] = nil + all_stations_valid = false + break + end + end + if all_stations_valid then + if #dock_candidates > 0 then + table.sort(dock_candidates,function(a,b) + return a.dist < b.dist + end) + ship:orderDock(dock_candidates[math.random(1,math.min(5,#dock_candidates))].station) + ship.undock_delay = nil + end + end + end + else + transportList[i] = transportList[#transportList] + transportList[#transportList] = nil + break + end + end +end + +function update(delta) + if func_diagnostic then print("update") end + if delta == 0 then + --game paused + for pidx=1,32 do + local p = getPlayerShip(pidx) + if p ~= nil and p:isValid() then + if p.pidx == nil then + p.pidx = pidx + identifyPlayerShip(p,true) + end + end + end + return --skip unpaused functions + end + if post_pause_initialization == nil then + game_state = "post pause initialization" + if mainGMButtons == mainGMButtonsDuringPause then --switch GM buttons + mainGMButtons = mainGMButtonsAfterPause + mainGMButtons() + end + if trainee_player_count == nil then --count trainee ships + trainee_player_count = 0 + for pidx=1,32 do + local p = getPlayerShip(pidx) + if p ~= nil and p:isValid() then + trainee_player_count = trainee_player_count + 1 + end + end + end + setOrbitalSpeeds() --uses default values or those set by GM buttons while paused + createEnvironment() --depends on set orbital speeds function + post_pause_initialization = "done" + game_state = "running" + end + local valid_players = 0 + for pidx=1,32 do + local p = getPlayerShip(pidx) + if p ~= nil then + if p:isValid() then + valid_players = valid_players + 1 + if p.pidx == nil then --if player ship not identified (spawn/respawn) + p.pidx = pidx + identifyPlayerShip(p,false) + end + if p.start_x == nil then --if player ship not placed (spawn/respawn) + if pidx > trainee_player_count then --place trainer + local angle = random(0,360) + if player_restart[pidx] ~= nil and player_restart[pidx].start_x ~= nil then + p.start_x = player_restart[pidx].start_x + p.start_y = player_restart[pidx].start_y + p.angle = player_restart[pidx].angle + angle = p.angle + else + local psx, psy = vectorFromAngle(angle,100000) + p.start_x = terrain_center_x + psx + p.start_y = terrain_center_y + psy + p.angle = angle + player_restart.add(pidx,nil,nil,p.start_x,p.start_y,p.angle) + if pirate_reputation == nil then + p:addReputationPoints(50) + pirate_reputation = "provided" + end + end + local tra = angle + 180 + if tra > 360 then + tra = tra - 360 + end + p:commandTargetRotation(tra) + local ha = angle + 270 + if ha > 360 then + ha = ha - 360 + end + p:setHeading(ha) + p:setPosition(p.start_x,p.start_y) + else --place trainee + if players_positioned == nil then + placeTraineePlayerShipsAndStations() --determine and set player initial positions + players_positioned = true + else --start trainee back at starting location + p.start_x = player_restart[pidx].start_x + p.start_y = player_restart[pidx].start_y + p:setPosition(p.start_x,p.start_y) + p.angle = player_restart[pidx].angle + angle = p.angle + tra = angle + 180 + if tra > 360 then + tra = tra - 360 + end + p:commandTargetRotation(tra) + ha = angle + 270 + if ha > 360 then + ha = ha - 360 + end + p:setHeading(ha) + if player_restart[pidx].restart_count == nil then + player_restart[pidx].restart_count = 0 + end + player_restart[pidx].restart_count = player_restart[pidx].restart_count + 1 + end + end + else + playerTask(p) + enableDock(p) + trackFreighterScans(p) + blackHoleResearch(p) + nemesisMaintenance(p) + end + end + end + end + rotateAlliedStations(delta) + transportMaintenance() + local player_count = 0 + for p, details in pairs(player_restart) do + player_count = player_count + 1 + end + player_count = player_count - 1 --subtract 1 for add function in table + if valid_players < player_count then --count is short, respawn destroyed player + local respawned_player = PlayerSpaceship() + identifyPlayerShip(respawned_player,false) + local pidx = respawned_player.pidx + respawned_player:setPosition(player_restart[pidx].start_x,player_restart[pidx].start_y) + end + planetCollisionDetection() +end