Divergent/mods/Western Goods/gamedata/scripts/western_goods_tasks_act_3.s...

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2024-03-17 20:18:03 -04:00
---==================================================================================================================---
--- ---
--- Original Author(s) : NLTP_ASHES ---
--- Edited : N/A ---
--- Date : 17/04/2023 ---
--- License : Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) ---
--- ---
--- Script used to manage the tasks of the third act of the addon's storyline. ---
--- ---
--- Each task is composed of the following elements : ---
--- - A act_3_task_X_start(...) function, used to start the task; ---
--- - A act_3_task_X_end(...) function, used to end the task; ---
--- - A xr_effects.act_3_task_X_init(...) function, called when the task has started; ---
--- - A xr_effects.act_3_task_X_complete(...) function, called when the task was successfully completed; ---
--- - A xr_effects.act_3_task_X_fail(...) function, called when the task was failed; ---
--- - A task_functor.act_3_task_X_title_f(...) function, called periodically to get the name; ---
--- - A task_functor.act_3_task_X_descr_f(...) function, called periodically to get the description; ---
--- - A task_functor.act_3_task_X_target_f(...) function, called periodically to get the target (for the PDA); ---
--- - A task_status_functor.act_3_task_X_status_f(...) function, called periodically to run the core logic. ---
--- ---
---==================================================================================================================---
-- ---------------------------------------------------------------------------------------------------------------------
-- Constants, global variables and imported functions
-- ---------------------------------------------------------------------------------------------------------------------
-- Imported functions
local dbg_printf = western_goods_utils.dbg_printf
local send_dialog = western_goods_dialogs_manager.send_dialog
-- Constants
local CONST_TASK_1_USB_UNLOCK_DIALOG_ID = "western_goods_act_3_task_1_usb_unlock"
local CONST_TASK_1_USB_UNLOCK_COST = 5000
local CONST_TASK_3_BRIBE_COST = 20000
-- Task variables
TASK_1_CACHE = {}
TASK_2_CACHE = {}
TASK_3_CACHE = {}
TASK_4_CACHE = {}
-- ---------------------------------------------------------------------------------------------------------------------
-- ACT 3 - CHERNENKO BROTHERS
-- ---------------------------------------------------------------------------------------------------------------------
-- TASK 1 - OLD STASH
-- ---------------------------------------------------------------------------------------------------------------------
--- Function used to start Act 3, Task 1.
--- @param first_speaker cse_alife_object
--- @param second_speaker cse_alife_object
--- @return nil
function act_3_task_1_start(first_speaker, second_speaker)
local npc = dialogs.who_is_npc(first_speaker, second_speaker)
task_manager.get_task_manager():give_task("western_goods_act_3_task_1", npc:id())
dbg_printf("[WG] Tasks Act 3 | Task 1 - Task started...")
end
--- Function used to end Act 3, Task 1.
--- @return nil
function act_3_task_1_end()
task_manager.get_task_manager():set_task_completed("western_goods_act_3_task_1")
dbg_printf("[WG] Tasks Act 3 | Task 1 - Task completed...")
end
--- Function called when the task is initiated.
--- @param actor cse_alife_object
--- @param npc cse_alife_object
--- @return nil
function xr_effects.act_3_task_1_init(actor,npc)
-- Process info portions
western_goods_utils.give_info("western_goods_act_3_task_1_active")
western_goods_utils.give_info("western_goods_act_3_task_1_init")
end
--- Function called when the task is successfully completed.
--- @param actor cse_alife_object
--- @param npc cse_alife_object
--- @return nil
function xr_effects.act_3_task_1_complete(actor,npc)
-- Process info portions
western_goods_utils.rem_info("western_goods_act_3_task_1_active")
western_goods_utils.rem_info("western_goods_act_3_task_1_init")
western_goods_utils.give_info("western_goods_act_3_task_1_finished")
end
--- Function called when the task is failed.
--- @param actor cse_alife_object
--- @param npc cse_alife_object
--- @return nil
function xr_effects.act_3_task_1_fail(actor,npc)
-- Process info portions
western_goods_utils.rem_info("western_goods_act_3_task_1_active")
western_goods_utils.rem_info("western_goods_act_3_task_1_init")
-- Process penalty
xr_effects.fail_task_dec_goodwill(actor,npc,{"50","killer"})
end
--- Function used to retrieve the title of the mission (displayed in the PDA).
--- @param task_id number
--- @param field string
--- @param p any
--- @param tsk CGameTask
--- @return string
function task_functor.act_3_task_1_title_f(task_id,field,p,tsk)
if true then -- Cond to force my IDE to fold this fucking function correctly
return western_goods_utils.get_translation("st_wg_act_3_task_1_title")
end
end
--- Function used to retrieve the description of the mission (displayed in the PDA).
--- Warning : naming contract on the translation string : st_wg_trader_act_3_task_1_stage_<stage>_descr.
--- @param task_id number
--- @param field string
--- @param p any
--- @param tsk CGameTask
--- @return string
function task_functor.act_3_task_1_descr_f(task_id,field,p,tsk)
if true then -- Cond to force my IDE to fold this fucking function correctly
return western_goods_utils.get_translation("st_wg_act_3_task_1_stage_" .. tostring(tsk.stage) .. "_descr")
end
end
--- Function used to retrieve the target of the mission (marker displayed (or not) in the PDA).
--- @param task_id number
--- @param field string
--- @param p any
--- @param tsk CGameTask
--- @return number
function task_functor.act_3_task_1_target_f(task_id,field,p,tsk)
if western_goods_utils.has_info("western_goods_act_3_task_1_init") then
if tsk.stage == 0 then
if western_goods_mcm.get_config("guided_tasks") then
local usb_se = western_goods_utils.server_object_by_sid("wg_danylo_pendrive_quest_item")
return usb_se and usb_se.id
end
end
if tsk.stage == 1 then
local usb_se = western_goods_utils.server_object_by_sid("wg_danylo_pendrive_quest_item")
return usb_se and usb_se.id
end
if tsk.stage == 2 then
return nil
end
if tsk.stage == 3 then
if western_goods_mcm.get_config("guided_tasks") then
local squad_se = western_goods_utils.server_object_by_sid("stalker_danylo_chernenko_squad")
return squad_se and squad_se.id
end
end
end
end
--- Function used to manage the mission logic as a whole.
--- @param tsk CGameTask
--- @param task_id number
--- @return string
function task_status_functor.act_3_task_1_status_f(tsk,task_id)
if western_goods_utils.has_info("western_goods_act_3_task_1_init") then
-- First stage : Find the USB drive
if tsk.stage == 0 then
local usb_se = western_goods_utils.server_object_by_sid("wg_danylo_pendrive_quest_item")
-- Spawn/respawn quest item if it doesn't exist
if not usb_se then
usb_se = alife_create_item("wg_danylo_pendrive_quest_item", task_1_get_spawn_stash())
dbg_printf("[WG] Tasks Act 3 | Task 1 - Stage 0 - Primary item spawned %s", usb_se.id)
return
end
-- If the player picked up the supplies, progress to stage 3
if usb_se and usb_se.parent_id == AC_ID then
-- Spawn Danylo
if not western_goods_utils.server_object_by_sid("stalker_danylo_chernenko_squad") then
western_goods_utils.spawn_squad_smart("stalker_danylo_chernenko_squad", "jup_a6")
end
-- Spawn SSU prisoner
if not western_goods_utils.server_object_by_sid("western_goods_ssu_prisoner_squad") then
western_goods_utils.spawn_squad_smart("western_goods_ssu_prisoner_squad", "jup_a6")
end
dbg_printf("[WG] Tasks Act 3 | Task 1 - Stage 0 - Player picked up the primary item %s", usb_se.id)
tsk.stage = 2
return
end
end
-- Second stage : Get the USB drive
if tsk.stage == 1 then
local usb_se = western_goods_utils.server_object_by_sid("wg_danylo_pendrive_quest_item")
-- Respawn Danylo if he disappeared
if not western_goods_utils.server_object_by_sid("stalker_danylo_chernenko_squad") then
western_goods_utils.spawn_squad_smart("stalker_danylo_chernenko_squad", "jup_a6")
end
-- Respawn SSU prisoner if he disappeared
if not western_goods_utils.server_object_by_sid("western_goods_ssu_prisoner_squad") then
western_goods_utils.spawn_squad_smart("western_goods_ssu_prisoner_squad", "jup_a6")
end
-- Respawn quest item if it doesn't exist
if not usb_se then
usb_se = alife_create_item("wg_danylo_pendrive_quest_item", task_1_get_spawn_stash())
dbg_printf("[WG] Tasks Act 3 | Task 1 - Stage 1 - Primary item respawned %s", usb_se.id)
return
end
if usb_se and usb_se.parent_id == AC_ID then
dbg_printf("[WG] Tasks Act 3 | Task 1 - Stage 1 - Player picked up the primary item %s", usb_se.id)
tsk.stage = 2
return
end
end
-- Second stage : Access information
if tsk.stage == 2 then
local usb_se = western_goods_utils.server_object_by_sid("wg_danylo_pendrive_quest_item")
-- Respawn Danylo if he disappeared
if not western_goods_utils.server_object_by_sid("stalker_danylo_chernenko_squad") then
western_goods_utils.spawn_squad_smart("stalker_danylo_chernenko_squad", "jup_a6")
end
-- Respawn SSU prisoner if he disappeared
if not western_goods_utils.server_object_by_sid("western_goods_ssu_prisoner_squad") then
western_goods_utils.spawn_squad_smart("western_goods_ssu_prisoner_squad", "jup_a6")
end
if usb_se and usb_se.parent_id ~= AC_ID then
dbg_printf("[WG] Tasks Act 3 | Task 1 - Stage 2 - Player dropped the primary item %s", usb_se.id)
tsk.stage = 1
return
end
western_goods_utils.give_info("western_goods_act_3_task_1_ready_finished")
if ui_pda_encyclopedia_tab.is_unlocked_note("encyclopedia__notes_western_goods_hand_drawn_map") then
dbg_printf("[WG] Tasks Act 3 | Task 1 - Stage 2 - Player unlocked Danylo's note...")
tsk.stage = 3
return
end
end
-- Second stage : Meet with Danylo
if tsk.stage == 3 then
-- Respawn Danylo if he disappeared
if not western_goods_utils.server_object_by_sid("stalker_danylo_chernenko_squad") then
western_goods_utils.spawn_squad_smart("stalker_danylo_chernenko_squad", "jup_a6")
end
-- Respawn SSU prisoner if he disappeared
if not western_goods_utils.server_object_by_sid("western_goods_ssu_prisoner_squad") then
western_goods_utils.spawn_squad_smart("western_goods_ssu_prisoner_squad", "jup_a6")
end
end
end
end
-- ---------------------------------------------------------------------------------------------------------------------
-- TASK 2 - PURSUERS
-- ---------------------------------------------------------------------------------------------------------------------
--- Function used to start Act 3, Task 2.
--- @param first_speaker cse_alife_object
--- @param second_speaker cse_alife_object
--- @return nil
function act_3_task_2_start(first_speaker, second_speaker)
local npc = dialogs.who_is_npc(first_speaker, second_speaker)
task_manager.get_task_manager():give_task("western_goods_act_3_task_2", npc:id())
dbg_printf("[WG] Tasks Act 3 | Task 2 - Task started...")
end
--- Function used to end Act 3, Task 2.
--- @return nil
function act_3_task_2_end()
task_manager.get_task_manager():set_task_completed("western_goods_act_3_task_2")
dbg_printf("[WG] Tasks Act 3 | Task 2 - Task completed...")
end
--- Function called when the task is initiated.
--- @param actor cse_alife_object
--- @param npc cse_alife_object
--- @return nil
function xr_effects.act_3_task_2_init(actor,npc)
-- Process info portions
western_goods_utils.give_info("western_goods_act_3_task_2_active")
western_goods_utils.give_info("western_goods_act_3_task_2_init")
end
--- Function called when the task is successfully completed.
--- @param actor cse_alife_object
--- @param npc cse_alife_object
--- @return nil
function xr_effects.act_3_task_2_complete(actor,npc)
-- Process info portions
western_goods_utils.rem_info("western_goods_act_3_task_2_active")
western_goods_utils.rem_info("western_goods_act_3_task_2_init")
western_goods_utils.give_info("western_goods_act_3_task_2_finished")
-- Process quest items
xr_effects.remove_item(actor, npc, {"wg_deployment_notice_quest_item"})
end
--- Function called when the task is failed.
--- @param actor cse_alife_object
--- @param npc cse_alife_object
--- @return nil
function xr_effects.act_3_task_2_fail(actor,npc)
-- Process info portions
western_goods_utils.rem_info("western_goods_act_3_task_2_active")
western_goods_utils.rem_info("western_goods_act_3_task_2_init")
-- Process penalty
xr_effects.fail_task_dec_goodwill(actor,npc,{"50","killer"})
end
--- Function used to retrieve the title of the mission (displayed in the PDA).
--- @param task_id number
--- @param field string
--- @param p any
--- @param tsk CGameTask
--- @return string
function task_functor.act_3_task_2_title_f(task_id,field,p,tsk)
if true then -- Cond to force my IDE to fold this fucking function correctly
return western_goods_utils.get_translation("st_wg_act_3_task_2_title")
end
end
--- Function used to retrieve the description of the mission (displayed in the PDA).
--- Warning : naming contract on the translation string : st_wg_trader_act_3_task_2_stage_<stage>_descr.
--- @param task_id number
--- @param field string
--- @param p any
--- @param tsk CGameTask
--- @return string
function task_functor.act_3_task_2_descr_f(task_id,field,p,tsk)
if true then -- Cond to force my IDE to fold this fucking function correctly
return western_goods_utils.get_translation("st_wg_act_3_task_2_stage_" .. tostring(tsk.stage) .. "_descr")
end
end
--- Function used to retrieve the target of the mission (marker displayed (or not) in the PDA).
--- @param task_id number
--- @param field string
--- @param p any
--- @param tsk CGameTask
--- @return number
function task_functor.act_3_task_2_target_f(task_id,field,p,tsk)
if western_goods_utils.has_info("western_goods_act_3_task_2_init") then
if tsk.stage == 0 then
local squad_se = western_goods_utils.server_object_by_sid("western_goods_ssu_prisoner_squad")
return squad_se and squad_se.id
end
if tsk.stage == 1 then
local score = TASK_2_CACHE.interrogation_points or 0
local squad_se = western_goods_utils.server_object_by_sid("western_goods_ssu_bounty_squad")
return score >= 0 and squad_se and squad_se.id or nil
end
if tsk.stage == 2 then
if western_goods_mcm.get_config("guided_tasks") then
local document_se = western_goods_utils.server_object_by_sid("wg_deployment_notice_quest_item")
return document_se and document_se.parent_id
end
end
if tsk.stage == 3 then
local document_se = western_goods_utils.server_object_by_sid("wg_deployment_notice_quest_item")
return document_se and document_se.id
end
if tsk.stage == 4 then
local squad_se = western_goods_utils.server_object_by_sid("stalker_danylo_chernenko_squad")
return squad_se and squad_se.id
end
end
end
--- Function used to manage the mission logic as a whole.
--- @param tsk CGameTask
--- @param task_id number
--- @return string
function task_status_functor.act_3_task_2_status_f(tsk,task_id)
if western_goods_utils.has_info("western_goods_act_3_task_2_init") then
-- First stage : Interrogate the SSU prisoner
if tsk.stage == 0 then
-- Respawn SSU prisoner if he disappeared
if not western_goods_utils.server_object_by_sid("western_goods_ssu_prisoner_squad") then
western_goods_utils.spawn_squad_smart("western_goods_ssu_prisoner_squad", "jup_a6")
end
-- Wait for interrogation to be done (failsafe, task_2_interrogation_over should run before this)
if not western_goods_utils.has_info("western_goods_ssu_prisoner_interrogated") then return end
-- Spawn quest item (and squad)
if not western_goods_utils.server_object_by_sid("wg_deployment_notice_quest_item") then
local squad_se = task_2_spawn_bounty_squad()
local document_se = task_2_spawn_quest_item(squad_se)
end
dbg_printf("[WG] Tasks Act 3 | Task 2 - Stage 0 - Player finished interrogation (failsafe)...")
tsk.stage = 1
end
-- First stage : Find and kill the bounty squad
if tsk.stage == 1 then
local squad_se = western_goods_utils.server_object_by_sid("western_goods_ssu_bounty_squad")
local document_se = western_goods_utils.server_object_by_sid("wg_deployment_notice_quest_item")
-- Spawn quest item in squad (and respawn squad if they died and quest item disappeared)
if not document_se then
squad_se = squad_se or task_2_spawn_bounty_squad()
document_se = task_2_spawn_quest_item(squad_se)
return
end
if not squad_se then
dbg_printf("[WG] Tasks Act 3 | Task 2 - Stage 1 - SSU bounty squad is dead...")
tsk.stage = 2
end
end
-- First stage : Investigate the bodies
if tsk.stage == 2 then
local document_se = western_goods_utils.server_object_by_sid("wg_deployment_notice_quest_item")
-- Respawn quest item in respawn and respawn squad
if not document_se then
local squad_se = task_2_spawn_bounty_squad()
document_se = task_2_spawn_quest_item(squad_se)
return
end
if document_se and document_se.parent_id == AC_ID then
local prisoner_squad_se = western_goods_utils.server_object_by_sid("western_goods_ssu_prisoner_squad")
-- Remove SSU prisoner
if prisoner_squad_se then
SIMBOARD:remove_squad(prisoner_squad_se)
dbg_printf("[WG] Tasks Act 3 | Task 2 - Stage 2 - Removed SSU prisoner squad...")
end
-- Teleport Danylo to new place
if not TASK_2_CACHE.danylo_message_sent then
local sender_1 = alife():actor()
local sender_2 = western_goods_utils.server_object_by_sid("stalker_danylo_chernenko")
send_dialog({
{sender=sender_2:character_name(), icon=sender_2:character_icon(), message=western_goods_utils.get_translation("st_wg_act_3_task_2_stage_2_message_1",sender_1:character_name())},
{sender=sender_1:character_name(), icon=sender_1:character_icon(), message=western_goods_utils.get_translation("st_wg_act_3_task_2_stage_2_message_2")},
})
western_goods_utils.give_info("western_goods_danylo_red_forest")
dbg_printf("[WG] Tasks Act 3 | Task 2 - Stage 2 - Teleported Danylo squad...")
TASK_2_CACHE.danylo_message_sent = true
end
dbg_printf("[WG] Tasks Act 3 | Task 2 - Stage 2 - Player picked up the primary item %s", document_se.id)
tsk.stage = 4
end
end
-- First stage : Get the deployment notice
if tsk.stage == 3 then
local document_se = western_goods_utils.server_object_by_sid("wg_deployment_notice_quest_item")
-- Respawn quest item in respawn and respawn squad
if not document_se then
local squad_se = task_2_spawn_bounty_squad()
document_se = task_2_spawn_quest_item(squad_se)
return
end
-- Respawn Danylo if he disappeared
if not western_goods_utils.server_object_by_sid("stalker_danylo_chernenko_squad") then
western_goods_utils.spawn_squad_smart("stalker_danylo_chernenko_squad", "red_smart_terrain_monsters_2")
end
if document_se and document_se.parent_id == AC_ID then
dbg_printf("[WG] Tasks Act 3 | Task 2 - Stage 3 - Player picked up the primary item %s", document_se.id)
tsk.stage = 4
end
end
-- First stage : Return the deployment notice
if tsk.stage == 4 then
local document_se = western_goods_utils.server_object_by_sid("wg_deployment_notice_quest_item")
-- Respawn Danylo if he disappeared
if not western_goods_utils.server_object_by_sid("stalker_danylo_chernenko_squad") then
western_goods_utils.spawn_squad_smart("stalker_danylo_chernenko_squad", "red_smart_terrain_monsters_2")
end
western_goods_utils.give_info("western_goods_act_3_task_2_ready_finished")
if document_se and document_se.parent_id ~= AC_ID then
dbg_printf("[WG] Tasks Act 3 | Task 2 - Stage 4 - Player dropped up the primary item %s", document_se.id)
western_goods_utils.rem_info("western_goods_act_3_task_2_ready_finished")
tsk.stage = 3
end
end
end
end
-- ---------------------------------------------------------------------------------------------------------------------
-- TASK 3 - HEAD OF OPERATIONS
-- ---------------------------------------------------------------------------------------------------------------------
--- Function used to start Act 3, Task 3.
--- @param first_speaker cse_alife_object
--- @param second_speaker cse_alife_object
--- @return nil
function act_3_task_3_start(first_speaker, second_speaker)
local npc = dialogs.who_is_npc(first_speaker, second_speaker)
task_manager.get_task_manager():give_task("western_goods_act_3_task_3", npc:id())
dbg_printf("[WG] Tasks Act 3 | Task 3 - Task started...")
end
--- Function used to end Act 3, Task 3.
--- @return nil
function act_3_task_3_end()
task_manager.get_task_manager():set_task_completed("western_goods_act_3_task_3")
dbg_printf("[WG] Tasks Act 3 | Task 3 - Task completed...")
end
--- Function called when the task is initiated.
--- @param actor cse_alife_object
--- @param npc cse_alife_object
--- @return nil
function xr_effects.act_3_task_3_init(actor,npc)
-- Process info portions
western_goods_utils.give_info("western_goods_act_3_task_3_active")
western_goods_utils.give_info("western_goods_act_3_task_3_init")
end
--- Function called when the task is successfully completed.
--- @param actor cse_alife_object
--- @param npc cse_alife_object
--- @return nil
function xr_effects.act_3_task_3_complete(actor,npc)
-- Process info portions
western_goods_utils.rem_info("western_goods_act_3_task_3_active")
western_goods_utils.rem_info("western_goods_act_3_task_3_init")
western_goods_utils.give_info("western_goods_act_3_task_3_finished")
end
--- Function called when the task is failed.
--- @param actor cse_alife_object
--- @param npc cse_alife_object
--- @return nil
function xr_effects.act_3_task_3_fail(actor,npc)
-- Process info portions
western_goods_utils.rem_info("western_goods_act_3_task_3_active")
western_goods_utils.rem_info("western_goods_act_3_task_3_init")
-- Process penalty
xr_effects.fail_task_dec_goodwill(actor,npc,{"50","killer"})
end
--- Function used to retrieve the title of the mission (displayed in the PDA).
--- @param task_id number
--- @param field string
--- @param p any
--- @param tsk CGameTask
--- @return string
function task_functor.act_3_task_3_title_f(task_id,field,p,tsk)
if true then -- Cond to force my IDE to fold this fucking function correctly
return western_goods_utils.get_translation("st_wg_act_3_task_3_title")
end
end
--- Function used to retrieve the description of the mission (displayed in the PDA).
--- Warning : naming contract on the translation string : st_wg_trader_act_3_task_3_stage_<stage>_descr.
--- @param task_id number
--- @param field string
--- @param p any
--- @param tsk CGameTask
--- @return string
function task_functor.act_3_task_3_descr_f(task_id,field,p,tsk)
if true then -- Cond to force my IDE to fold this fucking function correctly
return western_goods_utils.get_translation("st_wg_act_3_task_3_stage_" .. tostring(tsk.stage) .. "_descr")
end
end
--- Function used to retrieve the target of the mission (marker displayed (or not) in the PDA).
--- @param task_id number
--- @param field string
--- @param p any
--- @param tsk CGameTask
--- @return number
function task_functor.act_3_task_3_target_f(task_id,field,p,tsk)
if western_goods_utils.has_info("western_goods_act_3_task_3_init") then
if tsk.stage == 0 then
local squad_se = western_goods_utils.server_object_by_sid("western_goods_ssu_supervisor_squad")
return squad_se and squad_se.id
end
if tsk.stage == 1 then
local squad_se = western_goods_utils.server_object_by_sid("stalker_danylo_chernenko_squad")
return squad_se and squad_se.id
end
end
end
--- Function used to manage the mission logic as a whole.
--- @param tsk CGameTask
--- @param task_id number
--- @return string
function task_status_functor.act_3_task_3_status_f(tsk,task_id)
if western_goods_utils.has_info("western_goods_act_3_task_3_init") then
-- First stage : Find and kill/bribe supervisor
if tsk.stage == 0 then
local squad_se = western_goods_utils.server_object_by_sid("western_goods_ssu_supervisor_squad")
if not squad_se and not TASK_3_CACHE.supervisor_spawned then
squad_se = task_3_spawn_supervisor_squad()
TASK_3_CACHE.supervisor_spawned = true
return
end
if squad_se and not western_goods_utils.has_info("western_goods_ssu_supervisor_bribed") then return end
if not TASK_3_CACHE.danylo_message_sent then
local sender_1 = alife():actor()
local sender_2 = western_goods_utils.server_object_by_sid("stalker_danylo_chernenko")
if not squad_se then
dbg_printf("[WG] Tasks Act 3 | Task 3 - Stage 0 - SSU supervisor is dead...")
send_dialog({
{sender=sender_1:character_name(), icon=sender_1:character_icon(), message=western_goods_utils.get_translation("st_wg_act_3_task_3_stage_0_message_1")},
{sender=sender_2:character_name(), icon=sender_2:character_icon(), message=western_goods_utils.get_translation("st_wg_act_3_task_3_stage_0_message_2")},
})
elseif western_goods_utils.has_info("western_goods_ssu_supervisor_bribed") then
dbg_printf("[WG] Tasks Act 3 | Task 3 - Stage 0 - SSU supervisor was bribed...")
send_dialog({
{sender=sender_1:character_name(), icon=sender_1:character_icon(), message=western_goods_utils.get_translation("st_wg_act_3_task_3_stage_0_message_3")},
{sender=sender_2:character_name(), icon=sender_2:character_icon(), message=western_goods_utils.get_translation("st_wg_act_3_task_3_stage_0_message_4")},
})
end
western_goods_utils.give_info("western_goods_danylo_army_warehouses")
dbg_printf("[WG] Tasks Act 3 | Task 3 - Stage 0 - Teleported Danylo squad...")
TASK_3_CACHE.danylo_message_sent = true
end
tsk.stage = 1
end
-- First stage : Return to Danylo
if tsk.stage == 1 then
western_goods_utils.give_info("western_goods_act_3_task_3_ready_finished")
end
end
end
-- ---------------------------------------------------------------------------------------------------------------------
-- TASK 4 - REUNION
-- ---------------------------------------------------------------------------------------------------------------------
--- Function used to start Act 3, Task 4.
--- @param first_speaker cse_alife_object
--- @param second_speaker cse_alife_object
--- @return nil
function act_3_task_4_start(first_speaker, second_speaker)
local npc = dialogs.who_is_npc(first_speaker, second_speaker)
task_manager.get_task_manager():give_task("western_goods_act_3_task_4", npc:id())
dbg_printf("[WG] Tasks Act 3 | Task 4 - Task started...")
end
--- Function used to end Act 3, Task 4.
--- @return nil
function act_3_task_4_end()
task_manager.get_task_manager():set_task_completed("western_goods_act_3_task_4")
dbg_printf("[WG] Tasks Act 3 | Task 4 - Task completed...")
end
--- Function called when the task is initiated.
--- @param actor cse_alife_object
--- @param npc cse_alife_object
--- @return nil
function xr_effects.act_3_task_4_init(actor,npc)
-- Process info portions
western_goods_utils.give_info("western_goods_act_3_task_4_active")
western_goods_utils.give_info("western_goods_act_3_task_4_init")
end
--- Function called when the task is successfully completed.
--- @param actor cse_alife_object
--- @param npc cse_alife_object
--- @return nil
function xr_effects.act_3_task_4_complete(actor,npc)
-- Process info portions
western_goods_utils.rem_info("western_goods_act_3_task_4_active")
western_goods_utils.rem_info("western_goods_act_3_task_4_init")
western_goods_utils.give_info("western_goods_act_3_task_4_finished")
western_goods_utils.give_info("western_goods_act_3_finished")
-- Remove Danylo as companion
local npc_se = western_goods_utils.server_object_by_sid("stalker_danylo_chernenko")
local npc_obj = npc_se and western_goods_utils.level_object_by_id(npc_se.id)
this.task_4_rem_danylo_companion(npc_obj)
-- Process reward
xr_effects.reward_random_money(actor,npc,{"50000","75000"})
xr_effects.reward_stash(actor,npc,{"true"})
xr_effects.complete_task_inc_goodwill(actor,npc,{"200","killer"})
end
--- Function called when the task is failed.
--- @param actor cse_alife_object
--- @param npc cse_alife_object
--- @return nil
function xr_effects.act_3_task_4_fail(actor,npc)
-- Process info portions
western_goods_utils.rem_info("western_goods_act_3_task_4_active")
western_goods_utils.rem_info("western_goods_act_3_task_4_init")
-- Process penalty
xr_effects.fail_task_dec_goodwill(actor,npc,{"50","killer"})
end
--- Function used to retrieve the title of the mission (displayed in the PDA).
--- @param task_id number
--- @param field string
--- @param p any
--- @param tsk CGameTask
--- @return string
function task_functor.act_3_task_4_title_f(task_id,field,p,tsk)
if true then -- Cond to force my IDE to fold this fucking function correctly
return western_goods_utils.get_translation("st_wg_act_3_task_4_title")
end
end
--- Function used to retrieve the description of the mission (displayed in the PDA).
--- Warning : naming contract on the translation string : st_wg_trader_act_3_task_4_stage_<stage>_descr.
--- @param task_id number
--- @param field string
--- @param p any
--- @param tsk CGameTask
--- @return string
function task_functor.act_3_task_4_descr_f(task_id,field,p,tsk)
if true then -- Cond to force my IDE to fold this fucking function correctly
return western_goods_utils.get_translation("st_wg_act_3_task_4_stage_" .. tostring(tsk.stage) .. "_descr")
end
end
--- Function used to retrieve the target of the mission (marker displayed (or not) in the PDA).
--- @param task_id number
--- @param field string
--- @param p any
--- @param tsk CGameTask
--- @return number
function task_functor.act_3_task_4_target_f(task_id,field,p,tsk)
if western_goods_utils.has_info("western_goods_act_3_task_4_init") then
if tsk.stage == 0 then
local squad_se = western_goods_utils.server_object_by_sid("stalker_danylo_chernenko_squad")
return squad_se and squad_se.id
end
if tsk.stage == 1 then
local squad_se = western_goods_utils.server_object_by_sid("stalker_oleksandr_chernenko_squad")
return squad_se and squad_se.id
end
end
end
--- Function used to manage the mission logic as a whole.
--- @param tsk CGameTask
--- @param task_id number
--- @return string
function task_status_functor.act_3_task_4_status_f(tsk,task_id)
if western_goods_utils.has_info("western_goods_act_3_task_4_init") then
-- First stage : Get Danylo as companion
if tsk.stage == 0 then
local npc_se = western_goods_utils.server_object_by_sid("stalker_danylo_chernenko")
local npc_obj = npc_se and western_goods_utils.level_object_by_id(npc_se.id)
-- Fail task if Danylo is dead
if not npc_se or not npc_se:alive() then return "fail" end
-- Wait for object to be online
if not npc_obj then return end
-- Become companion
this.task_4_add_danylo_companion(npc_obj)
if dialogs_axr_companion.is_actor_companion(nil,npc_obj) then
tsk.stage = 1
end
end
-- Second stage : Meet with Oleksandr
if tsk.stage == 1 then
local npc_se = western_goods_utils.server_object_by_sid("stalker_danylo_chernenko")
local npc_obj = npc_se and western_goods_utils.level_object_by_id(npc_se.id)
-- Fail task if Danylo is dead
if not npc_se or not npc_se:alive() then return "fail" end
-- Wait for object to be online
if not npc_obj then
western_goods_utils.rem_info("western_goods_act_3_task_4_ready_finished")
return
end
western_goods_utils.give_info("western_goods_act_3_task_4_ready_finished")
end
end
end
-- ---------------------------------------------------------------------------------------------------------------------
-- Callbacks registration
-- ---------------------------------------------------------------------------------------------------------------------
--- Function used to register callbacks.
--- @return nil
function on_game_start()
RegisterScriptCallback("save_state", save_state)
RegisterScriptCallback("load_state", load_state)
RegisterScriptCallback("on_specific_character_dialog_list", task_1_usb_unlock_dialog)
end
-- ---------------------------------------------------------------------------------------------------------------------
-- Data persistence
-- ---------------------------------------------------------------------------------------------------------------------
--- Function used to store information in the save file.
--- @param m_data table
--- @return nil
function save_state(m_data)
-- Prepare save tables
local TASK_1_SAVE = {}
local TASK_2_SAVE = {}
local TASK_3_SAVE = {}
local TASK_4_SAVE = {}
-- Make copies of task caches
copy_table(TASK_1_SAVE, TASK_1_CACHE)
copy_table(TASK_2_SAVE, TASK_2_CACHE)
copy_table(TASK_3_SAVE, TASK_3_CACHE)
copy_table(TASK_4_SAVE, TASK_4_CACHE)
-- Pre-process tables
-- Save tables
m_data.wg_act_3_task_1_cache = TASK_1_SAVE
m_data.wg_act_3_task_2_cache = TASK_2_SAVE
m_data.wg_act_3_task_3_cache = TASK_3_SAVE
m_data.wg_act_3_task_4_cache = TASK_4_SAVE
-- Debug prints
dbg_printf("[WG] Tasks Act 3 | Task 1 - Saved variables...\n%s",utils_data.print_table(TASK_1_SAVE, false, true))
dbg_printf("[WG] Tasks Act 3 | Task 2 - Saved variables...\n%s",utils_data.print_table(TASK_2_SAVE, false, true))
dbg_printf("[WG] Tasks Act 3 | Task 3 - Saved variables...\n%s",utils_data.print_table(TASK_3_SAVE, false, true))
dbg_printf("[WG] Tasks Act 3 | Task 4 - Saved variables...\n%s",utils_data.print_table(TASK_4_SAVE, false, true))
end
--- Function used to load information stored in the save file.
--- @param m_data table
--- @return nil
function load_state(m_data)
-- Retrieve save tables
local TASK_1_SAVE = m_data.wg_act_3_task_1_cache or {}
local TASK_2_SAVE = m_data.wg_act_3_task_2_cache or {}
local TASK_3_SAVE = m_data.wg_act_3_task_3_cache or {}
local TASK_4_SAVE = m_data.wg_act_3_task_4_cache or {}
-- Post-process tables
-- Restore task caches
copy_table(TASK_1_CACHE, TASK_1_SAVE)
copy_table(TASK_2_CACHE, TASK_2_SAVE)
copy_table(TASK_3_CACHE, TASK_3_SAVE)
copy_table(TASK_4_CACHE, TASK_4_SAVE)
-- Debug prints
dbg_printf("[WG] Tasks Act 3 | Task 1 - Loaded variables...\n%s",utils_data.print_table(TASK_1_CACHE, false, true))
dbg_printf("[WG] Tasks Act 3 | Task 2 - Loaded variables...\n%s",utils_data.print_table(TASK_2_CACHE, false, true))
dbg_printf("[WG] Tasks Act 3 | Task 3 - Loaded variables...\n%s",utils_data.print_table(TASK_3_CACHE, false, true))
dbg_printf("[WG] Tasks Act 3 | Task 4 - Loaded variables...\n%s",utils_data.print_table(TASK_4_CACHE, false, true))
end
-- ---------------------------------------------------------------------------------------------------------------------
-- General functions
-- ---------------------------------------------------------------------------------------------------------------------
--- Function used to give the player a reward for finishing act 1.
--- @return cse_alife_object|nil
function task_1_give_item(first_speaker, second_speaker)
dialogs.relocate_item_section_to_actor(first_speaker, second_speaker, "wg_stash_map_quest_item")
end
--- Function used to get the server object of the stash in which to spawn Act 3, Task 1's primary quest item.
--- @return cse_alife_object|nil
function task_1_get_spawn_stash()
local stash_se = nil
western_goods_utils.server_objects_iter(function(se_obj)
local obj_lid = se_obj and game_graph():vertex(se_obj.m_game_vertex_id):level_id()
local obj_lname = obj_lid and obj_lid < 50 and alife():level_name(obj_lid)
if obj_lname == "l03u_agr_underground" and se_obj:name() == "level_prefix_inventory_box_0001" then
stash_se = se_obj
dbg_printf("[WG] Tasks Act 3 | Task 1 - Found Agroprom's stash %s", stash_se.id)
return true
end
end)
return stash_se
end
--- Function used to add a task dialog to all technicians.
--- @param character_id string
--- @param dialog_list table
--- @return nil
function task_1_usb_unlock_dialog(character_id, dialog_list)
if dialog_list:has("dm_init_mechanic") then
local res = dialog_list:add(CONST_TASK_1_USB_UNLOCK_DIALOG_ID)
if res then
dbg_printf("[WG] Tasks Act 3 | Task 1 - Added dialog %s for %s, pos %s", CONST_TASK_1_USB_UNLOCK_DIALOG_ID, character_id, res)
end
end
end
--- Function used to determine if the task dialog should be shown or not.
--- @return boolean
function task_1_usb_unlock_dialog_cond()
local cond_stage = xr_conditions.check_task_stage(nil,nil,{"western_goods_act_3_task_1","2"})
local cond_note = not ui_pda_encyclopedia_tab.is_unlocked_note("encyclopedia__notes_western_goods_hand_drawn_map")
local cond_obj = db.actor:object("wg_danylo_pendrive_quest_item")
return cond_stage and cond_obj and cond_note
end
--- Function used to determine if the player has enough money to use the task dialog line.
--- @return boolean
function task_1_usb_unlock_money_cond()
return db.actor:money() >= CONST_TASK_1_USB_UNLOCK_COST
end
--- Function used to unlock the pda encyclopedia entry via a technician.
--- @param actor game_object
--- @param npc game_object
--- @return nil
function task_1_usb_unlock(npc, actor)
western_goods_usable_items.use_danylo_pendrive()
dialogs.relocate_money(npc, CONST_TASK_1_USB_UNLOCK_COST, "out")
end
--- Function used to progress the task once the player has finished the interrogation.
--- @return nil
function task_2_interrogation_over()
local tsk = task_manager.get_task_manager().task_info["western_goods_act_3_task_2"]
if (tsk and tsk.stage and tsk.stage == 0) then
-- Spawn quest item (and squad)
if not western_goods_utils.server_object_by_sid("wg_deployment_notice_quest_item") then
local squad_se = task_2_spawn_bounty_squad()
local document_se = task_2_spawn_quest_item(squad_se)
end
dbg_printf("[WG] Tasks Act 3 | Task 2 - Stage 0 - Player finished interrogation...")
tsk.stage = 1
end
end
--- Function used to spawn the bounty squad for Act 3, Task 2.
--- @return cse_alife_online_offline_group
function task_2_spawn_bounty_squad()
local squad_se = western_goods_utils.server_object_by_sid("western_goods_ssu_bounty_squad")
if not squad_se then
squad_se = western_goods_utils.spawn_squad_smart("western_goods_ssu_bounty_squad", "zat_b14_smart_terrain")
squad_se.scripted_target = "zat_b14_smart_terrain"
dbg_printf("[WG] Tasks Act 3 | Task 2 - Spawned SSU bounty squad with id %s", squad_se.id)
end
return squad_se
end
--- Function used to spawn the bounty squad for Act 3, Task 2.
--- @param squad_se cse_alife_online_offline_group
--- @return cse_alife_object
function task_2_spawn_quest_item(squad_se)
local document_se = western_goods_utils.server_object_by_sid("wg_deployment_notice_quest_item")
if not document_se then
local member_se = western_goods_utils.get_member_from_squad(squad_se)
document_se = alife_create_item("wg_deployment_notice_quest_item", member_se)
dbg_printf("[WG] Tasks Act 3 | Task 2 - Spawned document id %s inside member id %s of squad id %s", document_se.id, member_se.id, squad_se.id)
end
return document_se
end
--- Function called from dialog, used to reset the interrogation points counter.
--- @return nil
function task_2_init_interrogation()
TASK_2_CACHE.interrogation_points = 0
end
--- Function called from dialog, used to increment the interrogation points counter.
--- @return nil
function task_2_incr_interrogation()
TASK_2_CACHE.interrogation_points = TASK_2_CACHE.interrogation_points + 10
end
--- Function called from dialog, used to decrement the interrogation points counter.
--- @return nil
function task_2_normal_interrogation()
TASK_2_CACHE.interrogation_points = TASK_2_CACHE.interrogation_points + 5
end
--- Function called from dialog, used to decrement the interrogation points counter.
--- @return nil
function task_2_decr_interrogation()
TASK_2_CACHE.interrogation_points = TASK_2_CACHE.interrogation_points - 15
end
--- Function used to spawn the supervisor the player has to kill during Act 3, Task 2.
--- @return cse_alife_online_offline_group
function task_3_spawn_supervisor_squad()
local squad_supervisor_se = western_goods_utils.server_object_by_sid("western_goods_ssu_supervisor_squad")
if not squad_supervisor_se then
-- Spawn supervisor squad
squad_supervisor_se = western_goods_utils.spawn_squad_smart("western_goods_ssu_supervisor_squad", "mar_smart_terrain_10_5")
-- Spawn supervisor guards
local squad_guard_1_se = western_goods_utils.spawn_squad_smart("army_sim_squad_veteran", "mar_smart_terrain_10_5")
local squad_guard_2_se = western_goods_utils.spawn_squad_smart("army_sim_squad_veteran", "mar_smart_terrain_10_5")
-- Force to stay at 'mar_smart_terrain_10_5'
squad_supervisor_se.scripted_target = "mar_smart_terrain_10_5"
squad_guard_1_se.scripted_target = "mar_smart_terrain_10_5"
squad_guard_2_se.scripted_target = "mar_smart_terrain_10_5"
dbg_printf("[WG] Tasks Act 3 | Task 3 - Spawned SSU supervisor squad with id %s", squad_supervisor_se.id)
end
return squad_supervisor_se
end
--- Function used to get the scripted text for one of the bribe lines of dialog with the SSU supervisor.
--- @return string
function task_3_st_bribe_dialog()
return western_goods_utils.get_translation("western_goods_ssu_supervisor_bribe_2", CONST_TASK_3_BRIBE_COST)
end
--- Function used to bribe the SSU supervisor and progress the task.
--- @param actor game_object
--- @param npc game_object
--- @return nil
function task_3_bribe(npc, actor)
dialogs.relocate_money(npc, CONST_TASK_3_BRIBE_COST, "out")
local tsk = task_manager.get_task_manager().task_info["western_goods_act_3_task_3"]
if (tsk and tsk.stage and tsk.stage == 0) then
dbg_printf("[WG] Tasks Act 3 | Task 3 - Stage 0 - SSU supervisor was bribed...")
if not TASK_3_CACHE.danylo_message_sent then
local sender_1 = alife():actor()
local sender_2 = western_goods_utils.server_object_by_sid("stalker_danylo_chernenko")
send_dialog({
{sender=sender_1:character_name(), icon=sender_1:character_icon(), message=western_goods_utils.get_translation("st_wg_act_3_task_3_stage_0_message_3")},
{sender=sender_2:character_name(), icon=sender_2:character_icon(), message=western_goods_utils.get_translation("st_wg_act_3_task_3_stage_0_message_4")},
})
western_goods_utils.give_info("western_goods_danylo_army_warehouses")
dbg_printf("[WG] Tasks Act 3 | Task 3 - Stage 0 - Teleported Danylo squad...")
TASK_3_CACHE.danylo_message_sent = true
end
tsk.stage = 1
end
end
--- Function used to determine if the player has enough money to access the bribe dialog with the SSU supervisor.
--- @return boolean
function task_3_bribe_dialog_cond()
return db.actor:money() >= CONST_TASK_3_BRIBE_COST
end
--- Function used to add Danylo as a companion.
--- @param danylo_obj game_object
--- @return nil
function task_4_add_danylo_companion(danylo_obj)
if dialogs_axr_companion.is_not_actor_companion(nil,danylo_obj) then
dialogs_axr_companion.become_actor_companion(db.actor,danylo_obj)
end
end
--- Function used to remove Danylo as a companion.
--- @param danylo_obj game_object
--- @return nil
function task_4_rem_danylo_companion(danylo_obj)
if dialogs_axr_companion.is_actor_companion(nil,danylo_obj) then
axr_companions.remove_from_actor_squad(danylo_obj)
end
end