Divergent/mods/iTheon New Tasks/gamedata/scripts/tasks_urgent_orders.script

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local ti2ta = utils_data.CTime_to_table
local ta2ti = utils_data.CTime_from_table
local nta_utils = new_tasks_addon_tasks_utils
local state = {}
function save_state(mdata)
mdata.urgent_orders_task_data = state
end
function load_state(mdata)
if mdata.urgent_orders_task_data then
state = mdata.urgent_orders_task_data
end
end
function actor_on_first_update()
if
not xr_conditions.check_nta_replayability(nil, nil, { "urgent_orders" })
or not nta_utils.check_nta_auto_assignment("urgent_orders")
then
return
end
local last_time_assigned = state.last_time_assigned and ta2ti(state.last_time_assigned) or level.get_start_time()
local seconds = tonumber(game.get_game_time():diffSec(last_time_assigned))
local days = math.floor(((seconds/60)/60)/24)
local is_right_place_and_faction = is_bar() and is_from_duty() or is_agroprom() and is_from_army()
-- Fire every 5 days
if (days >= 5 and is_right_place_and_faction) then
CreateTimeEvent(0,"urgent_orders_delay",20, function ()
state.last_time_assigned = ti2ta(game.get_game_time())
state.squad_id = nil
local task_config = get_faction_configs()
task_manager.get_task_manager():give_task(task_config.task_section, get_story_object_id(task_config.giver_story_id))
dynamic_news_helper.send_tip(task_config.report_dialog, task_config.giver_name, nil, 15, task_config.giver_portrait, nil, 'npc')
return true
end)
end
end
local yantar_bunker = "yan_smart_terrain_6_4"
local squad_pos = {
vector = vector():set(37.2095,-11.7333,-276.3480),
lvid = 82898,
gvid = 2281
}
task_status_functor.urgent_orders_status_functor = function(tsk,task_id)
if not (db.actor and tsk) then return end
local stage = tsk.stage
local last_time_assigned = ta2ti(state.last_time_assigned)
local seconds = tonumber(game.get_game_time():diffSec(last_time_assigned))
local hours = math.floor((seconds / 60) / 60)
local task_config = get_faction_configs()
-- Fail after 5 hours - might still be too much
if hours >= 5 then
dynamic_news_helper.send_tip(task_config.failure_dialog, task_config.giver_name, nil, 15, task_config.giver_portrait, nil, 'npc')
return "fail"
end
if (stage == 0) then
local se_smart = SIMBOARD:get_smart_by_name(yantar_bunker)
local smart = level.object_by_id(se_smart.id)
if
is_yantar()
and smart
and (db.actor:position():distance_to(smart:position()) < 60)
then
dynamic_news_helper.send_tip(task_config.sciencist_response_dialog, game.translate_string("yan_st_sakharov_name"), nil,nil, 'ui_inGame2_sakharov', nil, 'npc')
state.squad_id = nta_utils.spawn_companion_squad("urgent_orders_ecolog_sim_squad_novice", squad_pos.vector, squad_pos.lvid, squad_pos.gvid)
tsk.stage = 1
end
end
if (stage == 1) then
-- Companion squads seem to be immediately unregistered from the server on death
if not alife_object(state.squad_id) then
return "fail"
end
end
end
function is_bar()
return level.name() == "l05_bar"
end
function is_from_duty()
return get_actor_true_community() == "dolg"
end
function is_agroprom()
return level.name() == "l03_agroprom"
end
function is_from_army()
return get_actor_true_community() == "army"
end
function is_yantar()
return level.name() == "l08_yantar"
end
function get_faction_configs()
if is_from_duty() then
return {
giver_story_id = "bar_dolg_leader",
giver_portrait = "ui_inGame2_voronin",
giver_name = game.translate_string("bar_voronin_name"),
task_section = "bar_dolg_leader_task_urgent_orders",
report_dialog = game.translate_string("bar_dolg_leader_task_urgent_orders_report"),
sciencist_response_dialog = game.translate_string("bar_dolg_leader_task_urgent_orders_scientists_response"),
failure_dialog = game.translate_string("bar_dolg_leader_task_urgent_orders_fail"),
}
else
return {
giver_story_id = "agr_smart_terrain_1_6_near_2_military_colonel_kovalski",
giver_portrait = "ui_inGame2_Kuznetsov",
giver_name = game.translate_string("agr_kuznetsov_name"),
task_section = "agr_smart_terrain_1_6_near_2_military_colonel_kovalski_task_urgent_orders",
report_dialog = game.translate_string("agr_smart_terrain_1_6_near_2_military_colonel_kovalski_task_urgent_orders_report"),
sciencist_response_dialog = game.translate_string("agr_smart_terrain_1_6_near_2_military_colonel_kovalski_task_urgent_orders_scientists_response"),
failure_dialog = game.translate_string("agr_smart_terrain_1_6_near_2_military_colonel_kovalski_task_urgent_orders_fail"),
}
end
end
task_functor.urgent_orders_target_functor = function(task_id,field,p,tsk)
if not (db.actor and tsk) then return end
local stage = tsk.stage
if stage == 0 then
return SIMBOARD:get_smart_by_name(yantar_bunker).id
end
if stage == 1 then
return tsk.task_giver_id
end
end
xr_effects.urgent_orders_clear_eco_squad = function()
local squad = alife_object(state.squad_id)
if squad then
level.add_pp_effector ("fade_in.ppe", 200, false)
squad:remove_squad()
end
end
function on_game_start()
RegisterScriptCallback("save_state", save_state)
RegisterScriptCallback("load_state", load_state)
RegisterScriptCallback("actor_on_first_update", actor_on_first_update)
end