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

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local nta_utils = new_tasks_addon_tasks_utils
local landing_pad_location = {
vector = vector():set(-177.2140,5.0825,-179.6182),
lvid = 45538,
gvid = 1037
}
local heli_trigger_radius = 151
local static_heli_trigger_radius = 61
local barrels = {{
vector = vector():set(-175.3620,5.3156,-182.4881),
lvid = 46530,
gvid = 1037
}, {
vector = vector():set(-175.6865,5.3178,-183.3549),
lvid = 46528,
gvid = 1037
}, {
vector = vector():set(-174.7610,5.3181,-183.0771),
lvid = 47024,
gvid = 1037
}}
-- Stage 0: Task started - player goes to agroprom
-- Stage 1: Player approached military undercover
-- Stage 2: Player was not undercover and dynamic heli spawned
-- Stage 3: Heli destroyed - get back to Lukash
local state = {
dynamic_heli_id = nil,
static_heli_id = nil,
barrels_ids = nil,
}
function save_state(mdata)
mdata.skyfall_task_data = state
end
function load_state(mdata)
if mdata.skyfall_task_data then
state = mdata.skyfall_task_data
end
end
task_status_functor.skyfall_task_status_functor = function(tsk,task_id)
if not (db.actor and tsk) then return end
local stage = tsk.stage
if not level_changing() and not is_agroprom() and (stage == 1 or stage == 2) then
return "fail"
end
if (stage == 0) then
if
is_agroprom()
and db.actor:position():distance_to(landing_pad_location.vector) < heli_trigger_radius
then
if not is_enemies_with_military() then
spawn_static_heli()
spawn_barrels()
dynamic_news_helper.send_tip(game.translate_string('skyfall_stealth_message'), game.translate_string("mil_freedom_leader_name"), nil,nil, 'ui_inGame2_lukash', nil, 'npc')
tsk.stage = 1
else
spawn_dynamic_heli()
dynamic_news_helper.send_tip(game.translate_string('skyfall_confrontation_message'), game.translate_string("army"), nil,nil, 'ui_icon_news_trx_army', nil, 'npc')
tsk.stage = 2
end
end
end
if (stage == 1) then
-- Heli destroyed as static - go to Lukash now
if not state.static_heli_id then
tsk.stage = 3
end
-- GG triggered the stealth stage but became enemies with military and is somewhere between the base entrance and base heli trigger radius
-- Despawn static heli and send dynamic one
if
state.static_heli_id
and is_enemies_with_military()
and db.actor:position():distance_to(landing_pad_location.vector) > static_heli_trigger_radius
and db.actor:position():distance_to(landing_pad_location.vector) < heli_trigger_radius
then
despawn_static_heli_and_barrels()
spawn_dynamic_heli()
dynamic_news_helper.send_tip(game.translate_string('skyfall_blow_cover_run_message'), game.translate_string("army"), nil,nil, 'ui_icon_news_trx_army', nil, 'npc')
tsk.stage = 2
end
end
if (stage == 2) then
-- right now heli attacks with rocket every 30 seconds - might change it to "rage mode" later where he doesn't use rocket till he starts burning and then blasts them like crazy
-- and add some message like "You wanna play rough, punk? I'm in for it!"
local heli = get_dynamic_heli()
if heli then
local heliObj = heli:get_helicopter()
if heliObj:GetfHealth() <= 0 then
heliObj:Die()
heliObj:Explode() -- explode immediately to make sure that it does not stay alive under the map
tsk.stage = 3
else
set_player_enemy()
end
end
end
end
task_functor.skyfall_task_target_functor = function(task_id,field,p,tsk)
if tsk.stage == 0 then
return SIMBOARD:get_smart_by_name("agr_smart_terrain_1_6").id
end
if tsk.stage == 1 then
return state.static_heli_id
end
if tsk.stage == 2 then
return state.dynamic_heli_id
end
if tsk.stage == 3 then
return tsk.task_giver_id
end
end
xr_effects.skyfall_cleanup = function()
if state.dynamic_heli_id then safe_release_manager.release({id = state.dynamic_heli_id}) end
if state.static_heli_id then safe_release_manager.release({id = state.static_heli_id}) end
if state.barrels_ids then
for _, id in pairs(state.barrels_ids) do
safe_release_manager.release({id = id})
end
end
state = {
dynamic_heli_id = nil,
static_heli_id = nil,
barrels_ids = nil,
}
end
xr_effects.skyfall_fail_message = function ()
dynamic_news_helper.send_tip(game.translate_string('skyfall_run_fail_message'), game.translate_string("mil_freedom_leader_name"), nil,nil, 'ui_inGame2_lukash', nil, 'npc')
end
function spawn_static_heli()
state.static_heli_id = nta_utils.spawn_helper(landing_pad_location, "new_tasks_addon_heli_strong_static")
end
function static_heli_binder(obj)
obj:bind_object(bind_physic_object.generic_physics_binder(obj))
end
function despawn_static_heli_and_barrels()
safe_release_manager.release({id = state.static_heli_id})
state.static_heli_id = nil
for _, id in pairs(state.barrels_ids) do
safe_release_manager.release({id = id})
end
end
function blow_static_heli()
despawn_static_heli_and_barrels()
nta_utils.spawn_helper(landing_pad_location, "immediate_explosion_heli")
end
function spawn_barrels()
local t = {}
for _, b in pairs(barrels) do
table.insert(t, nta_utils.spawn_helper(b, "fake_explosive_barrel"))
end
state.barrels_ids = t
end
function blow_cover()
gameplay_disguise.set_comm(gameplay_disguise.get_default_comm())
dynamic_news_helper.send_tip(game.translate_string('skyfall_cover_blow_message'), game.translate_string("army"), nil,nil, 'ui_icon_news_trx_army', nil, 'npc')
-- Make actor enemy to Military at this point - no matter the faction
db.actor:set_community_goodwill("army", -3000)
end
function spawn_dynamic_heli()
state.dynamic_heli_id = nta_utils.spawn_helicopter(
true,
landing_pad_location.vector,
landing_pad_location.lvid,
landing_pad_location.gvid
)
end
function is_agroprom()
return level.name() == "l03_agroprom"
end
-- Take goodwill into account as well
function is_enemies_with_military()
local actor_comm = db.actor:character_community()
return (relation_registry.community_relation(actor_comm, "army") + relation_registry.community_goodwill("army", AC_ID)) <= game_relations.ENEMIES
end
function get_dynamic_heli()
return level.object_by_id(state.dynamic_heli_id)
end
function set_player_enemy()
local heli = get_dynamic_heli()
local bound = heli:binded_object()
bound.st.combat:set_enemy(db.actor)
end
function on_game_start()
RegisterScriptCallback("save_state",save_state)
RegisterScriptCallback("load_state",load_state)
RegisterScriptCallback("physic_object_on_hit_callback",physic_object_on_hit_callback)
end
local hit_count = 0
function physic_object_on_hit_callback(obj,damage,direction,who,bone_id)
if not state.static_heli_id or obj:id() ~= state.static_heli_id then return end
if who:section() == "actor" then
-- Count hits within 0.1 second. If it hits at least 15 times, then it's most probably an explosion
-- No way to check the hit type directly :)
CreateTimeEvent(0, "counting_hits", 0.1, function ()
if hit_count > 15 then
blow_static_heli()
end
if not is_enemies_with_military() then
blow_cover()
end
hit_count = 0
return true
end)
hit_count = hit_count + 1
end
if who:section() == "rpg_new_blow" or who:section() == "ied_new_blow" then
-- Always blow heli when hit by timed explosive
blow_static_heli()
end
end