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ME5_ObjectiveSpaceAssault.lua
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ME5_ObjectiveSpaceAssault.lua
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--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
local __SCRIPT_NAME = "ME5_ObjectiveSpaceAssault";
local debug = true
local function PrintLog(...)
if debug == true then
print("["..__SCRIPT_NAME.."]", unpack(arg));
end
end
PrintLog("Entered")
ScriptCB_DoFile("ME5_Objective")
--NOTE: ObjectiveSpaceAssault is a special case objective that is designed for multiplayer only
ObjectiveSpaceAssault = Objective:New
{
--external values that must be supplied when creating a new objective
shipBitmapATT = nil,
shipBitmapDEF = nil,
shieldBitmapATT = nil,
shieldBitmapDEF = nil,
criticalSystemBitmapATT = nil,
criticalSystemBitmapDEF = nil,
systemsList = {},
}
function ObjectiveSpaceAssault:OnCriticalSystemDestroyed(name, pointValue)
--designers, override me as necessary!
PrintLog("TEST - critical system destroyd:", name, "pointValue:", pointValue) --TODO: remove this line
end
-- name: the name of the object in the level (duh)
-- pointValue: how many points the object is worth when it's destroyed
-- hudPosX, hudPosY: texture coordinates for placing the hud health indicator for the critical system
-- (should be in the range of 0.0 to 1.0)
function ObjectiveSpaceAssault:AddCriticalSystem(name, pointValue, hudPosX, hudPosY)
if hudPosX and hudPosY then
--add the critical system as normal
SpaceAssaultAddCriticalSystem(name, pointValue, hudPosX, hudPosY)
else
--add the critical system, but tell C++ not to display a HUD marker
SpaceAssaultAddCriticalSystem(name, pointValue, -1.0, -1.0, false)
end
OnObjectKillName(
function (objectPtr, killer)
self:OnCriticalSystemDestroyed(name, pointValue)
AddSpaceAssaultDestroyPoints(killer, GetEntityName(objectPtr))
SetProperty(objectPtr, "MaxHealth", 99999999999.0) --effectively makes the object un-repairable
self:UpdateObjectiveMessage(name)
end,
name
)
end
function ObjectiveSpaceAssault:Start()
--=======================================
-- Initialization logic
--=======================================
assert(self.multiplayerRules == true, "ObjectiveSpaceAssault is intended for multiplayer gametypes only! (i.e. set multiplayerRules = true)")
self.showTeamPoints = true
--initialize the base objective data
Objective.Start(self)
--notify C++ that we're running space assault now
--(so it can do team scoring with critical systems and whatnot)
SpaceAssaultEnable(true)
SpaceAssaultSetupBitmaps(self.shipBitmapATT, self.shipBitmapDEF,
self.shieldBitmapATT, self.shieldBitmapDEF,
self.criticalSystemBitmapATT, self.criticalSystemBitmapDEF)
SetReinforcementCount(self.teamATT, -1)
SetReinforcementCount(self.teamDEF, -1)
--=======================================
-- Event responses
--=======================================
self.teamPointsChangeResponse = OnTeamPointsChange(
function (team, points)
if self.isComplete or self.spaceVOTimer then return end
if points >= SpaceAssaultGetScoreLimit() then
local loseTeam = GetOppositeTeam( team )
BroadcastVoiceOver( self.systemsList[team]["winVO"], team )
BroadcastVoiceOver( self.systemsList[loseTeam]["loseVO"], loseTeam )
self.spaceVOTimer = CreateTimer("spaceVOTimer")
SetTimerValue(self.spaceVOTimer, 4.0)
StartTimer(self.spaceVOTimer)
self.victoryDelayTimerResponse = OnTimerElapse(
function(timer)
self:Complete(team)
ReleaseTeamPointsChange(self.teamPointsChangeResponse)
end,
self.spaceVOTimer
)
end
end
)
fShieldPickup()
-- HACK! wsh 20052307
-- #1, this system shouldn't really know about game specific data
-- #2, this assumes that the templates will not be needed any more (i.e. only one ObjectiveSpaceAssault running at a time)
gSpaceAssaultSystems_template = nil
end
---------------------------------------------------------------------------
-- The code below is specific to BF2
-- Among its assumptions:
-- * there are five critical systems
-- * frigates
---------------------------------------------------------------------------
function ObjectiveSpaceAssault:SetupAllCriticalSystems( aSide, atSystems, aAttacking )
local kInternSysValue = 18
-- check the validity of aSide
local tTemplate = gSpaceAssaultSystems_template[ aSide ]
if not tTemplate then return end
-- set up hud state indicator data
local shipIcon = aSide .. "_icon_ass"
local shieldIcon = shipIcon .. "_shield"
local markerIcon = "spa_icon_critsys"
if aAttacking then
self.shipBitmapATT = shipIcon
self.shieldBitmapATT = shieldIcon
self.criticalSystemBitmapATT = markerIcon
else
self.shipBitmapDEF = shipIcon
self.shieldBitmapDEF = shieldIcon
self.criticalSystemBitmapDEF = markerIcon
end
-- add main objective
-- (ugh, hack)
local myTeam = 1
if not aAttacking then myTeam = 2 end
AddMissionObjective( myTeam, tTemplate.objTxt )
ActivateObjective( tTemplate.objTxt )
-- link up win / lose vo
local voList = {}
voList.winVO = tTemplate.winVO
voList.loseVO = tTemplate.loseVO
self.systemsList[ myTeam ] = voList
-- set up internal systems
-- (hacky--this needs to happen before we process normal systems)
local internalSys = atSystems.internalSys
if internalSys then
for i, sys in pairs( internalSys ) do
self:AddCriticalSystem( sys, kInternSysValue )
end
atSystems.internalSys = nil
end
-----------------------------
-- process remaining systems
-----------------------------
-- need to specify an order
local tOrder = { "engines", "lifesupport", "bridge", "comm", "sensors", "frigates" }
for i, sysType in ipairs( tOrder ) do
local obj = atSystems[ sysType ]
if obj then
-- this is a not a deep copy, though it should be
local sysData = tTemplate[ sysType ]
sysData.sysType = sysType
local objName
if type(obj) ~= "table" then
objName = obj
self:SetupOneCriticalSystem( objName, sysData )
else
-- objs is a table of names
-- we will track all the objects as one marker
objName = obj[1]
sysData.maxItems = table.getn( obj )
sysData.curItems = 0
-- add each member to the internal list
for i, name in pairs( obj ) do
self:SetupOneCriticalSystem( name, sysData )
end
SpaceAssaultLinkCriticalSystems( obj )
end
-- add the objective text
if ScriptCB_GetNumCameras() == 1 or sysData.bShowInSplitscreen then
local defender = GetObjectTeam( objName )
local attacker = GetOppositeTeam( defender )
AddMissionObjective( attacker, sysData.objTxt )
ActivateObjective( sysData.objTxt )
end
end
end
-- add fighter text at end
AddMissionObjective( myTeam, tTemplate.fighterTxt )
ActivateObjective( tTemplate.fighterTxt )
end
---------------------------------------------------------------------------
-- Helpers
---------------------------------------------------------------------------
-- handle bookkeeping when adding a system
function ObjectiveSpaceAssault:SetupOneCriticalSystem( name, data )
self.systemsList[ name ] = data
self:AddCriticalSystem( name, data.pts, data.u, data.v )
EnableBuildingLockOn( name, true )
end
-- on destruction
-- clear objective text, update status messages
function ObjectiveSpaceAssault:UpdateObjectiveMessage( aName )
local data = self.systemsList[ aName ]
if not data then
return
end
-- if this system is linked, update the count
if data.maxItems then
data.curItems = data.curItems + 1
-- if we have not destroyed all linked objects, don't update the message
if data.curItems < data.maxItems then
return
end
end
----------------------
-- Send state change info to clients
----------------------
-- update the message
CompleteObjective( data.objTxt )
-- figure out teams
local defTeam = GetObjectTeam( aName )
local attTeam = GetOppositeTeam( defTeam )
-- display status message
ShowMessageText( "level.spa.hangar." .. data.sysType .. ".atk.down", attTeam )
ShowMessageText( "level.spa.hangar." .. data.sysType .. ".def.down", defTeam )
-- play VO cues
BroadcastVoiceOver( data.attVO, attTeam )
BroadcastVoiceOver( data.defVO, defTeam )
end
-- somewhat hacky, as I can't use predefeind ATT and DEF here
function GetOppositeTeam( team )
if team == 1 then
return 2
else
return 1
end
end
---------------------------------------------------------------------------
---------------------------------------------------------------------------
function ObjectiveSpaceAssault:OnComplete( aWinTeam )
end
---------------------------------------------------------------------------
-- gSpaceAssaultSystems_template
-- Common data for all the systems
-- Assumes only IMP v ALL and REP v CIS
-- I'm not happy with the way this is implemented, but it seems like the simplest.
-- Ideally, we send out an "engines destroyed" event, and each side interprets as needed
-- instead of encoding the vo's and objectives with the object.
---------------------------------------------------------------------------
gSpaceAssaultSystems_template = {
imp = {
objTxt = "level.spa.objectives.imp.0",
fighterTxt = "level.spa.fighters.atk",
winVO = "IOSMP_obj_24",
loseVO = "IOSMP_obj_25",
engines = {
pts = 3, u = 0.5, v = 0.95,
objTxt = "level.spa.objectives.imp.3", attVO = "IOSMP_obj_05", defVO = "AOSMP_obj_06",
},
lifesupport = {
pts = 18, u = 0.5, v = 0.11,
objTxt = "level.spa.objectives.imp.2", attVO = "IOSMP_obj_08", defVO = "AOSMP_obj_09",
},
bridge = {
pts = 18, u = 0.5, v = 0.23,
objTxt = "level.spa.objectives.imp.4", attVO = "IOSMP_obj_10", defVO = "AOSMP_obj_11",
},
comm = {
pts = 18, u = 0.5, v = 0.5,
objTxt = "level.spa.objectives.imp.5", attVO = "IOSMP_obj_12", defVO = "AOSMP_obj_13",
},
sensors = {
pts = 18, u = 0.5, v = 0.85,
objTxt = "level.spa.objectives.imp.6", attVO = "IOSMP_obj_14", defVO = "AOSMP_obj_15",
},
frigates = {
pts = 18,
objTxt = "level.spa.objectives.imp.7", attVO = "IOSMP_obj_03", defVO = "AOSMP_obj_04",
bShowInSplitscreen = true
}
},
all = {
objTxt = "level.spa.objectives.all.0",
fighterTxt = "level.spa.fighters.def",
winVO = "AOSMP_obj_24",
loseVO = "AOSMP_obj_25",
engines = {
pts = 6, u = 0.5, v = 0.92,
objTxt = "level.spa.objectives.all.3", defVO = "IOSMP_obj_06", attVO = "AOSMP_obj_05",
},
lifesupport = {
pts = 18, u = 0.5, v = 0.65,
objTxt = "level.spa.objectives.all.2", defVO = "IOSMP_obj_09", attVO = "AOSMP_obj_08",
},
bridge = {
pts = 18, u = 0.5, v = 0.85,
objTxt = "level.spa.objectives.all.4", defVO = "IOSMP_obj_11", attVO = "AOSMP_obj_10",
},
comm = {
pts = 18, u = 0.5, v = 0.75,
objTxt = "level.spa.objectives.all.5", defVO = "IOSMP_obj_13", attVO = "AOSMP_obj_12",
},
sensors = {
pts = 18, u = 0.5, v = 0.32,
objTxt = "level.spa.objectives.all.6", defVO = "IOSMP_obj_15", attVO = "AOSMP_obj_14",
},
frigates = {
pts = 18,
objTxt = "level.spa.objectives.all.7", defVO = "IOSMP_obj_04", attVO = "AOSMP_obj_03",
bShowInSplitscreen = true,
}
},
rep = {
objTxt = "level.spa.objectives.rep.0",
fighterTxt = "level.spa.fighters.atk",
winVO = "ROSMP_obj_24",
loseVO = "ROSMP_obj_25",
engines = {
pts = 9, u = 0.5, v = 0.92,
objTxt = "level.spa.objectives.rep.3", defVO = "COSMP_obj_06", attVO = "ROSMP_obj_05",
},
lifesupport = {
pts = 18, u = 0.5, v = 0.16,
objTxt = "level.spa.objectives.rep.2", defVO = "COSMP_obj_09", attVO = "ROSMP_obj_08",
},
bridge = {
pts = 18, u = 0.5, v = 0.54,
objTxt = "level.spa.objectives.rep.4", defVO = "COSMP_obj_11", attVO = "ROSMP_obj_10",
},
comm = {
pts = 18, u = 0.5, v = 0.40,
objTxt = "level.spa.objectives.rep.5", defVO = "COSMP_obj_13", attVO = "ROSMP_obj_12",
},
sensors = {
pts = 18, u = 0.5, v = 0.78,
objTxt = "level.spa.objectives.rep.6", defVO = "COSMP_obj_15", attVO = "ROSMP_obj_14",
},
frigates = {
pts = 18,
objTxt = "level.spa.objectives.rep.7", defVO = "COSMP_obj_04", attVO = "ROSMP_obj_03",
bShowInSplitscreen = true,
}
},
cis = {
objTxt = "level.spa.objectives.cis.0",
fighterTxt = "level.spa.fighters.def",
winVO = "COSMP_obj_24",
loseVO = "COSMP_obj_25",
engines = {
pts = 18, u = 0.5, v = 0.92,
objTxt = "level.spa.objectives.cis.3", defVO = "ROSMP_obj_06", attVO = "COSMP_obj_05",
},
lifesupport = {
pts = 18, u = 0.5, v = 0.20,
objTxt = "level.spa.objectives.cis.2", defVO = "ROSMP_obj_09", attVO = "COSMP_obj_08",
},
bridge = {
pts = 18, u = 0.5, v = 0.66,
objTxt = "level.spa.objectives.cis.4", defVO = "ROSMP_obj_11", attVO = "COSMP_obj_10",
},
comm = {
pts = 18, u = 0.5, v = 0.52,
objTxt = "level.spa.objectives.cis.5", defVO = "ROSMP_obj_13", attVO = "COSMP_obj_12",
},
sensors = {
pts = 18, u = 0.5, v = 0.78,
objTxt = "level.spa.objectives.cis.6", defVO = "ROSMP_obj_15", attVO = "COSMP_obj_14",
},
frigates = {
pts = 18,
objTxt = "level.spa.objectives.cis.7", defVO = "ROSMP_obj_04", attVO = "COSMP_obj_03",
bShowInSplitscreen = true,
}
},
}
PrintLog("Exited")