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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_Empire_ActI_M02_Fondor_LAND.lua#1 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (C) Petroglyph Games, Inc.
--
--
-- ***** ** * *
-- * ** * * *
-- * * * * *
-- * * * * * * * *
-- * * *** ****** * ** **** *** * * * ***** * ***
-- * ** * * * ** * ** ** * * * * ** ** ** *
-- *** ***** * * * * * * * * ** * * * *
-- * * * * * * * * * * * * * * *
-- * * * * * * * * * * ** * * * *
-- * ** * * ** * ** * * ** * * * *
-- ** **** ** * **** ***** * ** *** * *
-- * * *
-- * * *
-- * * *
-- * * * *
-- **** * *
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
-- C O N F I D E N T I A L S O U R C E C O D E -- D O N O T D I S T R I B U T E
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- $File: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_Empire_ActI_M02_Fondor_LAND.lua $
--
-- Original Author: Steve_Copeland
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("PGStoryMode")
--
-- Definitions -- This function is called once when the script is first created.
--
function Definitions()
StoryModeEvents =
{
Empire_M02_Fondor_Begin = State_M02_Fondor_Begin
,Empire_M2_FONDOR_WIN_All_Rebels_Dead = State_FONDOR_WIN
,Empire_M02_Fondor_HINT02 = State_Empire_M02_Fondor_HINT02
}
reinforcement_list1 = {
"CIVILIAN_INDEPENDENT_AI_PARTY"
}
reinforcement_list2 = {
"CIVILIAN_INDEPENDENT_AI_PARTY"
}
stormtrooper_reinforcement_list = {
"IMPERIAL_MEDIUM_STORMTROOPER_SQUAD"
}
atst_reinforcement_list = {
"AT_ST_WALKER"
}
-- For memory pool cleanup hints
rebel_player = nil
ewok_player = nil
player = nil
fog_id = nil
end
function State_M02_Fondor_Begin(message)
if message == OnEnter then
--MessageBox("State_M02_Fondor_Begin -- HIT!!!")
rebel_player = Find_Player("Rebel")
ewok_player = Find_Player("Rebel")
player = Find_Player("Empire")
structure_list = Find_All_Objects_Of_Type("URBAN_CIVILIAN_SPAWN_HOUSE_REBEL")
building_01 = Find_Hint("URBAN_CIVILIAN_SPAWN_HOUSE_REBEL","cine-building")
building_02 = Find_Hint("URBAN_CIVILIAN_SPAWN_HOUSE_REBEL","civ-building2")
building_03 = Find_Hint("URBAN_CIVILIAN_SPAWN_HOUSE_REBEL","civ-building3")
building_04 = Find_Hint("URBAN_CIVILIAN_SPAWN_HOUSE_REBEL","civ-building4")
building_01_spawnflag = Find_Hint("GENERIC_MARKER_LAND","cine-building-spawnflag")
building_02_spawnflag = Find_Hint("GENERIC_MARKER_LAND","civ-building2-spawnflag")
building_03_spawnflag = Find_Hint("GENERIC_MARKER_LAND","civ-building3-spawnflag")
building_04_spawnflag = Find_Hint("GENERIC_MARKER_LAND","civ-building4-spawnflag")
--spawn some empire units for cine-civs to fight with
stormtrooper_spawner = Find_Hint("GENERIC_MARKER_LAND","stormtrooper-spawner")
SpawnList(stormtrooper_reinforcement_list, stormtrooper_spawner, player, true, true)
atst_spawner = Find_Hint("GENERIC_MARKER_LAND","atst-spawner")
atst_list = SpawnList(atst_reinforcement_list, stormtrooper_spawner, player, true, true)
starting_atst = atst_list[1]
--spawn some civs around the buildings
civ_spawner_table = Find_All_Objects_With_Hint("civ-spawner")
for i,unit in pairs(civ_spawner_table) do
SpawnList(reinforcement_list2, unit, ewok_player, true, true)
end
--make civs attack empire units
civs_list = Find_All_Objects_Of_Type("CIVILIAN_INDEPENDENT_AI_PARTY")
for i,civs in pairs(civs_list) do
civs.Move_To(stormtrooper_spawner)
civs.Guard_Target(stormtrooper_spawner.Get_Position())
end
--MessageBox("about to create intro cine!!!")
Create_Thread("Intro_Cinematic")
end
end
function State_Empire_M02_Fondor_HINT02(message)
if message == OnEnter then
structure_list = Find_All_Objects_Of_Type("URBAN_CIVILIAN_SPAWN_HOUSE_REBEL")
for i, building in pairs(structure_list) do
--MessageBox("adding radar blip to building")
Add_Radar_Blip(building, "somename")
end
end
end
function State_FONDOR_WIN(message)
if message == OnEnter then
--player has won...goto ending cinematic
Rotate_Camera_By(180,30)
Letter_Box_In(0)
Suspend_AI(1)
Lock_Controls(1)
end
end
function Civilian_Spawn_Loop()
--MessageBox("Civilian_Spawn_Loop hit!!!")
max_spawn_times = 50
current_spawn_times = 0
max_civilians_allowed = 25
repeat
current_spawn_times = current_spawn_times + 1
-- Spawn some guys at the first structure that hasn't been destroyed (if any)
building_still_standing = false
for i, building in pairs(structure_list) do
if building.Get_Hull() then
building_still_standing = true
current_civilian_count = 0
civilian_list = Find_All_Objects_Of_Type("CIVILIAN_INDEPENDENT_AI")
for i, unit in pairs(civilian_list) do
current_civilian_count = current_civilian_count + 1
end
if current_civilian_count >= max_civilians_allowed then
--MessageBox("more than 50 civilians...not spawning!!!")
break
end
--MessageBox("spawning some dudes")
if building == building_01 then
civilian_list = SpawnList(reinforcement_list1, building_01_spawnflag, ewok_player, true, true)
elseif building == building_02 then
civilian_list = SpawnList(reinforcement_list1, building_02_spawnflag, ewok_player, true, true)
elseif building == building_03 then
civilian_list = SpawnList(reinforcement_list1, building_03_spawnflag, ewok_player, true, true)
elseif building == building_04 then
civilian_list = SpawnList(reinforcement_list1, building_04_spawnflag, ewok_player, true, true)
end
break
end
end
Sleep(10)
until current_spawn_times > max_spawn_times or not building_still_standing
end
function Intro_Cinematic()
--MessageBox("intro cine function hit!!!")
-- Lock out controls for intro cinematic and reveal FOW
Suspend_AI(1)
Lock_Controls(1)
Letter_Box_In(0)
-- now find the cinematic spire and pan around it
cine_camera = Find_Hint("DEFENDING FORCES POSITION", "cine-camera-spot")
if not cine_camera then
--MessageBox("intro cine Can't find cine_camera!!!")
return
end
Start_Cinematic_Camera()
Fade_Screen_In(.5)
-- this pans around the rebel base
-- Set_Cinematic_Camera_Key(target_pos, xoffset_dist, yoffset_pitch, zoffset_yaw, angles?, attach_object, use_object_rotation, cinematic_animation)
Set_Cinematic_Camera_Key(cine_camera, 400, 30, -60, 1, 0, 0, 0)
-- Set_Cinematic_Camera_Key(target_pos, xoffset_dist, yoffset_pitch, zoffset_yaw, angles?, attach_object, use_object_rotation, cinematic_animation)
Set_Cinematic_Target_Key(cine_camera, 0, 0, 0, 0, 0, 0, 0)
-- Transition_Cinematic_Camera_Key(target_pos, xoffset_dist, yoffset_pitch, zoffset_yaw, angles?, attach_object, use_object_rotation, cinematic_animation)
Transition_Cinematic_Camera_Key(cine_camera, 4, 600, 30, -120, 1, 0, 0, 0)
Sleep(1)
Story_Event("M2_FONDOR_TASK_GO")
Sleep(3)
civilian = Find_Hint("URBAN_CIVILIAN_SPAWN_HOUSE_REBEL", "cine-building")
if not civilian then
MessageBox("intro cine Can't find civilian!!!")
return
end
if TestValid(starting_atst) then
starting_atst.Take_Damage(10000)
end
-- this pans around the civilains fighting the stormtroopers
-- Set_Cinematic_Camera_Key(target_pos, xoffset_dist, yoffset_pitch, zoffset_yaw, angles?, attach_object, use_object_rotation, cinematic_animation)
Set_Cinematic_Camera_Key(civilian, 600, 12, -40, 1, 0, 0, 0)
-- Set_Cinematic_Camera_Key(target_pos, xoffset_dist, yoffset_pitch, zoffset_yaw, angles?, attach_object, use_object_rotation, cinematic_animation)
Set_Cinematic_Target_Key(civilian, 0, 0, 0, 0, 0, 0, 0)
-- Transition_Cinematic_Camera_Key(target_pos, xoffset_dist, yoffset_pitch, zoffset_yaw, angles?, attach_object, use_object_rotation, cinematic_animation)
Transition_Cinematic_Camera_Key(civilian, 4, 800, 12, -20, 1, 0, 0, 0)
Sleep(1)
Story_Event("M2_FONDOR_TASK2_GO")
Sleep(5)
Fade_Screen_Out(.5)
Transition_To_Tactical_Camera(2)
--Sleep(2)
End_Cinematic_Camera()
Fade_Screen_In(.5)
Letter_Box_Out(.5)
Lock_Controls(0)
Suspend_AI(0)
Story_Event("M2_FONDOR_HINT_GO")
Create_Thread("Civilian_Spawn_Loop")
end
-- Here is an opportunity for updates outside of an event
function Story_Mode_Service()
--do stuff here
end