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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_Underworld_AetenII_Piracy.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_Underworld_AetenII_Piracy.lua $
--
-- Original Author: Jeff Stewart
--
-- $Author: Brian_Hayes $
--
-- $Change: 637819 $
--
-- $DateTime: 2017/03/22 10:16:16 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("PGStateMachine")
require("PGStoryMode")
--
-- Definitions -- This function is called once when the script is first created.
--
function Definitions()
DebugMessage("%s -- In Definitions", tostring(Script))
StoryModeEvents =
{
AetenII_Piracy_Mission_Begin = State_AetenII_Piracy_Mission_Begin,
AetenII_Piracy_FAIL_OBJECTIVE_Bossk_Must_Survive = State_AetenII_Piracy_FAIL_OBJECTIVE_Bossk_Must_Survive,
}
underworld = Find_Player("Underworld")
rebel = Find_Player("Rebel")
empire = Find_Player("Empire")
hutts = Find_Player("Hutts")
hostile = Find_Player("Hostile")
camera_offset = 135
counter_containers_destroyed = 0
patrol_list = {}
enemy_faction = nil
end
function State_AetenII_Piracy_Mission_Begin(message)
if message == OnEnter then
mission_started = true
JoeMessage("#####################################Starting AetenII_Piracy mission")
--MessageBox("#####################################Starting AetenII_Piracy mission")
empire_unit_list = Find_All_Objects_Of_Type(empire)
for i,empire_unit in pairs(empire_unit_list) do
if TestValid(empire_unit) then
empire_unit.Prevent_AI_Usage(true)
end
end
rebel_unit_list = Find_All_Objects_Of_Type(rebel)
for i,rebel_unit in pairs(rebel_unit_list) do
if TestValid(rebel_unit) then
rebel_unit.Prevent_AI_Usage(true)
end
end
patrol_list = Find_All_Objects_With_Hint("pointguard")
if patrol_list[1].Get_Owner() == empire then
enemy_faction = empire
else
enemy_faction = rebel
end
--definitions for the patrol loop
patrol_flag01 = Find_Hint("MARKER_GENERIC_RED", "patrol01")
patrol_flag02 = Find_Hint("MARKER_GENERIC_RED", "patrol02")
patrol_flag03 = Find_Hint("MARKER_GENERIC_RED", "patrol03")
patrol_flag04 = Find_Hint("MARKER_GENERIC_RED", "patrol04")
patrol_flag_list = Find_All_Objects_Of_Type("MARKER_GENERIC_RED")
-- define mission hero here --
hero = Find_First_Object("TYBER_ZANN")
if not TestValid(hero) then
hero = Find_First_Object("URAI_FEN")
end
if not TestValid(hero) then
hero = Find_First_Object("HOUNDSTOOTH")
end
if not TestValid(hero) then
MessageBox("AetenII_Piracy mission cannot find the hero...aborting...tell Joe G immediately!")
ScriptExit()
end
Create_Thread("Thread_DeathMonitor_Hero", hero)
container_list = Find_All_Objects_Of_Type("STYGIUM_CRYSTAL_STORAGE_CONTAINER")
for i, container in pairs(container_list) do
if TestValid(container) then
Create_Thread("Thread_DeathMonitor_Container", container)
Add_Radar_Blip(container, "somename")
container.Prevent_Opportunity_Fire(true)
end
end
-- make only minor tweaks to the script below... --
--current_cinematic_thread = Create_Thread("Intro_Cinematic")
Create_Thread("End_Camera")
end
end
function Find_Nearest_Marker(unit)
best_distance = 99999
best_marker = patrol_flag_list[0]
if TestValid(unit) then
for j, patrol_flag in pairs(patrol_flag_list) do
distance = patrol_flag.Get_Distance(unit)
if distance < best_distance then
best_marker = patrol_flag
best_distance = distance
end
end
end
return best_marker
end
function PROX_AetenII_Piracy_Mission_Patrol_Loop(prox_obj, trigger_obj)
if trigger_obj.Get_Owner() == enemy_faction then
if prox_obj == patrol_flag01 then
if trigger_obj.Has_Attack_Target() == true then
target = trigger_obj.Get_Attack_Target()
trigger_obj.Attack_Move(target.Get_Position())
else
trigger_obj.Attack_Move(patrol_flag02.Get_Position())
end
--return
elseif prox_obj == patrol_flag02 then
if trigger_obj.Has_Attack_Target() == true then
target = trigger_obj.Get_Attack_Target()
trigger_obj.Attack_Move(target.Get_Position())
else
trigger_obj.Attack_Move(patrol_flag03.Get_Position())
end
elseif prox_obj == patrol_flag03 then
if trigger_obj.Has_Attack_Target() == true then
target = trigger_obj.Get_Attack_Target()
trigger_obj.Attack_Move(target.Get_Position())
else
trigger_obj.Attack_Move(patrol_flag04.Get_Position())
end
elseif prox_obj == patrol_flag04 then
if trigger_obj.Has_Attack_Target() == true then
target = trigger_obj.Get_Attack_Target()
trigger_obj.Attack_Move(target.Get_Position())
else
trigger_obj.Attack_Move(patrol_flag01.Get_Position())
end
end
end
end
function Thread_DeathMonitor_Hero(local_hero)
while TestValid(local_hero) do
Sleep(3)
end
--hero klled end misisonin loss
Story_Event("AetenII_Piracy_Player_Loses_AI_NOTIFICATION")
end
function Thread_DeathMonitor_Container(local_container)
while TestValid(local_container) do
Sleep(3)
end
--space station is dead
counter_containers_destroyed = counter_containers_destroyed + 1
if counter_containers_destroyed == 1 then
Story_Event("AetenII_Piracy_Notice_Container_Destroyed_AI_NOTIFICATION")
Sleep(0.5)
Story_Event("AetenII_Piracy_Update_Container_Objective_One_Destroyed_AI_NOTIFICATION")
elseif counter_containers_destroyed == 2 then
Story_Event("AetenII_Piracy_Notice_Container_Destroyed_AI_NOTIFICATION")
Sleep(0.5)
Story_Event("AetenII_Piracy_Update_Container_Objective_Two_Destroyed_AI_NOTIFICATION")
elseif counter_containers_destroyed == 3 then
Story_Event("AetenII_Piracy_Notice_Container_Destroyed_AI_NOTIFICATION")
Sleep(0.5)
Story_Event("AetenII_Piracy_Update_Container_Objective_Three_Destroyed_AI_NOTIFICATION")
elseif counter_containers_destroyed == 4 then
Story_Event("AetenII_Piracy_Notice_Container_Destroyed_AI_NOTIFICATION")
Sleep(0.5)
Story_Event("AetenII_Piracy_Update_Container_Objective_Four_Destroyed_AI_NOTIFICATION")
elseif counter_containers_destroyed == 5 then
hero.Set_Cannot_Be_Killed(true) --safety
Sleep(0.5)
Story_Event("AetenII_Piracy_Player_Wins_AI_NOTIFICATION")
end
end
function State_AetenII_Piracy_FAIL_OBJECTIVE_Bossk_Must_Survive(message)
if message == OnEnter then
--lose dialog is over..determine who actually won.
rebel_list = Find_All_Objects_Of_Type(rebel)
empire_list = Find_All_Objects_Of_Type(empire)
hutt_list = Find_All_Objects_Of_Type(hutts)
if TestValid(rebel_list[1]) then
Story_Event("VICTORY_REBEL")
end
if TestValid(empire_list[1]) then
Story_Event("VICTORY_EMPIRE")
end
if TestValid(hutt_list[1]) then
Story_Event("VICTORY_HUTTS")
end
end
end
-- ************************************************************************
-- ***********************INTRO CINEMATIC FUNCTION*************************
-- ************************************************************************
-- make only minor tweaks to the script below... --
function Story_Handle_Esc()
if current_cinematic_thread ~= nil then
Thread.Kill(current_cinematic_thread)
current_cinematic_thread = nil
Create_Thread("End_Camera")
end
end
function Intro_Cinematic ()
Suspend_AI(1)
if not TestValid(hero) then
MessageBox("AetenII_Piracy cannot find any heroes...aborting mission")
ScriptExit()
end
Point_Camera_At(hero)
Lock_Controls(1)
Start_Cinematic_Camera()
Letter_Box_In(0)
Fade_Screen_In(2)
Transition_Cinematic_Camera_Key(hero, 0, 400, 25, 45, 1, 1, 1, 0)
Transition_Cinematic_Target_Key(hero, 0, 0, 0, 7, 0, urai, 0, 0)
--Sleep(7)
Transition_Cinematic_Camera_Key(hero, 5, 400, 25, 135, 1, 1, 1, 0)
Sleep(4.5)
while camera_offset > 0 do
camera_offset = camera_offset + 90
Transition_Cinematic_Camera_Key(hero, 5, 400, 25, camera_offset, 1, 1, 1, 0) -- (hero, 5, 50, 25, camera_offset, 1, 1, 1, 0)
if camera_offset == 315 then
camera_offset = -45
end
Sleep(4.5)
end
current_cinematic_thread = nil
Create_Thread("End_Camera")
end
function End_Camera()
Point_Camera_At(hero)
-- 9/19/06 JAC - We need this even if we're not doing a cinematic intro
-- otherwise the Master Volume will be stuck at 0
Start_Cinematic_Camera()
End_Cinematic_Camera()
Letter_Box_Out(0)
Lock_Controls(0)
Fade_Screen_In(1)
Suspend_AI(0)
Story_Event("AetenII_Piracy_Mission_Start_AI_NOTIFICATION")
Sleep(5)
for i, patrol_unit in pairs(patrol_list) do
if TestValid(patrol_unit) then
--Create_Thread("Thread_AetenII_Piracy_Mission_Patrol_Loop", patrol_unit)
--my_closest_patrol_flag = Find_Nearest(patrol_unit, "MARKER_GENERIC_RED")
--if not TestValid(my_closest_patrol_flag) then
-- MessageBox("not TestValid(my_closest_patrol_flag) ")
--end
--patrol_unit.Attack_Move(my_closest_patrol_flag.Get_Position())
start_point = Find_Nearest_Marker(patrol_unit)
patrol_unit.Attack_Move(start_point.Get_Position())
end
end
for i, patrol_flag in pairs(patrol_flag_list) do
if TestValid(patrol_flag) then
Register_Prox(patrol_flag, PROX_AetenII_Piracy_Mission_Patrol_Loop, 75, enemy_faction)
end
end
end
-- ##########################################################################################
function JoeMessage(...)
--JoeMessage("current current_spawn_times is %d", current_spawn_times)
_CustomScriptMessage("JoeLog.txt", string.format(unpack(arg)))
end