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-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_Underworld_MonCalamari_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_MonCalamari_Piracy.lua $
--
-- Original Author: Dan Etter
--
-- $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 =
{
MonCalamari_Piracy_Mission_Begin = State_MonCalamari_Piracy_Mission_Begin,
}
ig2000_spawnlist =
{
"IG-2000"
}
end
function State_MonCalamari_Piracy_Mission_Begin(message)
if message == OnEnter then
Initialize_Mission()
-- 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)
Fade_Screen_In(1)
Lock_Controls(0)
Story_Event("INTRO_SPEECH")
-- current_cinematic_thread = Create_Thread("Intro_Cinematic")
elseif message == OnUpdate then
if not mission_success and not mission_failure then
if ig2000_is_dead then
mission_failure = true
Story_Event("FAIL_OBJECTIVE_00")
if empire_active then
Story_Event("VICTORY_EMPIRE")
else
Story_Event("VICTORY_REBEL")
end
end
if dock_destroyed then
mission_success = true
Story_Event("COMPLETE_OBJECTIVE_00")
end
end
end
end
function Initialize_Mission()
mission_success = false
mission_failure = false
camera_offset = 135
underworld_player = Find_Player("Underworld")
rebel_player = Find_Player("Rebel")
empire_player = Find_Player("Empire")
empire_active = false
rebel_active = false
-- Spawn IG2000. Heroes starting on the map crashes the game.
ig2000_start = Find_Hint("STORY_TRIGGER_ZONE", "igstart")
ig2000_list = SpawnList(ig2000_spawnlist, ig2000_start.Get_Position(), underworld_player, false, true)
ig2000 = ig2000_list[1]
ig2000.Teleport_And_Face(ig2000_start)
Point_Camera_At(ig2000)
Register_Death_Event(ig2000, ig2000_Destroyed)
ig2000_is_dead = false
-- Set the Rebel and Empire units to guard their location.
empire_list = Find_All_Objects_Of_Type(empire_player)
for i,unit in pairs(empire_list) do
if unit.Can_Move() then
unit.Prevent_AI_Usage(true)
unit.Guard_Target(unit.Get_Position())
empire_active = true
end
end
rebel_list = Find_All_Objects_Of_Type(rebel_player)
for i,unit in pairs(rebel_list) do
if unit.Can_Move() then
unit.Prevent_AI_Usage(true)
unit.Guard_Target(unit.Get_Position())
rebel_active = true
end
end
-- Set the destruction checks for the station.
dockyard_list = Find_All_Objects_Of_Type("EMPIRE_DOCK_DESTROYABLE")
for i,unit in pairs(dockyard_list) do
Register_Death_Event(unit, Dock_Destroyed)
end
dock_destroyed = false
docks_down = 0
-- Set the reaction proxes for the station.
fighters_marker = Find_Hint("STORY_TRIGGER_ZONE", "fighters")
if empire_active then
Register_Prox(fighters_marker, Prox_Start_Fighters, 250, empire_player)
else
Register_Prox(fighters_marker, Prox_Start_Fighters, 250, rebel_player)
end
dockyard_marker = Find_Hint("STORY_TRIGGER_ZONE", "prox01")
dockyard_marker2 = Find_Hint("STORY_TRIGGER_ZONE", "prox02")
Register_Prox(dockyard_marker, Prox_Approach_Dockyard, 250, underworld_player)
Register_Prox(dockyard_marker2, Prox_Approach_Dockyard, 250, underworld_player)
end
function Prox_Approach_Dockyard(prox_obj, trigger_obj)
prox_obj.Cancel_Event_Object_In_Range(Prox_Approach_Dockyard)
if empire_active then
for i,unit in pairs(empire_list) do
if TestValid(unit) then
if unit.Can_Move() then
if not TestValid(unit.Get_Parent_Object()) then
unit.Attack_Move(ig2000)
unit.Prevent_AI_Usage(false)
end
end
end
end
else
for i,unit in pairs(rebel_list) do
if TestValid(unit) then
if unit.Can_Move() then
if not TestValid(unit.Get_Parent_Object()) then
unit.Attack_Move(ig2000)
unit.Prevent_AI_Usage(false)
end
end
end
end
end
end
function Prox_Start_Fighters(prox_obj, trigger_obj)
if TestValid(trigger_obj) then
if trigger_obj.Can_Move() then
if not TestValid(trigger_obj.Get_Parent_Object()) then
trigger_obj.Attack_Move(ig2000)
trigger_obj.Prevent_AI_Usage(false)
end
end
end
end
function Stop_Fighter_Prox()
fighters_marker.Cancel_Event_Object_In_Range(Prox_Start_Fighters)
end
function Dock_Destroyed()
docks_down = docks_down + 1
if docks_down == 2 then
dock_destroyed = true
end
end
function ig2000_Destroyed()
ig2000_is_dead = true
end
-- 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 End_Camera()
Transition_To_Tactical_Camera(6)
Sleep(4)
Letter_Box_Out(2)
Sleep(2)
Lock_Controls(0)
End_Cinematic_Camera()
Register_Timer(Stop_Fighter_Prox, 5)
Story_Event("INTRO_SPEECH")
end
-- ************************************************************************
-- ***********************INTRO CINEMATIC FUNCTION*************************
-- ************************************************************************
function Intro_Cinematic()
Lock_Controls(1)
Start_Cinematic_Camera()
Letter_Box_In(0)
Fade_Screen_In(2)
Transition_Cinematic_Camera_Key(ig2000, 0, 50, 25, 45, 1, 1, 1, 0)
Transition_Cinematic_Target_Key(ig2000, 0, 0, 0, 7, 0, ig2000, 0, 0)
--Sleep(7)
Transition_Cinematic_Camera_Key(ig2000, 5, 50, 25, 135, 1, 1, 1, 0)
Sleep(4.5)
while true do
camera_offset = camera_offset + 90
Transition_Cinematic_Camera_Key(ig2000, 5, 50, 25, camera_offset, 1, 1, 1, 0)
if camera_offset == 315 then
Story_Handle_Esc()
end
Sleep(4.5)
end
end