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SoaFE/DATA/SCRIPTS/LIBRARY/PGINTERVENTIONS.LUA
2026-02-28 14:00:45 -06:00

133 lines
4.0 KiB
Lua

-- $Id: //depot/Projects/StarWars_Expansion/Run/Data/Scripts/Library/PGInterventions.lua#1 $
--/////////////////////////////////////////////////////////////////////////////////////////////////
--
-- (C) Petroglyph Games, Inc.
--
--
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--
--/////////////////////////////////////////////////////////////////////////////////////////////////
-- 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_Expansion/Run/Data/Scripts/Library/PGInterventions.lua $
--
-- Original Author: Brian Hayes
--
-- $Author: Andre_Arsenault $
--
-- $Change: 37816 $
--
-- $DateTime: 2006/02/15 15:33:33 $
--
-- $Revision: #1 $
--
--/////////////////////////////////////////////////////////////////////////////////////////////////
require("PGBaseDefinitions")
function Definitions()
TaskForce = {
{
"Intervention",
"TaskForceRequired",
"DenyHeroAttach",
},
}
StartTime = GetCurrentTime()
InterventionExclusionPeriod = 120.0
MinContrastScale = 1.1
MaxContrastScale = 1.5
PerFailureContrastAdjust = 0.1
EnemyContrastTypes = {}
FriendlyContrastTypes = {}
ContrastTypeScale = {}
if Declare_Goal_Type then
Declare_Goal_Type()
end
end
function Wait_On_Flag(flag_name, location)
while not Check_Story_Flag(PlayerObject, flag_name, location, true) do
Sleep(1)
if GetCurrentTime() - StartTime > InterventionExclusionPeriod then
Intervention.Unblock_Goal_Proposal()
end
end
end
function Begin_Intervention()
if EvaluatePerception("Are_Interventions_Allowed", PlayerObject) == 0 then
ScriptExit()
end
Intervention.Block_Goal_Proposal()
Intervention.Set_As_Goal_System_Removable(false)
end
function End_Intervention()
Intervention.Unblock_Goal_Proposal()
Sleep(GameRandom(60, 300))
ScriptExit()
end
function Select_Reward_Unit(reward_table, player, min_value)
distribution = DiscreteDistribution.Create()
for i,possible_reward in pairs(reward_table) do
if not possible_reward.Is_Obsolete(player) and possible_reward.Is_Affiliated_With(player) then
tech_difference = possible_reward.Get_Tech_Level() - player.Get_Tech_Level()
if possible_reward.Is_Build_Locked(player) then
if tech_difference == 0 then
distribution.Insert(possible_reward, 7.0)
end
else
if tech_difference <= 1 then
distribution.Insert(possible_reward, 6.0 + tech_difference)
end
end
end
end
reward = distribution.Sample()
if not reward then
return nil
end
reward_count = (min_value - 1) / reward.Get_Build_Cost() + 0.5
if reward_count < 1 then
reward_count = 1
elseif reward_count > 5 then
reward_count = 5
end
return reward, reward_count
end