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SoaFE/DATA/SCRIPTS/STORY/STORY_UNDERWORLD_BESPIN_PIRACY.LUA
2026-02-28 14:00:45 -06:00

560 lines
18 KiB
Lua

-- $Id: //depot/Projects/StarWars_Steam/FOC/Run/Data/Scripts/Story/Story_Underworld_Bespin_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_Bespin_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.
-- DO NOT PUT OBJECT REFERENCES HERE. THEY ARE NOT CREATED YET.
--
function Definitions()
DebugMessage("%s -- In Definitions", tostring(Script))
StoryModeEvents =
{
Bespin_Piracy_Mission_Begin = State_Bespin_Piracy_Mission_Begin,
Bespin_Piracy_Mission_Speech_Line_06_Remove_Text = State_Bespin_Piracy_Mission_Speech_Line_06_Remove_Text,
Bespin_Piracy_Mission_Speech_Line_07_Remove_Text = State_Bespin_Piracy_Mission_Speech_Line_07_Remove_Text,
Bespin_Piracy_Mission_Speech_Line_08_Remove_Text = State_Bespin_Piracy_Mission_Speech_Line_08_Remove_Text,
Bespin_Piracy_Mission_Speech_Line_09_Remove_Text = State_Bespin_Piracy_Mission_Speech_Line_09_Remove_Text,
Bespin_Piracy_Mission_Speech_Line_10_Remove_Text = State_Bespin_Piracy_Mission_Speech_Line_10_Remove_Text,
Bespin_Piracy_Mission_Speech_Line_11_Remove_Text = State_Bespin_Piracy_Mission_Speech_Line_11_Remove_Text
}
emp_convoy0spawn0_list = {
"TIE_INTERCEPTOR_SQUADRON"
}
emp_convoy0spawn1_list = {
"TIE_DEFENDER_SQUADRON"
}
emp_convoy1spawn0_list = {
"TIE_INTERCEPTOR_SQUADRON"
}
emp_convoy1spawn1_list = {
"ACCLAMATOR_ASSAULT_SHIP",
"TIE_INTERCEPTOR_SQUADRON"
}
reb_convoy0spawn0_list = {
"A_Wing_Squadron",
"Rebel_X-Wing_Squadron"
}
reb_convoy0spawn1_list = {
"A_Wing_Squadron",
"Rebel_X-Wing_Squadron"
}
reb_convoy1spawn0_list = {
"A_Wing_Squadron",
"Rebel_X-Wing_Squadron"
}
reb_convoy1spawn1_list = {
"Nebulon_B_Frigate",
"A_Wing_Squadron",
"Rebel_X-Wing_Squadron"
}
underworld = Find_Player("Underworld")
rebel = Find_Player("Rebel")
empire = Find_Player("Empire")
hutts = Find_Player("Hutts")
neutral = Find_Player("Neutral")
empire_defender = false
rebel_defender = false
mission_started = false
objective_02_given = false
objective_03_given = false
obj_02_complete = false
obj_03_complete = false
path1_triggered = false
shuttle_at_exit = false
convoy0_spawned = false
convoy1_spawned = false
convoy0_shuttle0_reveal = nil
convoy0_shuttle1_reveal = nil
convoy1_shuttle0_reveal = nil
convoy1_shuttle1_reveal = nil
interdictor_at_dest = false
interdict_message = false
path_0_shuttles_moved = {}
path_1_shuttles_moved = {}
end
function State_Bespin_Piracy_Mission_Begin(message)
if message == OnEnter then
mission_started = true
hero = Find_First_Object("THE_PEACEBRINGER")
if not TestValid(hero) then
hero = Find_First_Object("INTERCEPTOR4_FRIGATE")
end
rebel_list = Find_All_Objects_Of_Type(rebel)
empire_list = Find_All_Objects_Of_Type(empire)
if TestValid(rebel_list[1]) then
rebel_defender = true
end
if TestValid(empire_list[1]) then
empire_defender = true
end
end_guard = Find_All_Objects_With_Hint("endguard")
for k, unit in pairs(end_guard) do
if TestValid(unit) then
unit.Stop(true)
unit.Prevent_AI_Usage(true)
end
end
center_defense = Find_All_Objects_With_Hint("centerdefense")
for k, unit in pairs(center_defense) do
if TestValid(unit) then
unit.Stop(true)
unit.Prevent_AI_Usage(true)
end
end
convoy0_spawn0 = Find_Hint("STORY_TRIGGER_ZONE_00","convoy0spawn0")
convoy0_spawn0a = Find_Hint("STORY_TRIGGER_ZONE_00","convoy0spawn0a")
convoy0_spawn1 = Find_Hint("STORY_TRIGGER_ZONE_00","convoy0spawn1")
convoy0_spawn1a = Find_Hint("STORY_TRIGGER_ZONE_00","convoy0spawn1a")
convoy1_spawn0 = Find_Hint("STORY_TRIGGER_ZONE_00","convoy1spawn0")
convoy1_spawn0a = Find_Hint("STORY_TRIGGER_ZONE_00","convoy1spawn0a")
convoy1_spawn1 = Find_Hint("STORY_TRIGGER_ZONE_00","convoy1spawn1")
convoy1_spawn1a = Find_Hint("STORY_TRIGGER_ZONE_00","convoy1spawn1a")
interdictor = Find_First_Object("INTERDICTOR_CRUISER")
interdictor_dest = Find_Hint("STORY_TRIGGER_ZONE_00","interdictordest")
Register_Prox(interdictor_dest, Prox_Interdictor, 150, underworld)
convoy_path_0 = Find_Hint("STORY_TRIGGER_ZONE_00","convoypath0")
convoy_path_1 = Find_Hint("STORY_TRIGGER_ZONE_00","convoypath1")
if empire_defender then
Register_Prox(convoy_path_0, Prox_Shuttle_Move, 150, empire)
Register_Prox(convoy_path_1, Prox_Shuttle_Move_End, 150, empire)
end
if rebel_defender then
Register_Prox(convoy_path_0, Prox_Shuttle_Move, 150, rebel)
Register_Prox(convoy_path_1, Prox_Shuttle_Move_End, 150, rebel)
end
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)
--current_cinematic_thread = Create_Thread("Intro_Cinematic", hero)
Fade_Screen_In(1)
Lock_Controls(0)
Story_Event("ADD_OBJECTIVE_00")
Story_Event("TEXT_SPEECH_BESPIN_PIR_TACTICAL_COR06_06")
end
end
function Story_Mode_Service()
if mission_started then
if not TestValid(hero) or not TestValid(interdictor) then
Story_Event("FAIL_OBJECTIVE_00")
if rebel_defender then
Story_Event("VICTORY_REBEL")
end
if empire_defender then
Story_Event("VICTORY_EMPIRE")
end
end
end
if interdictor_at_dest then
if TestValid(interdictor) and interdictor.Is_Ability_Active("INTERDICT") and not interdict_message then
interdict_message = true
Story_Event("COMPLETE_OBJECTIVE_01")
Story_Event("TEXT_SPEECH_BESPIN_PIR_TACTICAL_COR06_07")
end
end
if convoy0_spawned and not TestValid(convoy0_shuttle0) and not TestValid(convoy0_shuttle1) and not obj_02_complete then
obj_02_complete = true
Story_Event("COMPLETE_OBJECTIVE_02")
Story_Event("TEXT_SPEECH_BESPIN_PIR_TACTICAL_COR06_09")
end
if convoy0_spawned then
if TestValid(convoy0_shuttle0) then
convoy0_shuttle0_reveal.Undo_Reveal()
convoy0_shuttle0_reveal = FogOfWar.Reveal(underworld, convoy0_shuttle0, 250, 250)
end
if TestValid(convoy0_shuttle1) then
convoy0_shuttle1_reveal.Undo_Reveal()
convoy0_shuttle1_reveal = FogOfWar.Reveal(underworld, convoy0_shuttle1, 250, 250)
end
end
if convoy1_spawned and not TestValid(convoy1_shuttle0) and not TestValid(convoy1_shuttle1) and not obj_03_complete then
obj_03_complete = true
Story_Event("COMPLETE_OBJECTIVE_03")
Story_Event("TEXT_SPEECH_BESPIN_PIR_TACTICAL_COR06_11")
end
if convoy1_spawned then
if TestValid(convoy1_shuttle0) then
convoy1_shuttle0_reveal.Undo_Reveal()
convoy1_shuttle0_reveal = FogOfWar.Reveal(underworld, convoy1_shuttle0, 250, 250)
end
if TestValid(convoy1_shuttle1) then
convoy1_shuttle1_reveal.Undo_Reveal()
convoy1_shuttle1_reveal = FogOfWar.Reveal(underworld, convoy1_shuttle1, 250, 250)
end
end
end
function State_Bespin_Piracy_Mission_Speech_Line_06_Remove_Text(message)
if message == OnEnter then
Story_Event("ADD_OBJECTIVE_01")
interdictor_dest.Highlight(true)
Add_Radar_Blip(interdictor_dest, "interdictor_dest_blip")
end
end
function State_Bespin_Piracy_Mission_Speech_Line_07_Remove_Text(message)
if message == OnEnter then
Story_Event("ADD_OBJECTIVE_02")
Sleep(3)
Create_Thread("Warp_In_Convoy_0")
end
end
function State_Bespin_Piracy_Mission_Speech_Line_09_Remove_Text(message)
if message == OnEnter then
Story_Event("ADD_OBJECTIVE_03")
Sleep(3)
Create_Thread("Warp_In_Convoy_1")
end
end
function Warp_In_Convoy_0()
if empire_defender then
convoy0_shuttle0_list = Spawn_Unit(Find_Object_Type("IMPERIAL_LANDING_CRAFT"), convoy0_spawn0, empire)
convoy0_shuttle1_list = Spawn_Unit(Find_Object_Type("IMPERIAL_LANDING_CRAFT"), convoy0_spawn1, empire)
convoy0_shuttle0_list[1].Teleport_And_Face(convoy0_spawn0)
convoy0_shuttle1_list[1].Teleport_And_Face(convoy0_spawn1)
end
if rebel_defender then
convoy0_shuttle0_list = Spawn_Unit(Find_Object_Type("MERCHANT_FREIGHTER"), convoy1_spawn0, rebel)
convoy0_shuttle1_list = Spawn_Unit(Find_Object_Type("MERCHANT_FREIGHTER"), convoy1_spawn1, rebel)
convoy0_shuttle0_list[1].Teleport_And_Face(convoy1_spawn0)
convoy0_shuttle1_list[1].Teleport_And_Face(convoy1_spawn1)
end
convoy0_shuttle0 = convoy0_shuttle0_list[1]
convoy0_shuttle1 = convoy0_shuttle1_list[1]
convoy0_shuttle0.Prevent_AI_Usage(true)
convoy0_shuttle1.Prevent_AI_Usage(true)
convoy0_shuttle0.Cinematic_Hyperspace_In(90)
convoy0_shuttle1.Cinematic_Hyperspace_In(120)
Sleep(2.5)
-- function ReinforceList(type_list, entry_marker, player, allow_ai_usage, delete_after_scenario, ignore_reinforcement_rules, callback)
if empire_defender then
ReinforceList(emp_convoy0spawn0_list, convoy0_spawn0a, empire, false, true, true, Callback_Guard_Shuttle_0)
end
if rebel_defender then
ReinforceList(reb_convoy0spawn0_list, convoy1_spawn0a, rebel, false, true, true, Callback_Guard_Shuttle_0)
end
Sleep(1)
if empire_defender then
ReinforceList(emp_convoy0spawn1_list, convoy0_spawn1a, empire, false, true, true, Callback_Guard_Shuttle_1)
end
if rebel_defender then
ReinforceList(reb_convoy0spawn1_list, convoy1_spawn1a, rebel, false, true, true, Callback_Guard_Shuttle_1)
end
Story_Event("TEXT_SPEECH_BESPIN_PIR_TACTICAL_COR06_08")
Sleep(6)
if TestValid(convoy0_shuttle0) then
convoy0_shuttle0.Override_Max_Speed(1.5)
convoy0_shuttle0.Move_To(convoy_path_0)
end
if TestValid(convoy0_shuttle1) then
convoy0_shuttle1.Override_Max_Speed(1.5)
convoy0_shuttle1.Move_To(convoy_path_0)
end
if TestValid(convoy0_shuttle0) then
convoy0_shuttle0_reveal = FogOfWar.Reveal(underworld, convoy0_shuttle0, 250, 250)
convoy0_shuttle0.Highlight(true)
end
if TestValid(convoy0_shuttle1) then
convoy0_shuttle1_reveal = FogOfWar.Reveal(underworld, convoy0_shuttle1, 250, 250)
convoy0_shuttle1.Highlight(true)
end
convoy0_spawned = true
end
function Warp_In_Convoy_1()
if empire_defender then
convoy1_shuttle0_list = Spawn_Unit(Find_Object_Type("IMPERIAL_LANDING_CRAFT"), convoy1_spawn0, empire)
convoy1_shuttle1_list = Spawn_Unit(Find_Object_Type("IMPERIAL_LANDING_CRAFT"), convoy1_spawn1, empire)
convoy1_shuttle0_list[1].Teleport_And_Face(convoy1_spawn0)
convoy1_shuttle1_list[1].Teleport_And_Face(convoy1_spawn1)
end
if rebel_defender then
convoy1_shuttle0_list = Spawn_Unit(Find_Object_Type("MERCHANT_FREIGHTER"), convoy0_spawn0, rebel)
convoy1_shuttle1_list = Spawn_Unit(Find_Object_Type("MERCHANT_FREIGHTER"), convoy0_spawn1, rebel)
convoy1_shuttle0_list[1].Teleport_And_Face(convoy0_spawn0)
convoy1_shuttle1_list[1].Teleport_And_Face(convoy0_spawn1)
end
convoy1_shuttle0 = convoy1_shuttle0_list[1]
convoy1_shuttle1 = convoy1_shuttle1_list[1]
convoy1_shuttle0.Prevent_AI_Usage(true)
convoy1_shuttle1.Prevent_AI_Usage(true)
convoy1_shuttle0.Cinematic_Hyperspace_In(90)
convoy1_shuttle1.Cinematic_Hyperspace_In(120)
Sleep(2.5)
-- function ReinforceList(type_list, entry_marker, player, allow_ai_usage, delete_after_scenario, ignore_reinforcement_rules, callback)
if empire_defender then
ReinforceList(emp_convoy1spawn0_list, convoy1_spawn0a, empire, false, true, true, Callback_Guard_Shuttle_2)
end
if rebel_defender then
ReinforceList(reb_convoy1spawn0_list, convoy0_spawn0a, rebel, false, true, true, Callback_Guard_Shuttle_2)
end
Sleep(1)
if empire_defender then
ReinforceList(emp_convoy1spawn1_list, convoy1_spawn1a, empire, false, true, true, Callback_Guard_Shuttle_3)
end
if rebel_defender then
ReinforceList(reb_convoy1spawn1_list, convoy0_spawn1a, rebel, false, true, true, Callback_Guard_Shuttle_3)
end
Story_Event("TEXT_SPEECH_BESPIN_PIR_TACTICAL_COR06_10")
Sleep(6)
if TestValid(convoy1_shuttle0) then
convoy1_shuttle0.Override_Max_Speed(1.5)
convoy1_shuttle0.Move_To(convoy_path_0)
end
if TestValid(convoy1_shuttle1) then
convoy1_shuttle1.Override_Max_Speed(1.5)
convoy1_shuttle1.Move_To(convoy_path_0)
end
if TestValid(convoy1_shuttle0) then
convoy1_shuttle0_reveal = FogOfWar.Reveal(underworld, convoy1_shuttle0, 250, 250)
convoy1_shuttle0.Highlight(true)
end
if TestValid(convoy1_shuttle1) then
convoy1_shuttle1_reveal = FogOfWar.Reveal(underworld, convoy1_shuttle1, 250, 250)
convoy1_shuttle1.Highlight(true)
end
convoy1_spawned = true
end
function Callback_Guard_Shuttle_0(new_list)
for k, unit in pairs(new_list) do
if TestValid(unit) then
unit.Prevent_AI_Usage(true)
unit.Override_Max_Speed(1.5)
unit.Attack_Move(convoy_path_0)
end
end
end
function Callback_Guard_Shuttle_1(new_list)
for k, unit in pairs(new_list) do
if TestValid(unit) then
unit.Prevent_AI_Usage(true)
unit.Override_Max_Speed(1.5)
unit.Attack_Move(convoy_path_0)
end
end
end
function Callback_Guard_Shuttle_2(new_list)
for k, unit in pairs(new_list) do
if TestValid(unit) then
unit.Prevent_AI_Usage(true)
unit.Override_Max_Speed(1.5)
unit.Attack_Move(convoy_path_0)
end
end
end
function Callback_Guard_Shuttle_3(new_list)
for k, unit in pairs(new_list) do
if TestValid(unit) then
unit.Prevent_AI_Usage(true)
unit.Override_Max_Speed(1.5)
unit.Attack_Move(convoy_path_0)
end
end
end
function Prox_Interdictor(self_obj, trigger_obj)
if trigger_obj.Get_Type().Get_Name() == "INTERDICTOR_CRUISER" and not interdictor_at_dest then
interdictor_at_dest = true
interdictor_dest.Highlight(false)
Remove_Radar_Blip("interdictor_dest_blip")
end
end
function Prox_Shuttle_Move(self_obj, trigger_obj)
if not path_0_shuttles_moved[trigger_obj] then
if trigger_obj.Get_Type().Get_Name() == "IMPERIAL_LANDING_CRAFT" then
trigger_obj.Move_To(convoy_path_1)
path_0_shuttles_moved[trigger_obj] = true
end
if trigger_obj.Get_Type().Get_Name() ~= "IMPERIAL_LANDING_CRAFT" and not trigger_obj.Is_Category("Fighter") then
trigger_obj.Attack_Move(convoy_path_1)
path_0_shuttles_moved[trigger_obj] = true
end
end
end
function Prox_Shuttle_Move_End(self_obj, trigger_obj)
if not path_1_shuttles_moved[trigger_obj] then
if trigger_obj.Get_Type().Get_Name() == "IMPERIAL_LANDING_CRAFT" then
trigger_obj.Hyperspace_Away()
path_1_shuttles_moved[trigger_obj] = true
if convoy0_spawned and not convoy1_spawned then
Story_Event("FAIL_OBJECTIVE_02")
end
if convoy1_spawned then
Story_Event("FAIL_OBJECTIVE_03")
end
if rebel_defender then
Story_Event("VICTORY_REBEL")
end
if empire_defender then
Story_Event("VICTORY_EMPIRE")
end
end
end
end
-- ************************************************************************
-- ***********************INTRO CINEMATIC FUNCTION*************************
-- ************************************************************************
function Intro_Cinematic(focus_unit)
Lock_Controls(1)
Start_Cinematic_Camera()
Letter_Box_In(0)
Fade_Screen_In(2)
camera_distance = 1000
camera_rotation = 0
Transition_Cinematic_Camera_Key(focus_unit, 0, camera_distance, 25, (camera_rotation - 90), 1, 1, 1, 0)
Transition_Cinematic_Target_Key(focus_unit, 0, 0, 0, 7, 0, focus_unit, 0, 0)
Transition_Cinematic_Camera_Key(focus_unit, 5, camera_distance, 25, camera_rotation, 1, 1, 1, 0)
Sleep(4.5)
while true do
camera_rotation = camera_rotation + 90
Transition_Cinematic_Camera_Key(focus_unit, 5, camera_distance, 25, camera_rotation, 1, 1, 1, 0)
if camera_rotation == 180 then
Story_Handle_Esc()
end
Sleep(4.5)
end
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()
Story_Event("ADD_OBJECTIVE_00")
Story_Event("TEXT_SPEECH_BESPIN_PIR_TACTICAL_COR06_06")
end