-
Notifications
You must be signed in to change notification settings - Fork 6
/
scenario_29_surf.lua
1760 lines (1751 loc) · 69.4 KB
/
scenario_29_surf.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
-- Name: Surf's Up!
-- Description: Wave after wave of enemy ships attack, each wave harder than the previous wave. Single or multiple player ships may participate. Scenario is over when the friendly bases are destroyed. Loosely based on the Waves scenario. The differences between Waves and Surf's Up: Initial configuration options (faster moving enemy ships, set the start wave), random wave type (normal, hunt enemy base, formation flying, asteroid storm), services split between friendly stations, side missions to enhance stations, enemies may drop deadly warp jammers.
---
--- No victory condition. How many waves can you complete?
---
--- Version 1
---
--- USN Discord: https://discord.gg/PntGG3a where you can join a game online. There's one almost every weekend. All experience levels are welcome.
-- Type: Basic
-- Setting[Enemies]: Configures strength and/or number of enemies in this scenario
-- Enemies[Easy]: Fewer or weaker enemies
-- Enemies[Normal|Default]: Normal number or strength of enemies
-- Enemies[Hard]: More or stronger enemies
-- Enemies[Extreme]: Much stronger, many more enemies
-- Enemies[Quixotic]: Insanely strong and/or inordinately large numbers of enemies
-- Setting[Prototype]: Use alternative player ship or not
-- Prototype[None|Default]: Select a normal player ship from the next screen
-- Prototype[Cruiser]: Spawn a player cruiser
-- Prototype[Missile Cruiser]: Spawn a player missile cruiser (no beams)
-- Prototype[Fighter]: Spawn a player fighter (no warp or jump)
-- Setting[Pace]: Configures how fast the enemy ships move
-- Pace[Normal|Default]: Enemy ships move at their normal speed
-- Pace[10]: Enemy ships move ten percent faster than normal
-- Pace[20]: Enemy ships move twenty percent faster than normal
-- Pace[30]: Enemy ships move thirty percent faster than normal
-- Pace[40]: Enemy ships move forty percent faster than normal
-- Pace[50]: Enemy ships move fifty percent faster than normal
-- Setting[Advance]: Configure the simulated wave level. Default is one
-- Advance[1|Default]: Normal wave start point
-- Advance[2]: Advance wave start to 2
-- Advance[3]: Advance wave start to 3
-- Advance[4]: Advance wave start to 4
-- Advance[5]: Advance wave start to 5
-- Advance[6]: Advance wave start to 6
-- Advance[7]: Advance wave start to 7
-- Advance[8]: Advance wave start to 8
-- Advance[9]: Advance wave start to 9
require("utils.lua")
-- For this scenario, utils.lua provides:
-- vectorFromAngle(angle, length)
-- Returns a relative vector (x, y coordinates)
-- setCirclePos(obj, x, y, angle, distance)
-- Returns the object with its position set to the resulting coordinates.
require("place_station_scenario_utility.lua")
require("cpu_ship_diversification_scenario_utility.lua")
require("generate_call_sign_scenario_utility.lua")
require("comms_scenario_utility.lua")
function init()
scenario_version = "1.0.6"
ee_version = "2024.08.09"
print(string.format(" ---- Scenario: Surf's Up! ---- Version %s ---- Tested with EE version %s ----",scenario_version,ee_version))
if _VERSION ~= nil then
print(_VERSION)
end
-- global variables:
wave_number = 0
spawn_wave_delay = nil
add_station_to_database = true
include_goods_for_sale_in_status = true
include_ordnance_in_status = true
stations_sell_goods = true
enemy_list = {}
friendly_stations = {}
neutral_stations = {}
station_list = {}
transport_list = {}
nebulas = {}
check_zones = {}
-- Random friendly stations
local name_categories = {
"Science",
"History",
"Pop Sci Fi",
"Spec Sci Fi",
"Generic",
}
local station_angle = random(0,360)
local station_x, station_y = vectorFromAngle(station_angle,random(2000,5000))
local name_category = tableRemoveRandom(name_categories)
local station = placeStation(station_x, station_y,name_category,"Human Navy")
setReinforcements(station)
table.insert(friendly_stations, station)
table.insert(station_list, station)
local dx, dy = vectorFromAngle(station_angle + random(-60,60),random(2000,5000))
name_category = tableRemoveRandom(name_categories)
station = placeStation(station_x + dx, station_y + dy,name_category,"Human Navy")
setReinforcements(station)
table.insert(friendly_stations, station)
spreadServiceToStations(friendly_stations)
table.insert(station_list, station)
local mission_reasons = {
["energy"] = {
[_("situationReport-comms", "A recent reactor failure has put us on auxiliary power, so we cannot recharge ships.")] = {
"nickel","platinum","gold","dilithium","tritanium","cobalt","optic","filament","sensor","lifter","software","circuit","battery"
},
[_("situationReport-comms", "A damaged power coupling makes it too dangerous to recharge ships.")] = {
"nickel","platinum","gold","dilithium","tritanium","cobalt","optic","filament","sensor","lifter","circuit","battery"
},
[_("situationReport-comms", "An asteroid strike damaged our solar cells and we are short on power, so we can't recharge ships right now.")] = {
"nickel","platinum","gold","dilithium","tritanium","cobalt","optic","filament","sensor","circuit","battery"
},
},
["hull"] = {
[_("situationReport-comms", "We're out of the necessary materials and supplies for hull repair.")] = {
"nickel","platinum","dilithium","tritanium","cobalt","lifter","filament","sensor","circuit","repulsor","nanites","shield"
},
[_("situationReport-comms", "Hull repair automation unavailable while it is undergoing maintenance.")] = {
"nickel","platinum","gold","dilithium","tritanium","cobalt","optic","filament","sensor","lifter","software","circuit","android","robotic","nanites"
},
[_("situationReport-comms", "All hull repair technicians quarantined to quarters due to illness.")] = {
"medicine","transporter","sensor","communication","autodoc","android","nanites"
},
},
["restock_probes"] = {
[_("situationReport-comms", "Cannot replenish scan probes due to fabrication unit failure.")] = {
"nickel","platinum","gold","dilithium","tritanium","cobalt","optic","filament","sensor","lifter","software","circuit","battery"
},
[_("situationReport-comms", "Parts shortage prevents scan probe replenishment.")] = {
"optic","filament","shield","impulse","warp","sensor","lifter","circuit","battery","communication"
},
[_("situationReport-comms", "Station management has curtailed scan probe replenishment for cost cutting reasons.")] = {
"nickel","platinum","gold","dilithium","tritanium","cobalt","luxury"
},
}
}
mission_goods = {}
for i,station in ipairs(friendly_stations) do
if not station:getRestocksScanProbes() then
if station.probe_fail_reason == nil then
local reason_list = {
_("situationReport-comms", "Cannot replenish scan probes due to fabrication unit failure."),
_("situationReport-comms", "Parts shortage prevents scan probe replenishment."),
_("situationReport-comms", "Station management has curtailed scan probe replenishment for cost cutting reasons."),
}
station.probe_fail_reason = reason_list[math.random(1,#reason_list)]
mission_goods["restock_probes"] = mission_reasons["restock_probes"][station.probe_fail_reason]
end
end
if not station:getRepairDocked() then
if station.repair_fail_reason == nil then
reason_list = {
_("situationReport-comms", "We're out of the necessary materials and supplies for hull repair."),
_("situationReport-comms", "Hull repair automation unavailable while it is undergoing maintenance."),
_("situationReport-comms", "All hull repair technicians quarantined to quarters due to illness."),
}
station.repair_fail_reason = reason_list[math.random(1,#reason_list)]
mission_goods["hull"] = mission_reasons["hull"][station.repair_fail_reason]
end
end
if not station:getSharesEnergyWithDocked() then
if station.energy_fail_reason == nil then
reason_list = {
_("situationReport-comms", "A recent reactor failure has put us on auxiliary power, so we cannot recharge ships."),
_("situationReport-comms", "A damaged power coupling makes it too dangerous to recharge ships."),
_("situationReport-comms", "An asteroid strike damaged our solar cells and we are short on power, so we can't recharge ships right now."),
}
station.energy_fail_reason = reason_list[math.random(1,#reason_list)]
mission_goods["energy"] = mission_reasons["energy"][station.energy_fail_reason]
end
end
end
-- Random nebulae
local neb_x, neb_y = vectorFromAngle(random(0, 360), 15000)
for n = 1, 5 do
local d_neb_x, d_neb_y = vectorFromAngle(random(0, 360), random(2500, 10000))
table.insert(nebulas,Nebula():setPosition(neb_x + d_neb_x, neb_y + d_neb_y))
end
-- Random asteroids
for cnt = 1, random(2, 7) do
local major_angle = random(0, 360)
local minor_angle = random(0, 360)
local dist = random(3000, 15000 + cnt * 5000)
local base_x, base_y = vectorFromAngle(major_angle, dist)
for a_cnt = 1, 25 do
dx1, dy1 = vectorFromAngle(minor_angle, random(-1000, 1000))
dx2, dy2 = vectorFromAngle(minor_angle + 90, random(-10000, 10000))
Asteroid():setPosition(base_x + dx1 + dx2, base_y + dy1 + dy2):setSize(random(4,300) + random(4,300) + random(4,300))
end
for a_cnt = 1, 50 do
dx1, dy1 = vectorFromAngle(minor_angle, random(-1500, 1500))
dx2, dy2 = vectorFromAngle(minor_angle + 90, random(-10000, 10000))
VisualAsteroid():setPosition(base_x + dx1 + dx2, base_y + dy1 + dy2):setSize(random(4,300) + random(4,300) + random(4,300))
end
end
asteroid_storm = false
storm_asteroids = {}
-- Enemy strength configuration and primary enemy type list
local enemy_config = {
["Easy"] = {number = .5},
["Normal"] = {number = 1},
["Hard"] = {number = 2},
["Extreme"] = {number = 3},
["Quixotic"] = {number = 5},
}
enemy_power = enemy_config[getScenarioSetting("Enemies")].number
local enemy_speed = {
["Normal"] = 1,
["10"] = 1.1,
["20"] = 1.2,
["30"] = 1.3,
["40"] = 1.4,
["50"] = 1.5
}
speed_factor = enemy_speed[getScenarioSetting("Pace")]
local advance_config = {
["1"] = 0,
["2"] = 1,
["3"] = 2,
["4"] = 3,
["5"] = 4,
["6"] = 5,
["7"] = 6,
["8"] = 7,
["9"] = 8,
}
wave_advance = advance_config[getScenarioSetting("Advance")]
ship_templates = {
{name = "Gnat", warp_jammer = "none", strength = 2, create = gnat},
{name = "MT52 Hornet", warp_jammer = "none", strength = 5, create = stockTemplate},
{name = "MU52 Hornet", warp_jammer = "none", strength = 5, create = stockTemplate},
{name = "Adder MK5", warp_jammer = "none", strength = 7, create = stockTemplate},
{name = "WX-Lindworm", warp_jammer = "none", strength = 7, create = stockTemplate},
{name = "Adder MK9", warp_jammer = "none", strength = 11, create = stockTemplate},
{name = "Phobos T3", warp_jammer = "none", strength = 15, create = stockTemplate},
{name = "Piranha F12", warp_jammer = "beam", strength = 15, create = stockTemplate},
{name = "Farco 11", warp_jammer = "plain", strength = 21, create = farco11},
{name = "Ranus U", warp_jammer = "beam", strength = 25, create = stockTemplate},
{name = "Stalker Q7", warp_jammer = "missile", strength = 25, create = stockTemplate},
{name = "Stalker R7", warp_jammer = "missile", strength = 25, create = stockTemplate},
{name = "Maniapak", warp_jammer = "none", strength = 34, create = maniapak},
{name = "Cucaracha", warp_jammer = "plain", strength = 36, create = cucaracha},
{name = "Atlantis X23", warp_jammer = "none", strength = 50, create = stockTemplate},
{name = "Atlantis Y42", warp_jammer = "plain", strength = 60, create = atlantisY42},
{name = "Enforcer", warp_jammer = "none", strength = 75, create = enforcer},
{name = "Starhammer III", warp_jammer = "none", strength = 85, create = starhammerIII},
{name = "Starhammer V", warp_jammer = "plain", strength = 90, create = starhammerV},
{name = "Tyr", warp_jammer = "none", strength = 150, create = tyr},
}
-- Random neutral stations
neutral_stations = {}
for n = 1, 6 do
name_category = tableRemoveRandom(name_categories)
if name_category == nil then
name_category = "RandomHumanNeutral"
end
local station = placeStation(0,0,name_category,"Independent")
setCirclePos(station, 0, 0, random(0,360), random(15000,30000))
table.insert(neutral_stations,station)
table.insert(station_list, station)
end
spreadServiceToStationPairs(neutral_stations)
local ordnance_missions = {
"Homing","Nuke","EMP","Mine","HVLI",
}
for i,mission in ipairs(ordnance_missions) do
mission_goods[mission] = {"nickel","platinum","gold","dilithium","tritanium","cobalt","circuit","filament"}
end
table.insert(mission_goods.Homing,"sensor")
table.insert(mission_goods.Nuke,"sensor")
table.insert(mission_goods.EMP,"sensor")
local missions_stations_goods = {}
for i,neutral_station in ipairs(neutral_stations) do
if neutral_station.comms_data ~= nil and neutral_station.comms_data.goods ~= nil then
for station_good,details in pairs(neutral_station.comms_data.goods) do
for mission,mission_goods in pairs(mission_goods) do
for k,mission_good in ipairs(mission_goods) do
if mission_good == station_good then
if missions_stations_goods[mission] == nil then
missions_stations_goods[mission] = {}
end
if missions_stations_goods[mission][neutral_station] == nil then
missions_stations_goods[mission][neutral_station] = {}
end
table.insert(missions_stations_goods[mission][neutral_station],mission_good)
end
end
end
end
end
end
mission_good = {}
-- Pick goods for missions
local already_selected_station = {}
local already_selected_good = {}
for mission,stations_goods in pairs(missions_stations_goods) do
local station_pool = {}
for station,goods in pairs(stations_goods) do
if #already_selected_station > 0 then
local exclude = false
for i,previous_station in ipairs(already_selected_station) do
if station == previous_station then
exclude = true
end
end
if not exclude then
table.insert(station_pool,station)
end
else
table.insert(station_pool,station)
end
end
if #station_pool > 0 then
local selected_station = station_pool[math.random(1,#station_pool)]
table.insert(already_selected_station,selected_station)
local good = stations_goods[selected_station][math.random(1,#stations_goods[selected_station])]
if #already_selected_good > 0 then
local good_selected = false
for i,previous_good in ipairs(already_selected_good) do
if previous_good == good then
good_selected = true
break
end
end
if not good_selected then
mission_good[mission] = {good = good, station = selected_station}
mission_goods[mission] = {good}
table.insert(already_selected_good,good)
selected_station.selected_mission_good = good
end
else
mission_good[mission] = {good = good, station = selected_station}
mission_goods[mission] = {good}
table.insert(already_selected_good,good)
selected_station.selected_mission_good = good
end
end
end
-- complete goods selection for missions
for mission,goods in pairs(mission_goods) do
local selected_good = nil
if #goods > 1 then
local good_pool = {}
for i,good in ipairs(goods) do
local good_selected = false
for j,previous_good in ipairs(already_selected_good) do
if good == previous_good then
good_selected = true
break
end
end
if not good_selected then
table.insert(good_pool,good)
end
end
if #good_pool > 0 then
selected_good = good_pool[math.random(1,#good_pool)]
mission_good[mission] = {good = selected_good}
table.insert(already_selected_good,selected_good)
else
selected_good = goods[math.random(1,#goods)]
mission_good[mission] = {good = selected_good}
end
else
selected_good = goods[1]
end
end
for mission,details in pairs(mission_good) do
if details.station == nil then
for i,station in ipairs(neutral_stations) do
if station.selected_mission_good == nil then
if station.comms_data.goods == nil then
station.comms_data.goods = {}
end
station.comms_data.goods[details.good] = {quantity = math.random(3,8), cost = math.random(40,80)}
station.selected_mission_good = details.good
details.station = station
break
end
end
end
end
--[[
print("Missions and goods final:")
for mission,details in pairs(mission_good) do
local out_station = "None"
if details.station ~= nil then
out_station = details.station:getCallSign()
end
print("Mission:",mission,"Good:",details.good,"Station:",out_station)
end
--]]
-- Player ship(s)
player_ship_stats = {
["Atlantis"] = { strength = 52, cargo = 6, long_range_radar = 30000, short_range_radar = 5000, },
["Benedict"] = { strength = 10, cargo = 9, long_range_radar = 30000, short_range_radar = 5000, },
["Crucible"] = { strength = 45, cargo = 5, long_range_radar = 20000, short_range_radar = 6000, },
["Ender"] = { strength = 100, cargo = 20, long_range_radar = 45000, short_range_radar = 7000, },
["Flavia P.Falcon"] = { strength = 13, cargo = 15, long_range_radar = 40000, short_range_radar = 5000, },
["Hathcock"] = { strength = 30, cargo = 6, long_range_radar = 35000, short_range_radar = 6000, },
["Kiriya"] = { strength = 10, cargo = 9, long_range_radar = 35000, short_range_radar = 5000, },
["MP52 Hornet"] = { strength = 7, cargo = 3, long_range_radar = 18000, short_range_radar = 4000, },
["Maverick"] = { strength = 45, cargo = 5, long_range_radar = 20000, short_range_radar = 4000, },
["Nautilus"] = { strength = 12, cargo = 7, long_range_radar = 22000, short_range_radar = 4000, },
["Phobos M3P"] = { strength = 19, cargo = 10, long_range_radar = 25000, short_range_radar = 5000, },
["Piranha"] = { strength = 16, cargo = 8, long_range_radar = 25000, short_range_radar = 6000, },
["Player Cruiser"] = { strength = 40, cargo = 6, long_range_radar = 30000, short_range_radar = 5000, },
["Player Fighter"] = { strength = 7, cargo = 3, long_range_radar = 15000, short_range_radar = 4500, },
["Player Missile Cr."] = { strength = 45, cargo = 8, long_range_radar = 35000, short_range_radar = 6000, },
["Repulse"] = { strength = 14, cargo = 12, long_range_radar = 38000, short_range_radar = 5000, },
["Striker"] = { strength = 8, cargo = 4, long_range_radar = 35000, short_range_radar = 5000, },
["ZX-Lindworm"] = { strength = 8, cargo = 3, long_range_radar = 18000, short_range_radar = 5500, },
}
player_ship_names = {
["Atlantis"] = {"Excaliber","Thrasher","Punisher","Vorpal","Protang","Drummond","Parchim","Coronado"},
["Benedict"] = {"Elizabeth","Ford","Vikramaditya","Liaoning","Avenger","Naruebet","Washington","Lincoln","Garibaldi","Eisenhower"},
["Crucible"] = {"Sling", "Stark", "Torrid", "Kicker", "Flummox", "3rd Charm"},
["Ender"] = {"Mongo","Godzilla","Leviathan","Kraken","Jupiter","Saturn"},
["Flavia P.Falcon"] = {"Ladyhawke","Hunter","Seeker","Gyrefalcon","Kestrel","Magpie","Bandit","Buccaneer"},
["Hathcock"] = {"Hayha", "Waldron", "Plunkett", "Mawhinney", "Furlong", "Zaytsev", "Pavlichenko", "Pegahmagabow", "Fett", "Hawkeye", "Hanzo"},
["Kiriya"] = {"Cavour","Reagan","Gaulle","Paulo","Truman","Stennis","Kuznetsov","Roosevelt","Vinson","Old Salt"},
["MP52 Hornet"] = {"Dragonfly","Scarab","Mantis","Yellow Jacket","Jimminy","Flik","Thorny","Buzz"},
["Maverick"] = {"Angel", "Thunderbird", "Roaster", "Magnifier", "Hedge"},
["Nautilus"] = {"October", "Abdiel", "Manxman", "Newcon", "Nusret", "Pluton", "Amiral", "Amur", "Heinkel", "Dornier"},
["Phobos M3P"] = {"Blinder","Shadow","Distortion","Diemos","Ganymede","Castillo","Thebe","Retrograde"},
["Piranha"] = {"Razor","Biter","Ripper","Voracious","Carnivorous","Characid","Vulture","Predator"},
["Player Cruiser"] = {"Excelsior","Velociraptor","Thunder","Kona","Encounter","Perth","Aspern","Panther"},
["Player Fighter"] = {"Buzzer","Flitter","Zippiticus","Hopper","Molt","Stinger","Stripe"},
["Player Missile Cr."] ={"Projectus","Hurlmeister","Flinger","Ovod","Amatola","Nakhimov","Antigone"},
["Repulse"] = {"Fiddler","Brinks","Loomis","Mowag","Patria","Pandur","Terrex","Komatsu","Eitan"},
["Striker"] = {"Sparrow","Sizzle","Squawk","Crow","Phoenix","Snowbird","Hawk"},
["ZX-Lindworm"] = {"Seagull","Catapult","Blowhard","Flapper","Nixie","Pixie","Tinkerbell"},
["Player Cruiser"] = {"Excelsior","Velociraptor","Thunder","Kona","Encounter","Perth","Aspern","Panther"},
["Player Missile Cr."] ={"Projectus","Hurlmeister","Flinger","Ovod","Amatola","Nakhimov","Antigone"},
["Player Fighter"] = {"Buzzer","Flitter","Zippiticus","Hopper","Molt","Stinger","Stripe"},
["Leftovers"] = {"Foregone","Righteous","Masher"},
}
player_spawn_count = 0
onNewPlayerShip(setPlayer)
-- Alternative player ship
local prototype_config = {
["None"] = "None",
["Cruiser"] = "Player Cruiser",
["Missile Cruiser"] = "Player Missile Cr.",
["Fighter"] = "Player Fighter",
}
if getScenarioSetting("Prototype") ~= "None" then
PlayerSpaceship():setTemplate(prototype_config[getScenarioSetting("Prototype")])
end
end
function setReinforcements(station)
station.comms_data = {}
station.comms_data.service_cost = {}
station.comms_data.service_cost.amk3_reinforcements = math.random(75,125)
station.comms_data.service_cost.hornet_reinforcements = math.random(75,125)
station.comms_data.service_cost.reinforcements = math.random(140,160)
station.comms_data.service_cost.amk8_reinforcements = math.random(150,200)
station.comms_data.service_cost.phobos_reinforcements = math.random(175,225)
station.comms_data.service_cost.stalker_reinforcements = math.random(275,325)
station.comms_data.service_available = {}
station.comms_data.service_available.amk3_reinforcements = random(1,100) < 72
station.comms_data.service_available.hornet_reinforcements = random(1,100) < 72
station.comms_data.service_available.reinforcements = true
station.comms_data.service_available.amk8_reinforcements = random(1,100) < 72
station.comms_data.service_available.phobos_reinforcements = random(1,100) < 72
station.comms_data.service_available.stalker_reinforcements = random(1,100) < 72
end
--------------------------------
-- Initialization utilities --
--------------------------------
function setPlayer(p)
player_spawn_count = player_spawn_count + 1
local player_ship_name = tableRemoveRandom(player_ship_names[p:getTypeName()])
if player_ship_name == nil then
player_ship_name = tableRemoveRandom(player_ship_names["Leftovers"])
end
if player_ship_name ~= nil then
p:setCallSign(player_ship_name)
end
p.maxCargo = 5
p.cargo = p.maxCargo
end
function spreadServiceToStationPairs(stations)
for _,station in ipairs(stations) do
station:setSharesEnergyWithDocked(false)
station:setRepairDocked(false)
station:setRestocksScanProbes(false)
station.comms_data.weapon_available.Homing = false
station.comms_data.weapon_available.Nuke = false
station.comms_data.weapon_available.EMP = false
station.comms_data.weapon_available.Mine = false
station.comms_data.weapon_available.HVLI = false
station.comms_data.service_available = {
supplydrop = false,
reinforcements = false,
hornet_reinforcements = false,
phobos_reinforcements = false,
amk3_reinforcements = false,
amk8_reinforcements = false,
}
station.comms_data.service_cost = {
supplydrop = math.random(90,110),
reinforcements = math.random(140,160),
hornet_reinforcements = math.random(75,125),
phobos_reinforcements = math.random(175,225),
amk3_reinforcements = math.random(75,125),
amk8_reinforcements = math.random(150,200),
}
end
local station_service_pool = {
"energy","hull","restock_probes","homing","nuke","emp","mine","hvli",
"supply_drop","reinforcements","hornet_reinforcements","phobos_reinforcements","amk3_reinforcements","amk8_reinforcements",
}
local station_pool = {}
while(#station_service_pool > 0) do
local service = tableRemoveRandom(station_service_pool)
if #station_pool < 1 then
for _,station in ipairs(stations) do
table.insert(station_pool,station)
end
end
local station_1 = tableRemoveRandom(station_pool)
if #station_pool < 1 then
for _,station in ipairs(stations) do
table.insert(station_pool,station)
end
end
local station_2 = tableRemoveRandom(station_pool)
if service == "energy" then
station_1:setSharesEnergyWithDocked(true)
station_2:setSharesEnergyWithDocked(true)
elseif service == "hull" then
station_1:setRepairDocked(true)
station_2:setRepairDocked(true)
elseif service == "restock_probes" then
station_1:setRestocksScanProbes(true)
station_2:setRestocksScanProbes(true)
elseif service == "homing" then
station_1.comms_data.weapon_available.Homing = true
station_2.comms_data.weapon_available.Homing = true
elseif service == "nuke" then
station_1.comms_data.weapon_available.Nuke = true
station_2.comms_data.weapon_available.Nuke = true
elseif service == "emp" then
station_1.comms_data.weapon_available.EMP = true
station_2.comms_data.weapon_available.EMP = true
elseif service == "mine" then
station_1.comms_data.weapon_available.Mine = true
station_2.comms_data.weapon_available.Mine = true
elseif service == "hvli" then
station_1.comms_data.weapon_available.HVLI = true
station_2.comms_data.weapon_available.HVLI = true
elseif service == "supply_drop" then
station_1.comms_data.service_available.supplydrop = true
station_2.comms_data.service_available.supplydrop = true
elseif service == "reinforcements" then
station_1.comms_data.service_available.reinforcements = true
station_2.comms_data.service_available.reinforcements = true
elseif service == "hornet_reinforcements" then
station_1.comms_data.service_available.hornet_reinforcements = true
station_2.comms_data.service_available.hornet_reinforcements = true
elseif service == "phobos_reinforcements" then
station_1.comms_data.service_available.phobos_reinforcements = true
station_2.comms_data.service_available.phobos_reinforcements = true
elseif service == "amk3_reinforcements" then
station_1.comms_data.service_available.amk3_reinforcements = true
station_2.comms_data.service_available.amk3_reinforcements = true
elseif service == "amk8_reinforcements" then
station_1.comms_data.service_available.amk8_reinforcements = true
station_2.comms_data.service_available.amk8_reinforcements = true
end
end
end
function spreadServiceToStations(stations)
for _,station in ipairs(stations) do
station:setSharesEnergyWithDocked(false)
station:setRepairDocked(false)
station:setRestocksScanProbes(false)
station.comms_data.weapon_available = {}
station.comms_data.weapon_available.Homing = false
station.comms_data.weapon_available.Nuke = false
station.comms_data.weapon_available.EMP = false
station.comms_data.weapon_available.Mine = false
station.comms_data.weapon_available.HVLI = false
station.comms_data.service_available = {
supplydrop = false,
reinforcements = false,
hornet_reinforcements = false,
phobos_reinforcements = false,
amk3_reinforcements = false,
amk8_reinforcements = false,
}
station.comms_data.service_cost = {
supplydrop = math.random(90,110),
reinforcements = math.random(140,160),
hornet_reinforcements = math.random(75,125),
phobos_reinforcements = math.random(175,225),
amk3_reinforcements = math.random(75,125),
amk8_reinforcements = math.random(150,200),
}
end
local station_service_pool = {
"energy","hull","restock_probes","homing","nuke","emp","mine","hvli",
"supply_drop","reinforcements","hornet_reinforcements","phobos_reinforcements","amk3_reinforcements","amk8_reinforcements",
}
local station_pool = {}
while(#station_service_pool > 0) do
local service = tableRemoveRandom(station_service_pool)
if #station_pool < 1 then
for _,station in ipairs(stations) do
table.insert(station_pool,station)
end
end
local station_1 = tableRemoveRandom(station_pool)
if service == "energy" then
station_1:setSharesEnergyWithDocked(true)
elseif service == "hull" then
station_1:setRepairDocked(true)
elseif service == "restock_probes" then
station_1:setRestocksScanProbes(true)
elseif service == "homing" then
station_1.comms_data.weapon_available.Homing = true
elseif service == "nuke" then
station_1.comms_data.weapon_available.Nuke = true
elseif service == "emp" then
station_1.comms_data.weapon_available.EMP = true
elseif service == "mine" then
station_1.comms_data.weapon_available.Mine = true
elseif service == "hvli" then
station_1.comms_data.weapon_available.HVLI = true
elseif service == "supply_drop" then
station_1.comms_data.service_available.supplydrop = true
elseif service == "reinforcements" then
station_1.comms_data.service_available.reinforcements = true
elseif service == "hornet_reinforcements" then
station_1.comms_data.service_available.hornet_reinforcements = true
elseif service == "phobos_reinforcements" then
station_1.comms_data.service_available.phobos_reinforcements = true
elseif service == "amk3_reinforcements" then
station_1.comms_data.service_available.amk3_reinforcements = true
elseif service == "amk8_reinforcements" then
station_1.comms_data.service_available.amk8_reinforcements = true
end
end
end
-------------------------
-- General utilities --
-------------------------
function tableRemoveRandom(array)
-- Remove random element from array and return it.
-- Returns nil if the array is empty,
-- analogous to `table.remove`.
local array_item_count = #array
if array_item_count == 0 then
return nil
end
local selected_item = math.random(array_item_count)
local temp = array[selected_item]
array[selected_item] = array[array_item_count]
array[array_item_count] = temp
return table.remove(array)
end
function angleFromVectorNorth(p1x,p1y,p2x,p2y)
TWOPI = 6.2831853071795865
RAD2DEG = 57.2957795130823209
atan2parm1 = p2x - p1x
atan2parm2 = p2y - p1y
theta = math.atan2(atan2parm1, atan2parm2)
if theta < 0 then
theta = theta + TWOPI
end
return (360 - (RAD2DEG * theta)) % 360
end
function vectorFromAngleNorth(angle,distance)
-- print("input angle to vectorFromAngleNorth:")
-- print(angle)
angle = (angle + 270) % 360
local x, y = vectorFromAngle(angle,distance)
return x, y
end
function getDuration()
local duration = getScenarioTime()
local duration_string = math.floor(duration)
if duration > 60 then
local minutes = math.floor(duration / 60)
local seconds = math.floor(duration % 60)
if minutes > 1 then
if minutes > 60 then
local hours = math.floor(minutes / 60)
minutes = math.floor(minutes % 60)
if hours > 1 then
if minutes > 1 then
if seconds > 1 then
duration_string = string.format(_("msgMainscreen","%s hours, %s minutes and %s seconds"),hours,minutes,seconds)
else
duration_string = string.format(_("msgMainscreen","%s hours, %s minutes and %s second"),hours,minutes,seconds)
end
else
if seconds > 1 then
duration_string = string.format(_("msgMainscreen","%s hours, %s minute and %s seconds"),hours,minutes,seconds)
else
duration_string = string.format(_("msgMainscreen","%s hours, %s minute and %s second"),hours,minutes,seconds)
end
end
else
if minutes > 1 then
if seconds > 1 then
duration_string = string.format(_("msgMainscreen","%s hour, %s minutes and %s seconds"),hours,minutes,seconds)
else
duration_string = string.format(_("msgMainscreen","%s hour, %s minutes and %s second"),hours,minutes,seconds)
end
else
if seconds > 1 then
duration_string = string.format(_("msgMainscreen","%s hour, %s minute and %s seconds"),hours,minutes,seconds)
else
duration_string = string.format(_("msgMainscreen","%s hour, %s minute and %s second"),hours,minutes,seconds)
end
end
end
else
if seconds > 1 then
duration_string = string.format(_("msgMainscreen","%s minutes and %s seconds"),minutes,seconds)
else
duration_string = string.format(_("msgMainscreen","%s minutes and %s second"),minutes,seconds)
end
end
else
duration_string = string.format(_("msgMainscreen","%s minute and %s seconds"),minutes,seconds)
end
else
duration_string = string.format(_("msgMainscreen","%s seconds"),duration_string)
end
return duration_string
end
function nameBanner(p)
local banner = string.format(_("name-tab","%s in %s"),p:getCallSign(),p:getSectorName())
p.name_tag_hlm = "name_tag_hlm"
p:addCustomInfo("Helms",p.name_tag_hlm,banner,1)
p.name_tag_tac = "name_tag_tac"
p:addCustomInfo("Tactical",p.name_tag_tac,banner,1)
p.name_tag_rel = "name_tag_rel"
p:addCustomInfo("Relay",p.name_tag_rel,banner,1)
p.name_tag_alt = "name_tag_alt"
p:addCustomInfo("AltRelay",p.name_tag_alt,banner,1)
p.name_tag_com = "name_tag_com"
p:addCustomInfo("CommsOnly",p.name_tag_com,banner,1)
p.name_tag_log = "name_tag_log"
p:addCustomInfo("ShipLog",p.name_tag_log,banner,1)
end
function earlyEnd()
if trigger_end_status == nil then
trigger_end_status = "button created"
addGMFunction(_("buttonGM","End with Odin"),function()
for i,p in ipairs(getActivePlayerShips()) do
p:addToShipLog(string.format(_("shipLog","We picked up an anomalous chroniton particle reading near %s. Encoded within the anomalous reading is a designated point along the timeline in the future. We are still working on the decoding rest of the information, but initial efforts hint at some major military action being taken by the Ghosts. We have placed countdown timers on some of your consoles indicating when this event is supposed to occur."),friendly_stations[1]:getCallSign()),"Magenta")
end
trigger_end_status = "started"
odin_spawn_time = getScenarioTime() + 30
addGMMessage(_("msgGM","30 second countdown to Odin spawn has begun."))
clearGMFunctions()
end)
elseif trigger_end_status == "started" then
if getScenarioTime() > odin_spawn_time then
if friendly_stations ~= nil then
if endOdin == nil then
local station_pool = {}
for i,station in ipairs(friendly_stations) do
if station ~= nil and station:isValid() then
table.insert(station_pool,station)
end
end
if #station_pool > 1 then
local station_pool = {}
for i,station in ipairs(friendly_stations) do
if station ~= nil and station:isValid() then
table.insert(station_pool,station)
end
end
local first_station = tableRemoveRandom(station_pool)
local second_station = tableRemoveRandom(station_pool)
local fx, fy = first_station:getPosition()
local sx, sy = second_station:getPosition()
local ox = (fx + sx)/2
local oy = (fy + sy)/2
endOdin = CpuShip():setTemplate("Odin"):setFaction("Ghosts")
endOdin:setPosition(ox, oy):orderRoaming()
else
if #station_pool > 0 then
local fx, fy = station_pool[1]:getPosition()
local ox, oy = vectorFromAngle(random(0,360),4000)
endOdin = CpuShip():setTemplate("Odin"):setFaction("Ghosts")
endOdin:setPosition(fx + ox, fy + oy):orderRoaming()
else
endOdin = CpuShip():setTemplate("Odin"):setFaction("Ghosts"):orderRoaming()
end
end
endOdin:setImpulseMaxSpeed(30):setRotationMaxSpeed(5):setAcceleration(5)
local forward, reverse = endOdin:getImpulseMaxSpeed()
endOdin:setImpulseMaxSpeed(forward*speed_factor,reverse*speed_factor)
endOdin:setRotationMaxSpeed(endOdin:getRotationMaxSpeed()*speed_factor)
endOdin:setAcceleration(endOdin:getAcceleration()*speed_factor)
trigger_end_status = "spawned"
end
end
for i,p in ipairs(getActivePlayerShips()) do
p:removeCustom(p.odin_time_rel)
p:removeCustom(p.odin_time_ops)
p:removeCustom(p.odin_time_log)
p:removeCustom(p.odin_time_alt)
end
else
local out_time = math.floor(odin_spawn_time - getScenarioTime())
local banner = string.format(_("timer-tab","Anomalous Time:%s"),out_time)
for i,p in ipairs(getActivePlayerShips()) do
p.odin_time_rel = "odin_time_rel"
p:addCustomInfo("Relay",p.odin_time_rel,banner,2)
p.odin_time_ops = "odin_time_ops"
p:addCustomInfo("Operations",p.odin_time_ops,banner,2)
p.odin_time_log = "odin_time_log"
p:addCustomInfo("ShipLog",p.odin_time_log,banner,2)
p.odin_time_alt = "odin_time_alt"
p:addCustomInfo("AltRelay",p.odin_time_alt,banner,2)
end
end
end
end
----------------------
-- Plot functions --
----------------------
function spawnWave()
wave_number = wave_number + 1
if not asteroid_storm then
if random(1,100) - (wave_number + wave_advance) < 27 and #storm_asteroids == 0 then
asteroid_storm = true
end
end
enemy_list = {}
local player_power = 0
for i,p in ipairs(getActivePlayerShips()) do
local template_name = p:getTypeName()
if template_name ~= nil then
local player_strength = player_ship_stats[template_name].strength
if player_strength ~= nil then
player_power = player_power + player_strength
else
player_power = player_power + 24
end
else
player_power = player_power + 24
end
end
enemy_strength = math.pow((wave_number + wave_advance),1.3) * 10 * enemy_power + player_power
current_enemy_strength = 0
spawn_angle = random(0,360)
spawn_range = random(20000,25000 + 1000 * (wave_number + wave_advance))
base_spawn_x, base_spawn_y = vectorFromAngle(spawn_angle,spawn_range)
local wave_styles = {
{style = "defense", chance = 10, msg = string.format(_("shipLog","Wave %i. Hunt down enemy base."),wave_number), func = spawnDefense},
{style = "base", chance = 20, msg = string.format(_("shipLog","Wave %i. Hunt down enemy base."),wave_number), func = spawnBase},
{style = "formation", chance = 50, msg = string.format(_("shipLog","Wave %i."),wave_number), func = spawnFormation},
{style = "simple", chance = 100, msg = string.format(_("shipLog","Wave %i."),wave_number), func = spawnSimple},
}
local roll = random(1,100) - (wave_number + wave_advance)
local wave_style = nil
print("Roll:",roll,"Wave number:",wave_number,"Enemy strength:",enemy_strength,"Player power:",player_power,"Advance:",wave_advance + 1)
for i, wave in ipairs(wave_styles) do
if roll <= wave.chance then
print("Wave type selected:",wave.style)
wave_style = wave
break
end
end
local wave_message = wave_style.msg
if asteroid_storm then
wave_message = string.format(_("shipLog","%s Asteroid storm reported."),wave_style.msg)
end
for i,p in ipairs(getActivePlayerShips()) do
p:addToShipLog(wave_message,"Green")
p:addReputationPoints(50 + wave_number * 10)
local wave_number_out = string.format("Wave %i",wave_number)
p.wave_number_banner_rel = "wave_number_banner_rel"
p:addCustomInfo("Relay",p.wave_number_banner_rel,wave_number_out,5)
p.wave_number_banner_ops = "wave_number_banner_ops"
p:addCustomInfo("Operations",p.wave_number_banner_ops,wave_number_out,5)
end
globalMessage(wave_message)
wave_style.func()
end
function spawnSimple()
local spawn_point_leader = nil
local split = false
while enemy_strength > 0 do
local attempts = 0
local selected_ship = nil
repeat
selected_ship = ship_templates[math.random(1,#ship_templates)]
attempts = attempts + 1
until(selected_ship.strength < (enemy_strength + 3) or attempts > 50)
local ship = selected_ship.create("Ghosts",selected_ship.name)
local forward, reverse = ship:getImpulseMaxSpeed()
ship:setImpulseMaxSpeed(forward*speed_factor,reverse*speed_factor)
ship:setRotationMaxSpeed(ship:getRotationMaxSpeed()*speed_factor)
ship:setAcceleration(ship:getAcceleration()*speed_factor)
if ship:hasWarpDrive() then
ship:setWarpSpeed(ship:getWarpSpeed()*speed_factor)
end
suffix_index = math.random(11,70)
ship:setCallSign(generateCallSign(nil,"Ghosts"))
if selected_ship.warp_jammer ~= nil and selected_ship.warp_jammer ~= "none" then
ship.warp_jammer_count = math.random(0,2)
ship.warp_jammer_type = selected_ship.warp_jammer
end
table.insert(enemy_list,ship)
if not split then
if current_enemy_strength >= enemy_strength then
local angle = random(0,360)
local dist = random(30000,35000 + 1000 * (wave_number + wave_advance))
base_spawn_x, base_spawn_y = vectorFromAngle(angle,dist)
spawn_point_leader = nil
split = true
end
end
if spawn_point_leader == nil then
ship:setPosition(base_spawn_x, base_spawn_y)
spawn_point_leader = ship
ship:orderRoaming()
else
ship:orderDefendTarget(spawn_point_leader)
local defend_x, defend_y = vectorFromAngle(random(0,360),5000)
ship:setPosition(base_spawn_x + defend_x, base_spawn_y + defend_y)
end
current_enemy_strength = current_enemy_strength + selected_ship.strength
enemy_strength = enemy_strength - selected_ship.strength
end
end
function spawnBase()
for i,p in ipairs(getActivePlayerShips()) do
local px, py = p:getPosition()
if distance(px, py, base_spawn_x, base_spawn_y) < p:getLongRangeRadarRange() then
base_spawn_x, base_spawn_y = vectorFromAngle(spawn_angle,spawn_range + p:getLongRangeRadarRange())
break
end
end
enemy_station = placeStation(base_spawn_x, base_spawn_y, "Sinister", "Ghosts")
enemy_station:onDestruction(baseDestroyed)
table.insert(enemy_list,enemy_station)
spawnSimple()
end
function spawnDefense()
for i,p in ipairs(getActivePlayerShips()) do
local px, py = p:getPosition()
if distance(px, py, base_spawn_x, base_spawn_y) < p:getLongRangeRadarRange() then
base_spawn_x, base_spawn_y = vectorFromAngle(spawn_angle,spawn_range + p:getLongRangeRadarRange())
break
end
end
enemy_station = placeStation(base_spawn_x, base_spawn_y, "Sinister", "Ghosts")
enemy_station:onDestruction(baseDestroyed)
table.insert(enemy_list,enemy_station)
local defense_count = math.random(3,6)
local defense_angle = random(0,360)
local fleet_prefix = string.format("DP%s",generateCallSignPrefix())
for i=1,defense_count do
local def_x, def_y = vectorFromAngle(defense_angle,4000)
local dp = CpuShip():setTemplate("Defense platform"):setFaction("Ghosts")
dp:setRotationMaxSpeed(dp:getRotationMaxSpeed()*speed_factor)
dp:setAcceleration(dp:getAcceleration()*speed_factor)
dp:setPosition(base_spawn_x + def_x, base_spawn_y + def_y):orderStandGround()
dp:setCallSign(generateCallSign(fleet_prefix))
table.insert(enemy_list,dp)
defense_angle = defense_angle + (360/defense_count)
end
spawnSimple()
end
function baseDestroyed(self,instigator)
string.format("")
sub_wave_time = getScenarioTime() + 7
local destruct_warning = false
for i,enemy in ipairs(enemy_list) do
if enemy ~= nil and enemy:isValid() and enemy:getTypeName() == "Defense platform" then
destruct_warning = true
break
end
end
if destruct_warning then
for i,p in ipairs(getActivePlayerShips()) do
p:addToShipLog(_("shipLog","Defense platform self destruct activated."),"Red")
end
end
end
function subWave()
if sub_wave_time == nil then
if sub_wave_interval == nil then
sub_wave_interval = 60
end
sub_wave_time = getScenarioTime() + sub_wave_interval
sub_wave_interval = math.max(sub_wave_interval - 10,0)
elseif getScenarioTime() > sub_wave_time then
sub_wave_time = nil
enemy_strength = math.pow((wave_number + wave_advance),1.3) * 10 * enemy_power
if enemy_station ~= nil and enemy_station:isValid() then
base_spawn_x, base_spawn_y = enemy_station:getPosition()