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TauntManager.lua
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309 lines (254 loc) · 10.4 KB
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--****************************************************************************
--**
--** File : /lua/sc/TauntManager.lua
--** Author(s): Drew Staltman
--**
--** Summary : Functions for use in the Operations.
--**
--** Copyright © 2005 Gas Powered Games, Inc. All rights reserved.
--****************************************************************************
local TriggerFile = import("/lua/scenariotriggers.lua")
local ScenarioFramework = import("/lua/scenarioframework.lua")
TauntManager = ClassSimple
{
__init = function(self, name, filename)
self.Trash = TrashBag()
self.ManagerName = name
self.TauntingCharacter = false
self.Active = false
self.TauntNumber = 0
self.TauntData = {}
self.UnlockTimer = 30
self.CustomTaunts = {}
self.PlayedTaunts = {}
self.FileName = false
self.FileData = false
if filename then
self:SetTauntFile(filename)
end
end,
Activate = function(self, bool)
self.Active = bool
end,
IsActive = function(self)
return self.Active
end,
---------- CONFIRMED WORKING TAUNTS ----------
AddAttackTaunt = function(self, diagData, opAI, attacks)
local currNum, callback = self:TauntBasics(diagData)
attacks = attacks or 'All'
local attackFunc = function(platoon)
local counter = ScenarioInfo.VarTable[platoon.PlatoonData.PlatoonName .. '_FormedCounter'] or 0
counter = counter + 1
ScenarioInfo.VarTable[platoon.PlatoonData.PlatoonName .. '_FormedCounter'] = counter
if type(attacks) == 'table' then
for k, v in attacks do
if v == counter then
callback()
break
end
end
elseif attacks == counter then
callback()
elseif attacks == 'All' then
callback()
end
end
opAI:AddFormCallback(attackFunc)
end,
AddAreaTaunt = function(self, diagData, area, category, brain, number)
local currNum, callback = self:TauntBasics(diagData)
TriggerFile.CreateAreaTrigger(callback, area, category, true, false, brain, number, true)
end,
AddPlayerIntelCategoryTaunt = function(self, diagData, targetBrain, category)
local currNum, callback = self:TauntBasics(diagData)
TriggerFile.CreateArmyIntelTrigger(callback, ArmyBrains[1], 'LOSNow', false, true, category, true, targetBrain)
end,
AddIntelCategoryTaunt = function(self, diagData, lookingBrain, targetBrain, category)
local currNum, callback = self:TauntBasics(diagData)
TriggerFile.CreateArmyIntelTrigger(callback, lookingBrain, 'LOSNow', false, true, category, true, targetBrain)
end,
AddPlayerIntelUnitTaunt = function(self, diagData, unit)
local currNum, callback = self:TauntBasics(diagData)
TriggerFile.CreateArmyIntelTrigger(callback, ArmyBrains[1], 'LOSNow', unit, true, categories.ALLUNITS, true,
unit:GetAIBrain())
end,
AddIntelUnitTaunt = function(self, diagData, unit, lookingBrain)
local currNum, callback = self:TauntBasics(diagData)
TriggerFile.CreateArmyIntelTrigger(callback, lookingBrain, 'LOSNow', unit, true, categories.ALLUNITS, true,
unit:GetAIBrain())
end,
AddUnitDestroyedTaunt = function(self, diagData, unit)
self:AddUnitKilledTaunt(diagData, unit, true)
end,
AddUnitKilledTaunt = function(self, diagData, unit, destroyed)
local currNum, callback = self:TauntBasics(diagData)
TriggerFile.CreateUnitDeathTrigger(callback, unit)
if destroyed then
TriggerFile.CreateUnitCapturedTrigger(callback, nil, unit)
TriggerFile.CreateUnitReclaimedTrigger(callback, unit)
end
end,
AddUnitGroupDeathTaunt = function(self, diagData, unitTable, number)
local currNum, callback = self:TauntBasics(diagData)
if not number then
TriggerFile.CreateGroupDeathTrigger(callback, unitTable)
else
TriggerFile.CreateSubGroupDeathTrigger(callback, unitTable, number)
end
end,
AddUnitGroupDeathPercentTaunt = function(self, diagData, unitTable, percent)
local unitNum = table.getn(unitTable)
local newNum = math.ceil(percent * unitNum)
self:AddUnitGroupDeathTaunt(diagData, unitTable, newNum)
end,
AddDamageTaunt = function(self, diagData, unit, percent)
local currNum, callback = self:TauntBasics(diagData)
TriggerFile.CreateUnitDamagedTrigger(callback, unit, percent)
end,
AddConstructionTaunt = function(self, diagData, brain, category, number)
local currNum, callback = self:TauntBasics(diagData)
number = number or 1
TriggerFile.CreateArmyStatTrigger(callback, brain, 'ConstructionTaunt' .. self.ManagerName .. currNum,
{
{
StatType = 'Units_History',
CompareType = 'GreaterThanOrEqual',
Value = brain:GetBlueprintStat('Units_History', category) + number,
Category = category,
},
}
)
end,
AddStartBuildTaunt = function(self, diagData, brain, category, delaySecs)
local currNum, callback = self:TauntBasics(diagData, delaySecs)
TriggerFile.CreateArmyStatTrigger(callback, brain, 'BuildTaunt' .. self.ManagerName .. currNum,
{
{
StatType = 'Units_BeingBuilt',
CompareType = 'GreaterThanOrEqual',
Value = brain:GetBlueprintStat('Units_History', category) + 1,
Category = category,
},
}
)
end,
AddUnitsKilledTaunt = function(self, diagData, brain, category, number)
local currNum, callback = self:TauntBasics(diagData)
number = number or 1
TriggerFile.CreateArmyStatTrigger(callback, brain, 'UnitsKilled_' .. self.ManagerName .. currNum,
{
{
StatType = 'Units_Killed',
CompareType = 'GreaterThanOrEqual',
Value = brain:GetBlueprintStat('Units_Killed', category) + number,
Category = category,
},
}
)
end,
AddEnemiesKilledTaunt = function(self, diagData, brain, category, number)
local currNum, callback = self:TauntBasics(diagData)
number = number or 1
TriggerFile.CreateArmyStatTrigger(callback, brain, 'EnemiesKilled_' .. self.ManagerName .. currNum,
{
{
StatType = 'Enemies_Killed',
CompareType = 'GreaterThanOrEqual',
Value = brain:GetBlueprintStat('Enemies_Killed', category) + number,
Category = category,
},
}
)
end,
AddTimerTaunt = function(self, diagData, seconds)
local currNum, callback = self:TauntBasics(diagData)
TriggerFile.CreateTimerTrigger(callback, seconds)
end,
AddCustomTaunt = function(self, diagData, customName)
if self.CustomTaunts[customName] then
error('Custom taunt named "' .. customName .. '" already exists in TauntManager "' .. self.ManagerName .. '"'
, 2)
return
end
local currNum, callback = self:TauntBasics(diagData)
self.CustomTaunts[customName] = currNum
end,
PlayCustomTaunt = function(self, customName)
if not self.CustomTaunts[customName] then
error('Custom taunt named "' .. customName .. '" not found in TauntManager "' .. self.ManagerName .. '"', 2)
return
end
self:PlayTaunt(self.CustomTaunts[customName])
end,
------------ MISC FUNCTIONS ------------
TauntingCharacterCheck = function(self)
return not self.TauntingCharacter or not self.TauntingCharacter:IsDead()
end,
AddTauntingCharacter = function(self, unit)
if unit:IsDead() then return end
self.TauntingCharacter = unit
end,
TauntBasics = function(self, diagData, delaySecs)
self.TauntNumber = self.TauntNumber + 1
local currNum = self.TauntNumber
if type(diagData) == 'table' then
self.TauntData[currNum] = diagData
elseif type(diagData) == 'string' then
self.TauntData[currNum] = { diagData }
else
error('Invalid data for Taunt - must be table of strings or a string', 2)
end
local callback
if delaySecs then
callback = function()
ForkThread(function()
WaitSeconds(delaySecs)
LOG('*DEBUG: Taunt played number ' .. currNum)
self:PlayTaunt(currNum)
end)
end
else
callback = function()
LOG('*DEBUG: Taunt played number ' .. currNum)
self:PlayTaunt(currNum)
end
end
return currNum, callback
end,
PlayTaunt = function(self, tauntNum)
if not self:IsActive() then return end
if not self:TauntingCharacterCheck() then return end
local possibleTaunts = {}
for num, name in self.TauntData[tauntNum] do
if not self.PlayedTaunts[name] then
table.insert(possibleTaunts, name)
end
end
if table.empty(possibleTaunts) then return end
if self.TauntsLocked then return end
local tauntName = table.random(possibleTaunts)
self.PlayedTaunts[tauntName] = true
self.TauntsLocked = true
ScenarioFramework.Dialogue(self.FileData[tauntName], function()
self:UnlockTaunts()
end)
end,
SetTauntFile = function(self, fileName)
self.FileName = fileName
self.FileData = import(fileName)
self.Active = true
end,
SetUnlockTime = function(self, seconds)
self.UnlockTimer = seconds
end,
UnlockTaunts = function(self)
WaitSeconds(self.UnlockTimer)
self.TauntsLocked = false
end,
}
function CreateTauntManager(name, fileName)
ScenarioInfo.TauntManagers = ScenarioInfo.TauntManagers or {}
ScenarioInfo.TauntManagers[name] = TauntManager(name, fileName)
return ScenarioInfo.TauntManagers[name]
end