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local areaHallwayBase = 0
local areaHallwayCount = 6
local areaFinalRoom = 100
local areaLeftCorridorBase = 10
local areaLeftCorridorCount = 3
local areaRightCorridorBase = 20
local areaRightCorridorCount = 3
-- additional logic markers
local areaRightKiteBack = 1
local areaRightGasAvoid = 2
local areaRightShootAndScoot = 4
local areaRightTrapFlank = 8
local areaRightAmbushRoom = 16
local areaHallwayInterceptBaseOffset = 4 -- flags [5; 5+areaHallwayCount]
function CorazonIsArea(area, name)
if name == "hallway" then
return area > areaHallwayBase and area <= areaHallwayCount
elseif name == "left" then
return area > areaLeftCorridorBase and area <= areaLeftCorridorCount
elseif name == "right" then
return area > areaRightCorridorBase and area <= areaRightCorridorCount
elseif name == "finalroom" then
return area == areaFinalRoom
end
end
function CorazonIsLastArea(area, name)
if name == "hallway" then
return area == areaHallwayBase + areaHallwayCount
elseif name == "left" then
return area == areaLeftCorridorBase + areaLeftCorridorCount
elseif name == "right" then
return area == areaRightCorridorBase + areaRightCorridorCount
elseif name == "finalroom" then
return area == areaFinalRoom
end
end
function CorazonGetAreaType(area)
area = area or 0
if area == areaFinalRoom then
return "finalroom"
elseif area > areaHallwayBase and area <= areaHallwayCount then
return "hallway"
elseif area > areaLeftCorridorBase and area <= areaLeftCorridorCount then
return "left"
elseif area > areaRightCorridorBase and area <= areaRightCorridorCount then
return "right"
end
end
local function CorazonIsRole(unit, role)
return string.match(unit.unitdatadef_id, role)
end
function CorazonGetAreaMarkerPositions(area)
if not IsKindOf(g_Encounter, "BossfightCorazon") then return end
return g_Encounter.area_to_marker[area], g_Encounter.area_to_positions[area]
end
DefineClass.BossfightCorazon = {
__parents = { "GameDynamicSpawnObject" },
areaFinalRoom = areaFinalRoom,
assigned_area = false,
original_area = false,
unit_combat_role = false,
assigned_marker_area = false, -- assign to a specific marker instead of area
area_to_marker = false,
area_to_positions = false,
ppos_to_area = false,
ppos_to_logic_markers = false,
-- player progress
final_room_reached = false,
hallway_area_reached = -1,
left_area_reached = -1,
right_area_reached = -1,
-- state
right_gas_trigger = false,
hallway_smoke_trigger = false,
left_engaged_units = false,
interceptors = false,
gunner = false,
doors_opened = false,
}
g_SectorEncounters.H4_Underground = "BossfightCorazon"
function BossfightCorazon:ShouldStart()
return not GetQuestVar("05_TakeDownCorazon", "Completed")
end
function BossfightCorazon:Init()
g_Encounter = self
self.assigned_area = {}
self.original_area = {}
self.unit_combat_role = {}
self.assigned_marker_area = {}
self.area_to_marker = {}
self.area_to_positions = {}
self.ppos_to_area = {}
self.ppos_to_logic_markers = {}
self.interceptors = {}
self.left_engaged_units = {}
local markers = MapGetMarkers()
local idx = table.find(markers, "ID", "AIBias_FinalRoom")
local marker = idx and markers[idx]
self:RegisterFightArea(areaFinalRoom, marker)
self:SetPos(marker and marker:GetPos() or point20) -- needs to be on the map for GameDynamicDataObject to enum it on save
-- hallway markers
for i = 1, areaHallwayCount do
local name = string.format("AIBias_HallwayCorazon_%d", i)
local idx = table.find(markers, "ID", name)
local marker = idx and markers[idx]
self:RegisterFightArea(areaHallwayBase + i, marker)
self:RegisterLogicMarker(name, shift(1, areaHallwayInterceptBaseOffset + i), markers)
end
-- left room markers
for i = 1, areaLeftCorridorCount do
local name = string.format("AI_Bias_Room%d_Left", i)
local idx = table.find(markers, "ID", name)
local marker = idx and markers[idx]
self:RegisterFightArea(areaLeftCorridorBase + i, marker)
end
-- right room markers
for i = 1, areaRightCorridorCount do
local name = string.format("Right_Corridor_%d", i)
local idx = table.find(markers, "ID", name)
local marker = idx and markers[idx]
self:RegisterFightArea(areaRightCorridorBase + i, marker)
end
-- right room additional markers
self:RegisterLogicMarker("Right_Kite_Back", areaRightKiteBack, markers)
self:RegisterLogicMarker("Gas_Avoid", areaRightGasAvoid, markers)
self:RegisterLogicMarker("Right_FallBack_Shoot_and_Scoot", areaRightShootAndScoot, markers)
self:RegisterLogicMarker("Right_Trap_Flank", areaRightTrapFlank, markers)
self:RegisterLogicMarker("Room_Ambusher", areaRightAmbushRoom, markers)
-- unit combat roles
for _, unit in ipairs(g_Units) do
if unit.team.player_enemy and not unit:IsDead() then
if CorazonIsRole(unit, "AdonisDedicatedGunner") then
self.gunner = unit
end
end
end
end
function BossfightCorazon:Setup()
-- initial assignment of units
for _, unit in ipairs(g_Units) do
if IsValid(unit) and unit.team.player_enemy then
local area = self:GetUnitArea(unit)
if area == 0 then
StoreErrorSource(unit, "Enemy unit starting combat in non-marked area!")
area = areaHallwayBase + 1
end
self.assigned_area[unit] = area
self.original_area[unit] = area
end
end
self.assigned_area[g_Units.NPC_Corazon] = areaFinalRoom
end
function BossfightCorazon:CanScout()
return false
end
function BossfightCorazon:RegisterLogicMarker(name, area_flag, markers)
markers = markers or MapGetMarkers()
local idx = table.find(markers, "ID", name)
if not idx then return end
local marker = markers[idx]
local positions = marker:GetAreaPositions(true)
for _, ppos in ipairs(positions) do
local x, y, z = SnapToPassSlabXYZ(point_unpack(ppos))
if x then
ppos = point_pack(x, y, z)
end
self.ppos_to_logic_markers[ppos] = bor(self.ppos_to_logic_markers[ppos] or 0, area_flag)
end
end
function BossfightCorazon:RegisterFightArea(area, marker)
if not marker then return end
local positions = marker:GetAreaPositions(true)
self.area_to_marker[area] = marker
self.area_to_positions[area] = positions
for _, ppos in ipairs(positions) do
local x, y, z = SnapToPassSlabXYZ(point_unpack(ppos))
if x then
ppos = point_pack(x, y, z)
end
self.ppos_to_area[ppos] = area
end
end
function BossfightCorazon:GetDynamicData(data)
-- assigned areas
data.assigned_area = {}
for unit, area in pairs(self.assigned_area) do
if IsValid(unit) then
data.assigned_area[unit:GetHandle()] = area
end
end
data.original_area = {}
for unit, area in pairs(self.original_area) do
if IsValid(unit) then
data.original_area[unit:GetHandle()] = area
end
end
data.unit_combat_role = {}
for unit, role in pairs(self.unit_combat_role) do
if IsValid(unit) then
data.unit_combat_role[unit:GetHandle()] = role
end
end
-- player progress
data.hallway_area_reached = self.hallway_area_reached
data.left_area_reached = self.left_area_reached
data.right_area_reached = self.right_area_reached
data.final_room_reached = self.final_room_reached or nil
-- state
data.right_gas_trigger = self.right_gas_trigger or nil
data.hallway_smoke_trigger = self.hallway_smoke_trigger or nil
data.left_engaged_units = {}
for unit, _ in pairs(self.left_engaged_units) do
table.insert(data.left_engaged_units, unit:GetHandle())
end
data.interceptors = {}
for unit, _ in pairs(self.interceptors) do
table.insert(data.interceptors, unit:GetHandle())
end
data.doors_opened = self.doors_opened
end
function BossfightCorazon:SetDynamicData(data)
-- assigned areas
self.assigned_area = {}
for handle, area in pairs(data.assigned_area) do
local unit = HandleToObject[handle] or false
self.assigned_area[unit] = area
end
self.original_area = {}
for handle, area in pairs(data.original_area) do
local unit = HandleToObject[handle] or false
self.original_area[unit] = area
end
self.unit_combat_role = {}
for handle, role in pairs(data.unit_combat_role) do
local unit = HandleToObject[handle] or false
self.unit_combat_role[unit] = area
end
-- player progress
self.hallway_area_reached = data.hallway_area_reached or 0
self.left_area_reached = data.left_area_reached or 0
self.right_area_reached = data.right_area_reached or 0
self.final_room_reached = data.final_room_reached
-- state
self.right_gas_trigger = data.right_gas_trigger
self.hallway_smoke_trigger = data.hallway_smoke_trigger
self.left_engaged_units = {}
for _, handle in ipairs(self.left_engaged_units) do
local unit = HandleToObject[handle] or false
self.left_engaged_units[unit] = true
end
self.interceptors = {}
for _, handle in ipairs(self.interceptors) do
local unit = HandleToObject[handle] or false
self.interceptors[unit] = true
end
self.doors_opened = data.doors_opened
end
function BossfightCorazon:GetUnitArea(unit)
local x, y, z = unit:GetPosXYZ()
local pos = point_pack(x, y, z)
return self.ppos_to_area[pos] or 0
end
function BossfightCorazon:UpdatePlayerProgress()
if self.final_room_reached then return end
local hallway = self.hallway_area_reached
local left = self.left_area_reached
local right = self.right_area_reached
local team = GetPoVTeam()
for _, merc in ipairs(team.units) do
local area = self:GetUnitArea(merc)
if area == areaFinalRoom then
self.final_room_reached = true
self:OnAreaBreach(area)
return areaFinalRoom
elseif area > areaHallwayBase and area <= areaHallwayBase + areaHallwayCount then
hallway = Max(area, hallway)
elseif area > areaLeftCorridorBase and area <= areaLeftCorridorBase + areaLeftCorridorCount then
left = Max(area, left)
elseif area > areaRightCorridorBase and area <= areaRightCorridorBase + areaRightCorridorCount then
right = Max(area, right)
end
end
self.hallway_area_reached = Max(hallway, self.hallway_area_reached)
self.left_area_reached = Max(left, self.left_area_reached)
self.right_area_reached = Max(right, self.right_area_reached)
if self.hallway_area_reached >= 0 then
self:OnAreaBreach(self.hallway_area_reached)
end
if self.left_area_reached >= 0 then
self:OnAreaBreach(self.left_area_reached)
end
if self.right_area_reached >= 0 then
self:OnAreaBreach(self.right_area_reached)
end
end
function BossfightCorazon:ToFinalRoom()
for _, unit in ipairs(g_Units) do
if unit.team.player_enemy and not unit:IsDead() then
self.assigned_area[unit] = areaFinalRoom
self.assigned_marker_area[unit] = nil
end
end
end
function BossfightCorazon:OnAreaBreach(area)
if area == areaFinalRoom then
self:ToFinalRoom()
elseif area > areaHallwayBase and area <= areaHallwayBase + areaHallwayCount then -- hallway
-- assign all units originally occupying lower hallway areas to the currently breached area
for _, unit in ipairs(g_Units) do
local original_area = self.original_area[unit] or 0
if unit.team.player_enemy and not unit:IsDead() and original_area > areaHallwayBase and original_area < area then
self.assigned_area[unit] = area
end
end
if area > areaHallwayBase + 4 then
self.hallway_smoke_trigger = true
end
elseif area > areaLeftCorridorBase and area <= areaLeftCorridorBase + areaLeftCorridorCount then -- left corridor
-- left side conflict base mechanic: units engage the player in their room and fall back to the next when one of them is killed
for _, unit in ipairs(g_Units) do
local unit_area = self:GetUnitArea(unit)
if unit_area == area then
self.left_engaged_units[unit] = true
end
if area == areaLeftCorridorBase + 2 then
-- player entered room 2, units from room 1 should join the party
if unit_area == areaLeftCorridorBase + 1 then
self.left_engaged_units[unit] = true
self.assigned_area[unit] = area
end
elseif area == areaLeftCorridorBase + 3 then
-- special case: player enters the last room from hallway, room 1 behaves differently
if self.left_area_reached == 0 and unit_area == areaLeftCorridorBase + 1 then
self.interceptors[unit] = true -- handled turn-by-turn in UpdateUnitArchetypes
self.assigned_area[unit] = areaHallwayBase + areaHallwayCount
else
self.assigned_area[unit] = area -- todo: consider assigning all the engaged units on the left to the left area with most player units instead
end
end
end
elseif area > areaRightCorridorBase and area <= areaRightCorridorBase + areaRightCorridorCount then -- right corridor
if area == areaRightCorridorBase then
-- assign units from first area to second one/Right_Kite_Back marker
for _, unit in ipairs(g_Units) do
if unit.team.player_enemy and not unit:IsDead() and self.assigned_area[unit] == area then
self.assigned_area[unit] = area + 1
self.assigned_marker_area[unit] = areaRightKiteBack
end
end
elseif area == areaRightCorridorBase + 1 then
-- move units in area 2 to gas avoid/shoot-and-scoot zones in area 3
for _, unit in ipairs(g_Units) do
local x, y, z = unit:GetPosXYZ()
local ppos = point_pack(x, y, z)
if unit.team.player_enemy and not unit:IsDead() and self.assigned_area[unit] == area and band(self.ppos_to_logic_markers[ppos], areaRightAmbushRoom) == 0 then
self.assigned_area[unit] = area + 1
self.assigned_marker_area[unit] = bor(areaRightGasAvoid, areaRightShootAndScoot)
end
end
else
local player_units_in_area = 0
for _, unit in ipairs(g_Units) do
local x, y, z = unit:GetPosXYZ()
local ppos = point_pack(x, y, z)
-- player units breached the final (trapped) zone - pull back units in area 3 to shoot-and-scoot + trap flank
if unit.team.player_enemy and not unit:IsDead() then
if self.assigned_area[unit] == area then
self.assigned_marker_area[unit] = bor(areaRightTrapFlank, areaRightShootAndScoot)
elseif CorazonGetAreaType(self.assigned_area[unit], "right") and band(self.ppos_to_logic_markers[ppos], areaRightAmbushRoom) == 0 then
-- pull units from areas 1/2 into right kite back zone
self.assigned_area[unit] = area - 1
self.assigned_marker_area[unit] = areaRightKiteBack
end
end
if unit.team.player_team and not unit:IsDead() and band(self.ppos_to_logic_markers[ppos], areaRightGasAvoid) ~= 0 then
player_units_in_area = player_units_in_area + 1
end
end
if player_units_in_area > 1 then
self.right_gas_trigger = true
end
end
end
end
function BossfightCorazon:OnUnitDied(unit)
if self.left_area_reached < (areaLeftCorridorBase + areaLeftCorridorCount) and self.left_engaged_units[unit] then
-- an engaged unit was killed, reassign all engaged units to the next room (fall back)
local fall_back
for u, _ in pairs(self.left_engaged_units) do
fall_back = fall_back or (self.assigned_area[u] <= self.left_area_reached)
self.assigned_area[u] = self.left_area_reached + 1
end
end
end
function BossfightCorazon:UpdateUnitArchetypes()
-- Corazon
local boss = g_Units.NPC_Corazon
local boss_area = self:GetUnitArea(g_Units.NPC_Corazon)
if boss_area == areaFinalRoom then
self:ToFinalRoom()
else
if boss_area > areaHallwayBase + 5 and areaHallwayBase <= areaHallwayBase + areaHallwayCount then
-- activate enemies in final room (assign to her area)
for _, unit in ipairs(g_Units) do
if unit.team.player_enemy and not unit:IsDead() and self:GetUnitArea(unit) == areaFinalRoom then
self.assigned_area[unit] = boss_area
unit:RemoveStatusEffect("Unaware")
unit:RemoveStatusEffect("Surprised")
unit:RemoveStatusEffect("Suspicious")
end
end
end
-- if she has reached the assigned area, assign her to the next one
if IsValid(boss) and boss_area == self.assigned_area[boss] then
if boss_area == areaHallwayBase + areaHallwayCount then
self.assigned_area[boss] = areaFinalRoom
else
self.assigned_area[boss] = self.assigned_area[boss] + 1
end
end
end
local use_tactics = (boss.HitPoints > boss:GetInitialMaxHitPoints() / 2) and boss_area ~= areaFinalRoom
for _, unit in ipairs(g_Units) do
if unit.team == boss.team then
unit:RemoveStatusEffect("Unaware") -- all enemies are always aware in this fight
end
if unit ~= g_Units.NPC_Corazon and unit.team.player_enemy and not unit:IsDead() then
if use_tactics then
local unit_area = self:GetUnitArea(unit)
unit.archetype = "Corazon_GuardArea" -- base archetype for the enemies in the fight
-- left side area special roles (intercept)
if self.interceptors[unit] then
-- assign them to all intercept zones in hallway except those behind
if unit_area == self.assigned_area[unit] then
self.assigned_marker_area[unit] = nil -- already where they need to be
else
local mask = 0
for i = areaHallwayCount, 1, -1 do
mask = bor(mask, shift(1, i-1))
if unit_area == areaHallwayBase + i then
break
end
end
self.assigned_marker_area[unit] = mask -- assigned to all marker areas ahead
end
end
-- right side special roles
if band(self.assigned_marker_area[unit] or 0, bor(areaRightShootAndScoot, areaRightTrapFlank)) ~= 0 then
unit.archetype = "Corazon_ShootAndScoot"
end
else
local def_id = unit.unitdatadef_id or false
local classdef = g_Classes[def_id]
if classdef then
unit.archetype = classdef.archetype
end
end
end
end
if not use_tactics and not self.doors_opened then
local doors = MapGet("map", "Door")
for i, door in ipairs(doors) do
if door:CannotOpen() or door.lockpickState == "closed" then
door:SetLockpickState("open")
end
end
self.doors_opened = true
end
g_Units.NPC_Corazon.archetype = "Corazon_BossRetreating" -- normally Early phase, will get auto delayed to Late if IsThreatened
end
function BossfightCorazon:SelectEndTurnPolicies(unit, context)
local def_id = unit.unitdatadef_id or false
local classdef = g_Classes[def_id]
local archetype = classdef and classdef.archetype
if archetype and #(archetype.EndTurnPolicies or empty_table) > 0 then
return archetype.EndTurnPolicies
end
end
function BossfightCorazon:SelectSignatureActions(unit, context)
--local role = self.unit_combat_role[unit]
local def_id = unit.unitdatadef_id or false
local classdef = g_Classes[def_id]
local archetype = classdef and classdef.archetype
if archetype and #(archetype.SignatureActions or empty_table) > 0 then
return archetype.SignatureActions
end
end
function BossfightCorazon:FinalizeTurn()
table.clear(g_UnawareQueue) -- no unaware enemies in this fight
end
function CorazonGetAreaPositions(area)
return g_Encounter.area_to_marker[area], g_Encounter.area_to_positions[area]
end
function CorazonEnumDestsInAssignedArea(unit, context)
if not g_Encounter then return end
-- accept areas from current one to assigned one
local cur_pos = point_pack(unit:GetPos())
local cur_area = g_Encounter.ppos_to_area[cur_pos] or 0
local assigned_area = g_Encounter.assigned_area[unit]
local cur_area_type = CorazonGetAreaType(cur_area)
local assigned_area_type = CorazonGetAreaType(assigned_area)
AIFindDestinations(unit, context)
local function dest_filter(idx, dest)
local x, y, z = stance_pos_unpack(dest)
local ppos = point_pack(x, y, z)
local area = g_Encounter.ppos_to_area[ppos] or 0
if area == cur_area or area == assigned_area then -- always valid
return true
end
if assigned_area == g_Encounter.areaFinalRoom then
-- assigned area is already handled
if CorazonIsLastArea(area, "hallway") then
-- on the way to assigment
return true
end
end
-- accept all areas in the current corridor up to the assigned one;
-- in case the assigned is final room the condition still holds
local areatype = CorazonGetAreaType(area)
if areatype == cur_area_type and area >= cur_area and area <= Max(assigned_area, cur_area) then
return true
end
end
local marker_area = g_Encounter.assigned_marker_area[unit] or 0
if marker_area ~= 0 then
local function dest_in_marker_filter(idx, dest)
local x, y, z = stance_pos_unpack(dest)
local ppos = point_pack(x, y, z)
return band(g_Encounter.ppos_to_logic_markers[ppos] or 0, marker_area) ~= 0
end
local dests = table.ifilter(context.destinations, dest_in_marker_filter)
local all_dests = table.ifilter(context.all_destinations, dest_in_marker_filter)
if #dests > 0 and #all_dests > 0 then
context.destinations = dests
context.all_destinations = all_dests
return true
end
end
context.destinations = table.ifilter(context.destinations, dest_filter)
context.all_destinations = table.ifilter(context.all_destinations, dest_filter)
return true
end
function CorazonOptimalLocationInAssignedArea(unit, context)
local assigned_area = g_Encounter.assigned_area[unit]
local cur_pos = point_pack(unit:GetPos())
local cur_area = g_Encounter.ppos_to_area[cur_pos] or 0
if cur_area == assigned_area then
-- good enough
context.best_dest = GetPackedPosAndStance(unit)
return true
end
local _, positions = CorazonGetAreaMarkerPositions(assigned_area)
positions = positions or empty_table
if #positions > 0 then
local goto_pos = table.interaction_rand(positions, "Behavior")
local x, y, z = point_unpack(goto_pos)
context.best_dest = stance_pos_pack(x, y, z, StancesList.Standing)
return true
end
end
function CorazonCalcPathDistances(unit, context, disable_bias)
context.apply_bias = not disable_bias
-- make sure we have a distance to optimal - if there's no path use raw distance
AICalcPathDistances(context)
local cur_dest = GetPackedPosAndStance(unit)
for _, dest in ipairs(context.destinations) do
context.dest_dist[dest] = stance_pos_dist(context.best_dest, dest)
end
context.total_dist = stance_pos_dist(cur_dest, context.best_dest)
end
local function CorazonCountUnitsInAreas()
local player_units_in_area = {}
local enemy_units_in_area = {}
for _, unit in ipairs(g_Units) do
local x, y, z = merc:GetPosXYZ()
local unit_pos = point_pack(unit)
local area = g_Encounter.ppos_to_area[unit_pos] or 0
if unit.team.player_team then
player_units_in_area[area] = (player_units_in_area[area] or 0) + 1
elseif unit.team.player_enemy then
enemy_units_in_area[area] = (enemy_units_in_area[area] or 0) + 1
end
end
return player_units_in_area, enemy_units_in_area
end
function OnMsg.TurnStart()
if gv_CurrentSectorId ~= "H4_Underground" or not IsKindOf(g_Encounter, "BossfightCorazon") then return end
if g_Teams[g_CurrentTeam].side ~= "enemy1" then return end
--[[local player_team = table.find(g_Teams, "side", "player1")
player_team = player_team and g_Teams[player_team]
if not player_team or #(player_team.units or empty_table) <= 0 then return end
g_Encounter.player_unit_clusters = ClusterUnits(player_team.units)--]]
g_Encounter:UpdatePlayerProgress()
g_Encounter:UpdateUnitArchetypes()
end
function OnMsg.UnitDied(unit)
if IsKindOf(g_Encounter, "BossfightCorazon") then
g_Encounter:OnUnitDied(unit)
end
end |