local _ = wesnoth.textdomain 'wesnoth-multiplayer' local T = wml.tag local on_event = wesnoth.require("on_event") local random_spawns = { { {"Heavy Infantryman", "Shock Trooper", "Iron Mauler", "none"}, {"Elvish Fighter", "Elvish Hero", "more", "Elvish Champion"}, {"Goblin Spearman", "more", "more", "more"}, {"Goblin Spearman", "Goblin Rouser", "none", "none"}, {"Elvish Fighter", "Elvish Captain", "Elvish Marshal", "none"}, }, { {"Mage", "Red Mage", "Silver Mage", "none"}, {"Footpad", "Outlaw", "more", "none"}, {"Drake Fighter", "Drake Warrior", "Drake Blademaster", "none"}, {"Walking Corpse", "more", "more", "more"}, }, { {"Merman Hunter", "Merman Spearman", "Merman Entangler", "none"}, {"Naga Fighter", "Naga Warrior", "Naga Myrmidon", "none"}, {"Spearman", "Pikeman", "none", "Halberdier"}, }, { {"Elvish Shaman", "Elvish Druid", "Elvish Shyde", "Elvish Sylph"}, {"Drake Burner", "Fire Drake", "Inferno Drake", "Armageddon Drake"}, {"Skeleton", "Revenant", "more", "Draug"}, }, { {"Giant Mudcrawler", "Sea Serpent", "none", "none"}, {"Mudcrawler", "more", "Giant Mudcrawler", "more"}, }, { {"Ghoul", "Necrophage", "more", "none"}, {"Elvish Archer", "Elvish Marksman", "none", "Elvish Sharpshooter"}, {"Elvish Archer", "Elvish Ranger", "Elvish Avenger", "none"}, {"Drake Clasher", "Drake Thrasher", "more", "Drake Enforcer"}, }, { {"Skeleton Archer", "Bone Shooter", "more", "Banebow"}, {"Fencer", "Duelist", "none", "Master at Arms"}, {"Drake Glider", "Sky Drake", "Hurricane Drake", "none"}, }, { {"Merman Fighter", "Merman Warrior", "more", "Merman Triton"}, {"Dark Adept", "Dark Sorcerer", "Necromancer", "none"}, {"Elvish Scout", "Elvish Rider", "more", "none"}, }, { {"Wose", "Elder Wose", "Ancient Wose", "none"}, {"Orcish Archer", "Orcish Crossbowman", "Orcish Slurbow", "none"}, {"Saurian Skirmisher", "more", "Saurian Ambusher", "more"}, }, { {"Orcish Grunt", "Orcish Warrior", "more", "none"}, {"Vampire Bat", "Blood Bat", "more", "none"}, {"Dwarvish Thunderer", "Dwarvish Thunderguard", "none", "none"}, {"Peasant", "more", "more", "more"}, {"Woodsman", "more", "Sergeant", "Orcish Ruler"}, }, { {"Dwarvish Guardsman", "Dwarvish Stalwart", "none", "none"}, {"Bowman", "Longbowman", "more", "Master Bowman"}, {"Troll Whelp", "Troll", "Troll Warrior", "none"}, }, { {"Orcish Assassin", "Orcish Slayer", "more", "none"}, {"Cavalryman", "Dragoon", "more", "Cavalier"}, {"Saurian Augur", "Saurian Soothsayer", "none", "none"}, }, { {"Wolf Rider", "Goblin Pillager", "more", "none"}, {"Ghost", "Shadow", "more", "more"}, {"Sergeant", "Lieutenant", "General", "Grand Marshal"}, }, { {"Gryphon Rider", "none", "more", "none"}, {"Thief", "Rogue", "more", "Assassin"}, }, { {"Dwarvish Fighter", "Dwarvish Steelclad", "more", "Dwarvish Lord"}, {"Poacher", "Trapper", "more", "none"}, {"Cuttle Fish", "more", "more", "none"}, }, { {"Walking Corpse", "more", "more", "more"}, {"Mage", "White Mage", "Mage of Light", "none"}, {"Thug", "Bandit", "more", "none"}, }, } local function get_spawn_types(num_units, max_gold, unit_pool) local gold_left = max_gold local units_left = num_units local current_types = {} while gold_left > 0 and units_left > 0 do local unit_group = mathx.random(#unit_pool) local unit_rank = 1 local unit_type = wesnoth.unit_types[unit_pool[unit_group][unit_rank]] table.insert(current_types, { group = unit_group, type = unit_type}) gold_left = gold_left - unit_type.cost units_left = units_left - 1 end -- Upgrade units, eigher by replacing them with better units or by duplicating them. for next_rank = 2,4 do local next_types = {} for i,v in ipairs(current_types) do local advanceto = unit_pool[v.group][next_rank] or "" local unit_type = wesnoth.unit_types[advanceto] if unit_type then local upgrade_cost = math.ceil((unit_type.cost - v.type.cost) * 1.25) if gold_left >= upgrade_cost then gold_left = gold_left - upgrade_cost table.insert(next_types, { group = v.group, type = unit_type}) else table.insert(next_types, { group = v.group, type = v.type}) end elseif advanceto == "more" then local upgrade_cost = v.type.cost + 2 if gold_left >= upgrade_cost then gold_left = gold_left - upgrade_cost table.insert(next_types, { group = v.group, type = v.type}) end table.insert(next_types, { group = v.group, type = v.type}) else table.insert(next_types, { group = v.group, type = v.type}) end end current_types = next_types end --spend remaining gold local min_cost = 100 for i,v in ipairs(unit_pool) do min_cost = math.min(min_cost, wesnoth.unit_types[v[1]].cost) end while gold_left >= min_cost do local possible_groups = {} for i,v in ipairs(unit_pool) do local unit_type = wesnoth.unit_types[v[1]] if unit_type.cost <= gold_left then table.insert(possible_groups, { group = i, type = unit_type}) end end local index = mathx.random(#possible_groups) table.insert(current_types, possible_groups[index]) gold_left = gold_left - possible_groups[index].type.cost end local res = {} for i,v in ipairs(current_types) do table.insert(res, v.type.id) end return res end -- creates the 'timed_spawn' wml array. -- @a num_spawns: the total number of times units get spawned -- @a interval: the number of turns between 2 spawns -- @a base_gold_amount, gold_increment: used to calculate the amount of gold available for each timed spawn -- @a units_amount, gold_per_unit_amount: used to calculate the number of units spawned in each timed spawn local function create_timed_spawns(interval, num_spawns, base_gold_amount, gold_increment, units_amount, gold_per_unit_amount) local configure_gold_factor = ((wml.variables["enemey_gold_factor"] or 0) + 100)/100 local random_spawn_numbers = {} for i = 1, #random_spawns do table.insert(random_spawn_numbers, i) end mathx.shuffle(random_spawn_numbers) local final_turn = math.ceil(((num_spawns - 1) * interval + 40 + mathx.random(2,4))/2) local end_spawns = 0 for spawn_number = 1, num_spawns do local turn = 3 + (spawn_number - 1) * interval local gold = base_gold_amount + (turn - 3) * gold_increment if spawn_number > 1 then -- foruma taken from original Dark forecast, TODO: find easier formula. local unit_gold = (turn - 3) * gold_increment + math.min(mathx.random(base_gold_amount), mathx.random(base_gold_amount)) local gold_per_unit = gold_per_unit_amount + turn / 1.5 local units = unit_gold / gold_per_unit + units_amount + mathx.random(-1, 2) if mathx.random(5) == 5 then units = units - 1 end -- end complicated formula turn = turn + mathx.random(-1, 1) -- reduce gold and units for spawns after the final spawn if turn >= final_turn then units = units / (end_spawns + 3) gold = gold / (end_spawns + 4) end_spawns = end_spawns + 1 -- we only want two spawns after the final turn. if end_spawns > 2 then break end end wml.variables[string.format("timed_spawn[%d]", spawn_number - 1)] = { units = math.ceil(units), turn = turn, gold = mathx.round(gold * configure_gold_factor), pool_num = random_spawn_numbers[spawn_number], } else wml.variables[string.format("timed_spawn[%d]", spawn_number - 1)] = { units = units_amount + 1, turn = turn, gold = gold, pool_num = random_spawn_numbers[spawn_number], } end end wml.variables["final_turn"] = final_turn end -- @a unittypes: a array of strings -- @a x,y: the location where to spawn the units on the map. local function place_units(unittypes, x, y) for i,v in ipairs(unittypes) do local u = wesnoth.units.create { type = v, generate_name = true, side = 2 } -- give the unit less moves on its first turn. u.status.slowed = true u:add_modification("object", { duration = "turn end", T.effect { apply_to = "movement", increase = "-50%", } }) local dst_x, dst_y = wesnoth.paths.find_vacant_hex(x, y, u) u:to_map(dst_x, dst_y) wesnoth.add_known_unit(v) wesnoth.map.set_owner(dst_x, dst_y, 1) end end local function final_spawn() local spawns_left = wml.variables["fixed_spawn.length"] if spawns_left == 0 then return end local spawn_index = mathx.random(spawns_left) - 1 local spawn = wml.variables[string.format("fixed_spawn[%d]", spawn_index)] wml.variables[string.format("fixed_spawn[%d]", spawn_index)] = nil local types = {} for tag in wml.child_range(spawn, "type") do table.insert(types, tag.type) end place_units(types, spawn.x, spawn.y) end -- convert all 'veteran' units from side 2 to the more aggressive side 1 -- this must happen before the new units are created from spawns. on_event("new turn", function() for i, unit in ipairs(wesnoth.units.find_on_map { side = 2 }) do unit.side = 1 end end) on_event("prestart", function() local leaders = wesnoth.units.find_on_map { side = "3,4", canrecruit= true} if #leaders < 2 then create_timed_spawns(5, 11, 50, 5, 4, 21) else create_timed_spawns(4, 11, 90, 4, 5, 23) end end) -- the regular spawns: -- when they appear is defined in the 'timed_spawn' wml array. which is created at prestart -- which unit types get spawned is defined in the 'main_spawn' wml array which is also spawned at prestart on_event("new turn", function() local next_spawn = wml.variables["timed_spawn[0]"] if next_spawn == nil then return end if wesnoth.current.turn ~= next_spawn.turn then return end wml.variables["timed_spawn[0]"] = nil local unit_types = get_spawn_types(next_spawn.units, next_spawn.gold, random_spawns[next_spawn.pool_num]) local spawn_areas = {{"3-14", "15"}, {"1", "4-13"}, {"2-13", "1"}, {"1", "2-15"}} local spawn_area = spawn_areas[mathx.random(#spawn_areas)] local locations_in_area = wesnoth.map.find { x = spawn_area[1], y = spawn_area[2], radius=1, include_borders=false } local chosen_location = locations_in_area[mathx.random(#locations_in_area)] place_units(unit_types, chosen_location[1], chosen_location[2]) end) -- on turn 'final_turn' the first 'final spawn' appears on_event("new turn", function() if wesnoth.current.turn ~= wml.variables["final_turn"] then return end wesnoth.wml_actions.music { name = "battle.ogg", ms_before = 200, immediate = true, append = true, } final_spawn() wesnoth.scenario.turns = wesnoth.current.turn + 12 wesnoth.wml_actions.message { side="3,4", canrecruit=true, message= _ "The last and most powerful of these creatures are almost upon us. I feel that if we can finish them off in time, we shall be victorious.", } wml.variables["next_final_spawn"] = wesnoth.current.turn + mathx.random(1,2) end) -- after the first final spawn, spawn a new final spawn every 1 or 2 turns. on_event("new turn", function() if wesnoth.current.turn ~= wml.variables["next_final_spawn"] then return end final_spawn() wml.variables["next_final_spawn"] = wesnoth.current.turn + mathx.random(1,2) end) -- The victory condition: win when there are no enemy unit after the first final spawn appeared. on_event("die", function() if wesnoth.current.turn < wml.variables["final_turn"] then return end if wesnoth.wml_conditionals.have_unit { side = "1,2"} then return end wesnoth.wml_actions.music { name = "victory.ogg", play_once = true, immediate = true, } wesnoth.wml_actions.message { speaker = "narrator", message = _"The screams and pleas for mercy are finally silenced, as you remove your blood soaked blade from the last of the rebels. There will be no more resistance from the local scum. Your reign has finally earned stability.", image ="wesnoth-icon.png", } wesnoth.achievements.set("wesnoth_MP_survivals","Wesnoth_MP_Dark_Forecast") wesnoth.wml_actions.endlevel { result = "victory", } end) -- initilize the 'fixed_spawn' and 'main_spawn' on_event("prestart", function() local fixed_spawn = function(x, y, ...) local res = { x = x, y = y } for i,v in ipairs {...} do table.insert(res, T.type { type = v }) end return res end wml.array_access.set("fixed_spawn", { fixed_spawn(1, 15, "Fire Dragon", "Gryphon Master", "Hurricane Drake"), fixed_spawn(5, 1, "Yeti", "Elvish Druid", "Elvish Druid"), fixed_spawn(1, 7, "Lich", "Walking Corpse", "Walking Corpse", "Walking Corpse", "Ghoul", "Soulless", "Walking Corpse", "Walking Corpse", "Walking Corpse"), fixed_spawn(11, 15, "Elvish Champion", "Dwarvish Stalwart", "Dwarvish Stalwart", "Orcish Slayer"), }) end) ------------------------------------------------------------------------------- -------------------------- Weather events ------------------------------------- ------------------------------------------------------------------------------- -- The weather evens are complateleey unrelated to the spawn events. local function get_weather_duration(max_duration) local res = mathx.random(2) while res < max_duration and mathx.random(2) == 2 do res = res + 1 end return res end -- initilize the weather_event wml array which defines at which turns the weather changes. on_event("prestart", function() local turn = mathx.random(4,6) local event_num = 0 local weather_to_dispense = { { turns_left = 10, id = "drought"}, { turns_left = 12, id = "heavy rain"}, { turns_left = 9, id = "snowfall"}, } local clear_turns_left = 22 local heavy_snowfall_turns_left = 6 while turn < 55 and #weather_to_dispense > 0 do -- pick a random weather except 'clear' and 'heavy snow' local index = mathx.random(#weather_to_dispense) local num_turns = get_weather_duration(weather_to_dispense[index].turns_left) local weather_id = weather_to_dispense[index].id weather_to_dispense[index].turns_left = weather_to_dispense[index].turns_left - num_turns if weather_to_dispense[index].turns_left <= 0 then table.remove(weather_to_dispense, index) end wml.variables[string.format("weather_event[%d]", event_num)] = { turn = turn, weather_id = weather_id, } event_num = event_num + 1 turn = turn + num_turns -- Second snow happens half the time. if weather_id == "snowfall" and heavy_snowfall_turns_left >= 0 and mathx.random(2) == 2 then num_turns = get_weather_duration(heavy_snowfall_turns_left) wml.variables[string.format("weather_event[%d]", event_num)] = { turn = turn, weather_id = "heavy snowfall", } event_num = event_num + 1 turn = turn + num_turns heavy_snowfall_turns_left = heavy_snowfall_turns_left - num_turns end -- Go back to clear weather. num_turns = get_weather_duration(clear_turns_left) wml.variables[string.format("weather_event[%d]", event_num)] = { turn = turn, weather_id = "clear", } event_num = event_num + 1 turn = turn + num_turns clear_turns_left = clear_turns_left - num_turns end end) local function weather_alert(text, red, green, blue) wesnoth.wml_actions.print { text = text, duration = 120, size = 26, red = red, green = green, blue = blue, } end local function weather_map(name) wesnoth.wml_actions.terrain_mask { mask = filesystem.read_file(name), x = 1, y = 1, border = true, } wesnoth.redraw {} end -- change weather at side 1 turns -- initially this was set for every side 3 turns which allowed a cheat to be used by players. -- the cheat was activated by setting side 3 as Empty and picking a faction optimised for the default/basic map for side 4. -- the result was that the weather change feature never triggered. on_event("side 1 turn", function() -- get next weather event local weather_event = wml.variables["weather_event[0]"] if weather_event == nil then return end if wesnoth.current.turn ~= weather_event.turn then return end -- remove the to-be-consumed weather event from the todo list. wml.variables["weather_event[0]"] = nil if weather_event.weather_id == "clear" then weather_map("multiplayer/maps/Dark_Forecast_basic.map") wesnoth.wml_actions.sound { name = "magic-holy-miss-2.ogg", } weather_alert(_"Clear Weather", 221, 253, 171) elseif weather_event.weather_id == "drought" then weather_map ("multiplayer/maps/Dark_Forecast_drought.map") wesnoth.wml_actions.sound { name = "gryphon-shriek-1.ogg", } weather_alert(_"Drought", 251, 231, 171) elseif weather_event.weather_id == "heavy rain" then weather_map("multiplayer/maps/Dark_Forecast_rain.map") wesnoth.wml_actions.sound { name = "magic-faeriefire-miss.ogg", } wesnoth.wml_actions.delay { time = 250, } wesnoth.wml_actions.sound { name = "ambient/ship.ogg", } weather_alert(_"Heavy Rains", 174, 220, 255) elseif weather_event.weather_id == "snowfall" then weather_map("multiplayer/maps/Dark_Forecast_firstsnow.map") wesnoth.wml_actions.sound { name = "wail.wav", } weather_alert(_"Snowfall", 229, 243, 241) elseif weather_event.weather_id == "heavy snowfall" then weather_map("multiplayer/maps/Dark_Forecast_secondsnow.map") wesnoth.wml_actions.sound { name = "bat-flapping.wav", } weather_alert(_"Heavy Snowfall", 224, 255, 251) else error("unknown weather '" .. tostring(weather_event.weather_id) .. "'") end end)