wesnoth/data/multiplayer/scenarios/2p_Dark_Forecast.lua
Tahsin Jahin Khalid 7f9b399235
Dark Forecast Lua file comment Typo fix (#5658)
Fixed a typo in the comments and in a function name.
2021-04-02 14:51:46 -05:00

504 lines
17 KiB
Lua

local helper = wesnoth.require("helper")
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 = wesnoth.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 = wesnoth.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
helper.shuffle(random_spawn_numbers)
local final_turn = math.ceil(((num_spawns - 1) * interval + 40 + wesnoth.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(wesnoth.random(base_gold_amount), wesnoth.random(base_gold_amount))
local gold_per_unit = gold_per_unit_amount + turn / 1.5
local units = unit_gold / gold_per_unit + units_amount + wesnoth.random(-1, 2)
if wesnoth.random(5) == 5 then
units = units - 1
end
-- end complicated formula
turn = turn + wesnoth.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 = helper.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 }
u:add_modification("object", {
T.effect {
apply_to = "movement_costs",
replace = true,
T.movement_costs {
flat = 1,
sand = 2,
forest = 2,
impassable = 3,
unwalkable = 3,
deep_water = 3,
}
}
})
-- 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.find_vacant_tile(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 = wesnoth.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[wesnoth.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[wesnoth.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.game_config.last_turn = 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 + wesnoth.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 + wesnoth.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.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 = wesnoth.random(2)
while res < max_duration and wesnoth.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 = wesnoth.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 = wesnoth.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 wesnoth.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 = wesnoth.read_file(name),
x = 1,
y = 1,
border = true,
}
wesnoth.redraw {}
end
-- change weather at side 3 turns, TODO: consider the case that side 3 is empty.
on_event("side 3 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)