oolite/Resources/Scripts/oolite-thargoid-plans-mission.js
Marc a94d4b5bac - station_roll can now be used inside individual stations' shipdata.plist. If not found, use the systemwide override inside planetinfo.plist if defined, or standard station roll, as before. (trunk)
- more copyright fun: replaced instances of em dash with '-' to help syncronise updates better, added copyright info to the profiling stopwatch.

git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@3656 127b21dd-08f5-0310-b4b7-95ae10353056
2010-07-04 22:32:30 +00:00

170 lines
4.5 KiB
JavaScript

/*
oolite-thargoid-plans-mission.js
Script for Thargoid plans mission.
Oolite
Copyright © 2004-2010 Giles C Williams and contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
MA 02110-1301, USA.
*/
/*jslint bitwise: true, undef: true, eqeqeq: true, immed: true, newcap: true*/
/*global EquipmentInfo, Timer, galaxyNumber, guiScreen, mission, missionVariables, player, system*/
this.name = "oolite-thargoid-plans";
this.author = "Eric Walch";
this.copyright = "© 2008-2010 the Oolite team.";
this.version = "1.75";
this.missionOffers = function ()
{
if (!player.ship.docked) { return; }
if (player.ship.dockedStation.isMainStation)
{
if (galaxyNumber === 2)
{
if (!missionVariables.thargplans &&
missionVariables.conhunt === "MISSION_COMPLETE" &&
player.score > 1280 &&
system.ID !== 83)
{
mission.runScreen({titleKey:"thargoid_plans_title", messageKey:"thargoid_plans_brief1"});
missionVariables.thargplans = "PRELUDE";
mission.setInstructionsKey("thargoid_plans_info1");
mission.markSystem(83);
}
else if (missionVariables.thargplans === "PRELUDE" &&
system.ID === 83)
{
mission.unmarkSystem(83);
mission.runScreen({titleKey:"thargoid_plans_title", messageKey:"thargoid_plans_brief2", model: "thargoid"});
missionVariables.thargplans = "RUNNING";
mission.setInstructionsKey("thargoid_plans_info2");
mission.markSystem(36);
}
else if (missionVariables.thargplans === "RUNNING" &&
system.ID === 36)
{
mission.runScreen({titleKey:"thargoid_plans_title", messageKey:"thargoid_plans_debrief", model: "thargoid"});
player.score += 256; // ship kills
mission.setInstructions(null); // reset the mission briefing
missionVariables.thargplans = "MISSION_COMPLETE";
// for backward compatibility, remove energy_unit.
if (player.ship.equipmentStatus("EQ_ENERGY_UNIT") !== "EQUIPMENT_UNAVAILABLE")
{
// remove the specified equipment, either working or damaged version.
player.ship.removeEquipment("EQ_ENERGY_UNIT");
}
player.ship.awardEquipment("EQ_NAVAL_ENERGY_UNIT");
EquipmentInfo.infoForKey("EQ_NAVAL_ENERGY_UNIT").effectiveTechLevel = 13;
mission.unmarkSystem(36);
this.cleanUp();
}
}
}
};
this.addTargoids = function ()
{
this.loopcount++; // 5 loops of adding in the legacy script with a script timer.
if (this.loopcount > 5)
{
this.targoidTimer.stop();
return;
}
if (system.countShipsWithRole("thargoid") < 2)
{
system.legacy_addSystemShips("thargoid", 1, 0.33);
system.legacy_addSystemShips("thargoid", 1, 0.66);
}
if (system.countShipsWithRole("thargoid") < 5 && Math.random() < 0.5)
{
system.legacy_addShips("thargoid", 1);
}
};
this.setUpShips = function ()
{
if (missionVariables.thargplans === "RUNNING" && galaxyNumber === 2)
{
if (this.targoidTimer)
{
this.targoidTimer.start();
}
else
{
this.targoidTimer = new Timer(this, this.addTargoids, 10, 10);
}
}
};
this.cleanUp = function()
{
/* After the mission is complete, it's good
practice to remove the event handlers. The
less event handlers, the smoother the game
experience.
From 1.74, loading a savegame - or restarting
the game - reloads all world scripts,including
all handlers. Calling cleanUp from startUp
after the mission is finished allows us to keep
the gaming experience as smooth as possible.
*/
delete this.missionScreenOpportunity;
delete this.shipLaunchedFromStation;
delete this.shipExitedWitchspace;
}
/**** Event handlers ****/
this.startUp = function ()
{
this.loopcount = 0; // should be zero on the first launch after a reset.
if (missionVariables.thargplans === "MISSION_COMPLETE") { this.cleanUp(); }
};
this.missionScreenOpportunity = function ()
{
this.missionOffers();
};
this.shipLaunchedFromStation = function ()
{
this.setUpShips();
};
this.shipExitedWitchspace = function ()
{
this.loopcount = 0;
this.setUpShips();
};