warzone2100/data/script/text/cam3a-bx.slo

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//SLO file for NEXUS taking over players stuff
//cam3A-BX.SLO
/* ******************** */
/* Declared Variables */
/* ******************** */
public int player, enemy, numStructs, structCount[10], power, expLev, numLaughs, laughChance;
public STRUCTURESTAT structs[10];
public SOUND powTransSnd, laughSnd[2];
public int factoryIndex, cyborgIndex, VTOLIndex, maxAbsorb, absorbNum;
public int numTemplates, numCyborgs, numVTOLs;
public TEMPLATE templates[4], cyborgs[4], VTOLs[4];
public RESEARCHSTAT playerRes;
private int count, count2, temp, numBases, curBase, tempX, tempY, absorbCount;
private int strucCount1, strucCount2;
private STRUCTURE base, structure;
private RESEARCHSTAT researchDone;
trigger factoryTrig(every, 300); //nexus factory trigger
trigger nexusTrig(every, 300); //30sec time between taking over structures
trigger changeDroidsTrig(every, 100); //10sec time between taking over droids
trigger resDoneTrig(CALL_RESEARCHCOMPLETED, ref researchDone, ref structure, -1); //check if player has researched resistance circuits
//player wins by first researching resistance circuits, then having no enemy structures or enemy units
trigger delayWinTrig((not anyStructButWallsLeft(enemy)) and (getDroidCount(enemy) == 0), 41);
event powStuff(wait, 5)
{
//Increase player's power (has to be done outside of GameInit, for savegame reasons!)
addPower(power, player);
playSound(powTransSnd, player);
}
//keep taking over structures until player does correct research
event nexus(wait, 20)
{
initEnumStruct(FALSE,structs[strucCount1], player, player);
base = enumStruct();
if (base != NULLOBJECT)
{
tempX = base.x;
tempY = base.y;
takeOverStructsInArea(player, enemy, tempX - 64, tempY - 64, tempX + 64, tempY + 64);
strucCount2 = strucCount2 + 1;
if ((strucCount2 >= structCount[strucCount1]) and (structCount[strucCount1] > 0))
{
strucCount2 = 0;
strucCount1 = strucCount1 + 1;
}
}
else
{
if (structCount[strucCount1] > 0)
{
strucCount2 = 0;
strucCount1 = strucCount1 + 1;
}
}
setEventTrigger(nexus, nexusTrig);
}
event changeDroids(wait, 600)
{
setEventTrigger(changeDroids, changeDroidsTrig);
takeOverDroidsInAreaExp(player, enemy, 0, 0, 8192, 16384, expLev, absorbNum);
}
//allow Nexus to build from newly acquired factory (light?)
//what about cyborg and vtol factories?
event nexusFactory(factoryTrig)
{
initEnumStruct(FALSE,structs[factoryIndex], enemy, enemy);
structure= enumStruct(); // find factory.
while(structure != NULLOBJECT)
{
if (structureIdle(structure))
{
buildDroid(templates[random(numTemplates)], structure, enemy, 1);
}
structure= enumStruct(); // find factory.
}
}
event nexusCyborgFactory(factoryTrig)
{
initEnumStruct(FALSE,structs[cyborgIndex], enemy, enemy);
structure= enumStruct(); // find cyborg factory.
while(structure != NULLOBJECT)
{
if (structureIdle(structure))
{
buildDroid(cyborgs[random(numCyborgs)], structure, enemy, 1);
}
structure= enumStruct(); // find cyborg factory.
}
}
event nexusVTOLFactory(factoryTrig)
{
initEnumStruct(FALSE,structs[VTOLIndex], enemy, enemy);
structure= enumStruct(); // find cyborg factory.
while(structure != NULLOBJECT)
{
if (structureIdle(structure))
{
buildDroid(VTOLs[random(numVTOLs)], structure, enemy, 1);
}
structure= enumStruct(); // find cyborg factory.
}
}
event makeLaugh(every, 600)
{
if (random(100) < laughChance)
{
playSound(laughSnd[random(numLaughs)], player);
}
}
event makeLaugh2(CALL_ELECTRONIC_TAKEOVER)
{
if (random(100) < laughChance)
{
playSound(laughSnd[random(numLaughs)], player);
}
}
event delayWin(inactive) //player must research before can win!
{
extraVictoryFlag = TRUE;
setEventTrigger(delayWin, inactive);
}
/*
event weatheredAttack(missionTimeRemaining() < 100, 10)
{
extraVictoryFlag = TRUE;
setEventTrigger(weatheredAttack, inactive);
}
*/
event resDone(resDoneTrig)
{
if (researchDone == playerRes)
{
//allow player to win if this research topic has been done
setEventTrigger(delayWin, delayWinTrig);
setEventTrigger(changeDroids, inactive);
setEventTrigger(nexus, inactive);
setEventTrigger(resDone, inactive);
}
}