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rules.js
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rules.js
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// General rules for the campaign
//
// * Enable unit design and minimap only when an HQ exists
receiveAllEvents(true); //Needed to allow enemy research to apply to them
include("script/weather.js");
var mainReticule = false;
var lastHitTime = 0;
const CREATE_LIKE_EVENT = 0;
const DESTROY_LIKE_EVENT = 1;
const TRANSFER_LIKE_EVENT = 2;
function reticuleManufactureCheck()
{
let structureComplete = false;
const facs = [FACTORY, CYBORG_FACTORY, VTOL_FACTORY,];
for (let i = 0, len = facs.length; i < len; ++i)
{
const facType = facs[i];
const offWorldFacs = enumStructOffWorld(selectedPlayer, facType);
const onMapFacs = enumStruct(selectedPlayer, facType);
if (offWorldFacs !== null)
{
for (let j = 0, len2 = offWorldFacs.length; j < len2; ++j)
{
if (offWorldFacs[j].status === BUILT)
{
structureComplete = true;
break;
}
}
}
if (!structureComplete)
{
for (let j = 0, len2 = onMapFacs.length; j < len2; ++j)
{
if (onMapFacs[j].status === BUILT)
{
structureComplete = true;
break;
}
}
}
if (structureComplete === true)
{
break;
}
}
if (structureComplete === true && getMissionType() !== LDS_EXPAND_LIMBO)
{
setReticuleButton(1, _("Manufacture (F1)"), "image_manufacture_up.png", "image_manufacture_down.png");
}
else
{
setReticuleButton(1, _("Manufacture - build factory first"), "", "");
}
}
function reticuleResearchCheck()
{
let structureComplete = false;
const labs = [RESEARCH_LAB,];
for (let i = 0, len = labs.length; i < len; ++i)
{
const resType = labs[i];
const offWorldLabs = enumStructOffWorld(selectedPlayer, resType);
const onMapLabs = enumStruct(selectedPlayer, resType);
if (offWorldLabs !== null)
{
for (let j = 0, len2 = offWorldLabs.length; j < len2; ++j)
{
if (offWorldLabs[j].status === BUILT)
{
structureComplete = true;
break;
}
}
}
if (!structureComplete)
{
for (let j = 0, len2 = onMapLabs.length; j < len2; ++j)
{
if (onMapLabs[j].status === BUILT)
{
structureComplete = true;
break;
}
}
}
if (structureComplete === true)
{
break;
}
}
if (structureComplete === true && getMissionType() !== LDS_EXPAND_LIMBO)
{
setReticuleButton(2, _("Research (F2)"), "image_research_up.png", "image_research_down.png");
}
else
{
setReticuleButton(2, _("Research - build research facility first"), "", "");
}
}
function reticuleBuildCheck()
{
if (enumDroid(selectedPlayer, DROID_CONSTRUCT).length > 0)
{
setReticuleButton(3, _("Build (F3)"), "image_build_up.png", "image_build_down.png");
}
else
{
setReticuleButton(3, _("Build - manufacture constructor droids first"), "", "");
}
}
function reticuleDesignCheck()
{
let structureComplete = false;
const hqs = [HQ,];
for (let i = 0, len = hqs.length; i < len; ++i)
{
const hqType = hqs[i];
const offWorldHq = enumStructOffWorld(selectedPlayer, hqType);
const onMapHq = enumStruct(selectedPlayer, hqType);
if (offWorldHq !== null)
{
for (let j = 0, len2 = offWorldHq.length; j < len2; ++j)
{
if (offWorldHq[j].status === BUILT)
{
structureComplete = true;
break;
}
}
}
if (!structureComplete)
{
for (let j = 0, len2 = onMapHq.length; j < len2; ++j)
{
if (onMapHq[j].status === BUILT)
{
structureComplete = true;
break;
}
}
}
if (structureComplete === true)
{
break;
}
}
if (structureComplete === true)
{
setReticuleButton(4, _("Design (F4)"), "image_design_up.png", "image_design_down.png");
setMiniMap(true);
}
else
{
setReticuleButton(4, _("Design - construct HQ first"), "", "");
setMiniMap(false);
}
}
function reticuleCommandCheck()
{
if (enumDroid(selectedPlayer, DROID_COMMAND).length > 0)
{
setReticuleButton(6, _("Commanders (F6)"), "image_commanddroid_up.png", "image_commanddroid_down.png");
}
else
{
setReticuleButton(6, _("Commanders - manufacture commanders first"), "", "");
}
}
function setMainReticule()
{
setReticuleButton(0, _("Close"), "image_cancel_up.png", "image_cancel_down.png");
reticuleManufactureCheck();
reticuleResearchCheck();
reticuleBuildCheck();
reticuleDesignCheck();
setReticuleButton(5, _("Intelligence Display (F5)"), "image_intelmap_up.png", "image_intelmap_down.png");
reticuleCommandCheck();
}
function reticuleUpdate(obj, eventType)
{
let update_reticule = false;
if (eventType === TRANSFER_LIKE_EVENT)
{
update_reticule = true;
}
else if (obj.player === selectedPlayer && obj.type === STRUCTURE)
{
if (obj.stattype === HQ || obj.stattype === RESEARCH_LAB || obj.stattype === CYBORG_FACTORY ||
obj.stattype === VTOL_FACTORY || obj.stattype === FACTORY || obj.stattype === COMMAND_CONTROL)
{
update_reticule = true;
}
}
else if (obj.player === selectedPlayer && obj.type === DROID)
{
if (obj.droidType === DROID_CONSTRUCT || obj.droidType === DROID_COMMAND ||
obj.droidType === DROID_TRANSPORTER || obj.droidType === DROID_SUPERTRANSPORTER)
{
update_reticule = true;
}
}
if (mainReticule && update_reticule)
{
//Wait a tick for the counts to update
const TICK_TIME = 100;
queue("setMainReticule", TICK_TIME);
}
}
function setupGame()
{
//Use dark fog for campaign
setRevealStatus(false);
if (tilesetType === "ARIZONA")
{
setCampaignNumber(1);
}
else if (tilesetType === "URBAN")
{
setCampaignNumber(2);
replaceTexture("page-7-barbarians-arizona.png", "page-7-barbarians-urban.png");
replaceTexture("page-8-player-buildings-bases.png", "page-8-player-buildings-bases-urban.png");
replaceTexture("page-9-player-buildings-bases.png", "page-9-player-buildings-bases-urban.png");
}
else if (tilesetType === "ROCKIES")
{
setCampaignNumber(3);
replaceTexture("page-8-player-buildings-bases.png", "page-8-player-buildings-bases-rockies.png");
replaceTexture("page-9-player-buildings-bases.png", "page-9-player-buildings-bases-rockies.png");
replaceTexture("page-7-barbarians-arizona.png", "page-7-barbarians-kevlar.png");
}
if (tilesetType !== "ARIZONA")
{
setSky("texpages/page-25-sky-urban.png", 0.5, 10000.0);
}
// Disable by default
setMiniMap(false);
// Enable all templates
setDesign(true);
showInterface(); // init buttons. This MUST come before setting the reticule button data
setMainReticule();
mainReticule = true;
queue("resetPower", 1000);
}
function eventGameLoaded()
{
setupGame();
}
function eventGameInit()
{
setupGame();
setTimer("autoSave", 10*60*1000);
}
function setLimits()
{
setDroidLimit(selectedPlayer, 101, DROID_ANY); //note: the transporter is a unit you own
setDroidLimit(selectedPlayer, 10, DROID_COMMAND);
setDroidLimit(selectedPlayer, 15, DROID_CONSTRUCT);
for (let i = 0; i < maxPlayers; ++i)
{
setStructureLimits("A0PowerGenerator", 5, i);
setStructureLimits("A0ResourceExtractor", 200, i);
setStructureLimits("A0ResearchFacility", 5, i);
setStructureLimits("A0LightFactory", 5, i);
setStructureLimits("A0CyborgFactory", 5, i);
setStructureLimits("A0VTolFactory1", 5, i);
//non human players get five of these
setStructureLimits("A0CommandCentre", i === selectedPlayer ? 1 : 5, i);
setStructureLimits("A0ComDroidControl", i === selectedPlayer ? 1 : 5, i);
setStructureLimits("A0CommandCentreNP", 5, i);
setStructureLimits("A0CommandCentreCO", 5, i);
setStructureLimits("A0CommandCentreNE", 5, i);
}
}
function resetPower()
{
let powerLimit = 999999;
let powerProductionRate = 100;
// set income modifier/power storage for player 0 (human)
if (difficulty <= EASY)
{
powerProductionRate = 115;
}
else if (difficulty === HARD)
{
powerProductionRate = 85;
powerLimit = 20000; //base value for Alpha
if (tilesetType === "URBAN")
{
powerLimit += 5000;
}
else if (tilesetType === "ROCKIES")
{
powerLimit += 10000;
}
}
else if (difficulty === INSANE)
{
powerProductionRate = 70;
powerLimit = 12000; //base value for Alpha
if (tilesetType === "URBAN")
{
powerLimit += 2000;
}
else if (tilesetType === "ROCKIES")
{
powerLimit += 4000;
}
}
setPowerModifier(powerProductionRate);
setPowerStorageMaximum(powerLimit);
if (playerPower(selectedPlayer) >= powerLimit)
{
setPower(powerLimit - 1, selectedPlayer);
}
}
function eventStartLevel()
{
setLimits();
if (tilesetType === "URBAN" || tilesetType === "ROCKIES")
{
weatherCycle();
setTimer("weatherCycle", 45000);
}
}
function eventDroidBuilt(droid, structure)
{
if (droid.player === selectedPlayer)
{
reticuleUpdate(droid, CREATE_LIKE_EVENT);
}
}
function eventStructureBuilt(struct, droid)
{
if (struct.player === selectedPlayer)
{
reticuleUpdate(struct, CREATE_LIKE_EVENT);
}
}
function eventStructureDemolish(struct, droid)
{
if (struct.player === selectedPlayer)
{
reticuleUpdate(struct, DESTROY_LIKE_EVENT);
}
}
function eventStructureUpgradeStarted(struct)
{
if (struct.player === selectedPlayer)
{
reticuleUpdate(struct, TRANSFER_LIKE_EVENT);
}
}
function eventDestroyed(victim)
{
if (victim.player === selectedPlayer)
{
reticuleUpdate(victim, DESTROY_LIKE_EVENT);
}
}
function eventObjectTransfer(obj, from)
{
if (obj.player === selectedPlayer || from === selectedPlayer)
{
reticuleUpdate(obj, TRANSFER_LIKE_EVENT);
}
}
//Could be the last remaining trucks/commanders are on it.
function eventTransporterLanded(transport)
{
if (transport.player === selectedPlayer)
{
reticuleUpdate(transport, TRANSFER_LIKE_EVENT);
}
}
//Maybe no more truck/commanders on the map.
function eventTransporterEmbarked(transport)
{
if (transport.player === selectedPlayer)
{
reticuleUpdate(transport, TRANSFER_LIKE_EVENT);
}
}
//Maybe no more truck/commanders on the map.
function eventTransporterDisembarked(transport)
{
if (transport.player === selectedPlayer)
{
reticuleUpdate(transport, TRANSFER_LIKE_EVENT);
}
}
function eventResearched(research, structure, player)
{
// NOTE: Research upgrades are handled by the C++ core game engine since 4.1.0
}
function eventAttacked(victim, attacker)
{
if ((victim.player === selectedPlayer) && (attacker.player !== selectedPlayer) && (gameTime > (lastHitTime + 5000)))
{
lastHitTime = gameTime;
if (victim.type === STRUCTURE)
{
playSound("pcv337.ogg", victim.x, victim.y, victim.z);
}
else
{
playSound("pcv399.ogg", victim.x, victim.y, victim.z);
}
}
}