@@ -355,23 +355,6 @@ function DecisionDay:StartActivity(isNewGame)
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else
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self :ResumeLoadedGame ();
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end
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-
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- --[[
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- self.messageTimer:SetSimTimeLimitMS(1000);
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- for _, bunkerRegionData in pairs(self.bunkerRegions) do
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- bunkerRegionData.captureLimit = 60;
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- end
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- --]]
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-
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- --[[
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- self.currentStage = self.stages.attackFrontBunker;
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-
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- self.aiData.internalReinforcementsEnabled = true;
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- self.internalReinforcementsData[self.bunkerIds.frontBunker].enabled = true;
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-
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- self.bunkerRegions["Front Bunker Operations"].enabled = true;
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- self.bunkerRegions["Front Bunker Small Vault"].enabled = true;
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- --]]
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end
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function DecisionDay :OnSave ()
@@ -655,22 +638,16 @@ function DecisionDay:SetTableValueByKey(tableToSetValueFor, keyToLoad)
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if existingValueType == " number" then
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tableToSetValueFor [tableKey ] = self :LoadNumber (keyToLoad );
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- -- print("Key " .. tableKey .." had value " ..tostring(existingValue) .. " and now has value ".. tostring(tableToSetValueFor[tableKey]))
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elseif existingValueType == " string" then
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tableToSetValueFor [tableKey ] = self :LoadString (keyToLoad );
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- -- print("Key " .. tableKey .." had value " ..tostring(existingValue) .. " and now has value ".. tostring(tableToSetValueFor[tableKey]))
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elseif existingValueType == " boolean" then
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tableToSetValueFor [tableKey ] = self :LoadNumber (keyToLoad ) ~= 0 ;
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- -- print("Key " .. tableKey .." had value " ..tostring(existingValue) .. " and now has value ".. tostring(tableToSetValueFor[tableKey]))
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elseif existingValueType == " table" then
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print (" Loading Error: Tables are not supported, use . for subkeys!" )
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elseif existingValueType == " userdata" then
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if existingValue .ElapsedSimTimeMS ~= nil then
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- -- local existinglimit = existingValue:GetSimTimeLimitMS();
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- -- local existingelapsed = existingValue.ElapsedSimTimeMS;
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tableToSetValueFor [tableKey ]:SetSimTimeLimitMS (self :LoadNumber (keyToLoad .. " .SimTimeLimitMS" ));
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tableToSetValueFor [tableKey ].ElapsedSimTimeMS = self :LoadNumber (keyToLoad .. " .ElapsedSimTimeMS" );
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- -- print("Key " .. tableKey .." had SimTimeLimitMS " ..tostring(existinglimit) .. " and ElapsedSimTimeMS "..tostring(existingelapsed) .. " and now has SimTimeLimitMS ".. tostring(tableToSetValueFor[tableKey]:GetSimTimeLimitMS()) .. " and ElapsedSimTimeMS " .. tostring(tableToSetValueFor[tableKey].ElapsedSimTimeMS));
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else
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print (" Loading Error: The only supported userdata type is Timer!" );
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end
@@ -1567,7 +1544,6 @@ function DecisionDay:UpdateAIInternalReinforcements(forceInstantSpawning)
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if self .internalReinforcementsData [bunkerId ].enabled then
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local maxNumberOfInternalReinforcementsToCreate = math.ceil (self .difficultyRatio * 2 * bunkerId * RangeRand (0.5 , 1.5 ));
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local maxFundsForInternalReinforcements = math.ceil (self .difficultyRatio * 350 * bunkerId * RangeRand (0.75 , 1.25 ));
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- print (" Time to try making internal reinforcements. Bunker " .. tostring (bunkerId ).. " : max number - " .. tostring (maxNumberOfInternalReinforcementsToCreate ).. " , max funds - " .. tostring (maxFundsForInternalReinforcements ))
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if self .internalReinforcementsData [bunkerId ].enabled and # self .aiData .enemiesInsideBunkers [bunkerId ] > 0 then
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table.insert (self .aiData .internalReinforcementPositionsCalculationCoroutines , coroutine.create (self .CalculateInternalReinforcementPositionsToEnemyTargets ));
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coroutine.resume (self .aiData .internalReinforcementPositionsCalculationCoroutines [# self .aiData .internalReinforcementPositionsCalculationCoroutines ], self , bunkerId , maxNumberOfInternalReinforcementsToCreate , maxFundsForInternalReinforcements );
@@ -1616,7 +1592,6 @@ function DecisionDay:UpdateAIDecisions()
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-- end
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end
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end
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- print (" decisions for " .. bunkerRegionName )
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if self .aiData .internalReinforcementsEnabled and bunkerRegionData .internalReinforcementsArea and self .internalReinforcementsData [bunkerRegionData .bunkerId ].enabled then
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local internalReinforcementPositionsToEnemyTargets = {};
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for box in bunkerRegionData .internalReinforcementsArea .Boxes do
@@ -1630,7 +1605,6 @@ function DecisionDay:UpdateAIDecisions()
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end
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end
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end
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- print (" Making reinforcements for " .. bunkerRegionName )
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self :CreateInternalReinforcements (math.random () < self .difficultyRatio * 0.75 and " CQB" or " Light" , internalReinforcementPositionsToEnemyTargets , nil , 450 * self .difficultyRatio );
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end
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@@ -1680,10 +1654,8 @@ function DecisionDay:UpdateAIDecisions()
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if self .aiData .attackTarget ~= nil then
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actor :AddAISceneWaypoint (self .aiData .attackTarget );
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actor .AIMode = Actor .AIMODE_GOTO ;
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- print (" Sending ai attack actor " .. actor .PresetName .. " at pos " .. tostring (actor .Pos ) .. " to recapture bunker region " .. bunkerRegionForAIToRecapture .bunkerRegionName );
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else
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actor .AIMode = Actor .AIMODE_BRAINHUNT ;
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- print (" No attack target, so sending ai attack actor " .. actor .PresetName .. " at pos " .. tostring (actor .Pos ) .. " to hunt brains" );
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end
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end
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end
@@ -1937,14 +1909,11 @@ function DecisionDay:DoAIExternalSpawns()
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if self .aiData .attackTarget ~= nil then
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actor :AddAISceneWaypoint (self .aiData .attackTarget );
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actor .AIMode = Actor .AIMODE_GOTO ;
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- print (" Newly spawned ai external actor being sent to attack target at " .. tostring (self .aiData .attackTarget ));
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else
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actor .AIMode = Actor .AIMODE_BRAINHUNT ;
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- print (" Newly spawned ai external actor being sent to hunt brains" );
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end
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end
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end
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- print (" Spawned " .. tostring (numberOfActorsSpawned ) .. " attackers. AI funds remaining: " .. tostring (self :GetTeamFunds (self .aiTeam )))
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self .aiData .externalSpawnTimer :Reset ();
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end
@@ -2020,7 +1989,6 @@ function DecisionDay:UpdateBrainDefenderSpawning()
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if self .aiData .brainDefenderReplenishTimer :IsPastSimTimeLimit () then
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if self .aiData .brainDefendersRemaining < self .aiData .brainDefendersTotal and self .bunkerRegions [" Main Bunker Barracks" ].ownerTeam == self .aiTeam then
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self .aiData .brainDefendersRemaining = self .aiData .brainDefendersRemaining + 1 ;
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- print (" Replenished 1 brain defender. Available defender count is now " .. tostring (self .aiData .brainDefendersRemaining ));
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end
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self .aiData .brainDefenderReplenishTimer :Reset ();
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end
@@ -2059,7 +2027,6 @@ function DecisionDay:UpdateBrainDefenderSpawning()
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end
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end
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self .aiData .brainDefendersRemaining = self .aiData .brainDefendersRemaining - self :CreateInternalReinforcements (infantryType , internalReinforcementPositionsToEnemyTargets );
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- print (" Spawned brain defenders, available defender count is now " .. tostring (self .aiData .brainDefendersRemaining ));
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infantryType = " Heavy" ;
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if self .aiData .brainDefendersRemaining <= 0 then
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break ;
@@ -2256,7 +2223,6 @@ end
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function DecisionDay :CalculateInternalReinforcementPositionsToEnemyTargets (bunkerId , maxNumberOfInternalReinforcementsToCreate , maxFundsForInternalReinforcements )
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local enemiesToTarget = {};
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- print (" Start time, organizing " .. tostring (maxNumberOfInternalReinforcementsToCreate ).. " reinforcements" );
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for i = 1 , maxNumberOfInternalReinforcementsToCreate do
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if enemiesToTarget [i ] == nil then
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enemiesToTarget [i ] = self .aiData .enemiesInsideBunkers [bunkerId ][math.random (1 , # self .aiData .enemiesInsideBunkers [bunkerId ])];
@@ -2275,7 +2241,6 @@ function DecisionDay:CalculateInternalReinforcementPositionsToEnemyTargets(bunke
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local pathLengthFromClosestInternalReinforcementPositionToEnemy = SceneMan .SceneWidth * SceneMan .SceneHeight ;
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local enemyToTargetPos = enemyToTarget .Pos ;
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for _ , internalReinforcementPosition in pairs (self .internalReinforcementsData [bunkerId ].positions ) do
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- print (" Calculating path from internalReinforcementPosition at " .. tostring (internalReinforcementPosition ) .. " to enemy target at " .. tostring (enemyToTargetPos ).. " . Shortest distance magnitude is " .. tostring (SceneMan :ShortestDistance (internalReinforcementPosition , enemyToTargetPos , false ).Magnitude ));
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local pathLengthFromInternalReinforcementPositionToEnemy = SceneMan .Scene :CalculatePath (internalReinforcementPosition , enemyToTargetPos , false , GetPathFindingDefaultDigStrength (), self .aiTeam );
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if pathLengthFromInternalReinforcementPositionToEnemy < pathLengthFromClosestInternalReinforcementPositionToEnemy then
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internalReinforcementPositionForEnemy = internalReinforcementPosition ;
@@ -2323,8 +2288,6 @@ function DecisionDay:CreateInternalReinforcements(loadout, internalReinforcement
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MovableMan :AddParticle (doorParticle );
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self .internalReinforcementsData .doorsAndActorsToSpawn [doorParticle ] = {};
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- print (" Internal reinforcement position " .. tostring (internalReinforcementPosition ).. " has " .. tostring (# enemyTargetsForPosition ).. " enemy targets!" )
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-
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local numberOfInternalReinforcementsToCreateAtPosition = math.min (# enemyTargetsForPosition , 5 );
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if numberOfInternalReinforcementsToCreateAtPosition == 1 and math.random () < (self .difficultyRatio * 0.5 ) then
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numberOfInternalReinforcementsToCreateAtPosition = 2 ;
@@ -2349,7 +2312,6 @@ function DecisionDay:CreateInternalReinforcements(loadout, internalReinforcement
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local leftmostSpawnOffset = 20 ;
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internalReinforcement .Pos .X = internalReinforcement .Pos .X - leftmostSpawnOffset + ((i - 1 ) * ((leftmostSpawnOffset * 2 ) / (numberOfInternalReinforcementsToCreateAtPosition - 1 )));
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end
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- print (" Creating internal reinforcement " .. internalReinforcement .PresetName .. " who costs " .. tostring (internalReinforcement :GetTotalValue (self .aiTeamTech , 1 )).. " at " .. tostring (internalReinforcement .Pos ))
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if internalReinforcement :IsInGroup (" Actors - Turrets" ) then
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internalReinforcement .AIMode = Actor .AIMODE_SENTRY ;
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else
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