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--[[
<?xml version='1.0' encoding='utf8'?>
<mission name="Trader Escort">
<avail>
<priority>5</priority>
<cond>player.numOutfit("Mercenary License") > 0</cond>
<chance>560</chance>
<location>Computer</location>
<faction>Dvaered</faction>
<faction>Empire</faction>
<faction>Frontier</faction>
<faction>Goddard</faction>
<faction>Independent</faction>
<faction>Proteron</faction>
<faction>Sirius</faction>
<faction>Soromid</faction>
<faction>Thurion</faction>
<faction>Traders Guild</faction>
<faction>Za'lek</faction>
</avail>
<notes>
<tier>3</tier>
</notes>
</mission>
--]]
--Escort a convoy of traders to a destination--
require "nextjump.lua"
require "cargo_common.lua"
require "numstring.lua"
misn_title = {}
misn_title[1] = _("Escort a tiny convoy to %s in %s.")
misn_title[2] = _("Escort a small convoy to %s in %s.")
misn_title[3] = _("Escort a medium convoy to %s in %s.")
misn_title[4] = _("Escort a large convoy to %s in %s.")
misn_title[5] = _("Escort a huge convoy to %s in %s.")
misn_desc = _("A convoy of traders needs protection while they go to %s in %s. You must stick with the convoy at all times, waiting to jump or land until the entire convoy has done so.")
piracyrisk = {}
piracyrisk[1] = _("Piracy Risk: None")
piracyrisk[2] = _("Piracy Risk: Low")
piracyrisk[3] = _("Piracy Risk: Medium")
piracyrisk[4] = _("Piracy Risk: High")
osd_title = _("Convey Escort")
osd_msg = _("Escort a convoy of traders to %s in the %s system")
slow = {}
slow[1] = _("Not enough fuel")
slow[2] = _([[The destination is %s away, but you only have enough fuel for %s. You cannot stop to refuel. Accept the mission anyway?]])
landsuccesstitle = _("Success!")
landsuccesstext = _("You successfully escorted the trading convoy to the destination. There wasn't a single casualty and you are rewarded the full amount.")
landcasualtytitle = _("Success with Casualties")
landcasualtytext = {}
landcasualtytext[1] = _("You've arrived with the trading convoy more or less intact. Your pay is docked slightly due to the loss of part of the convoy.")
landcasualtytext[2] = _("You arrive with what's left of the convoy. It's not much, but it's better than nothing. You are paid a steeply discounted amount.")
convoydeathtitle = _("The convoy has been destroyed!")
convoydeathtext = _([[All of the traders have been killed. You are a terrible escort.]])
landfailtitle = _("You abandoned your mission!")
landfailtext = _("You have landed, abandoning your mission to escort the trading convoy.")
convoynolandtitle = _("You landed before the convoy!")
convoynolandtext = _([[You landed at the planet before ensuring that the rest of your convoy was safe. You have abandoned your duties, and failed your mission.]])
traderdistress = _("Convoy ships under attack! Requesting immediate assistance!")
function create()
--This mission does not make any system claims
destplanet, destsys, numjumps, traveldist, cargo, avgrisk, tier = cargo_calculateRoute()
if destplanet == nil then
misn.finish(false)
elseif numjumps == 0 then
misn.finish(false) -- have to escort them at least one jump!
elseif avgrisk * numjumps <= 25 then
misn.finish(false) -- needs to be a little bit of piracy possible along route
end
if avgrisk == 0 then
piracyrisk = piracyrisk[1]
elseif avgrisk <= 25 then
piracyrisk = piracyrisk[2]
elseif avgrisk <= 100 then
piracyrisk = piracyrisk[3]
else
piracyrisk = piracyrisk[4]
end
convoysize = rnd.rnd(1,5)
-- Choose mission reward.
-- Reward depends on type of cargo hauled. Hauling expensive commodities gives a better deal.
if convoysize == 1 then
jumpreward = 6*commodity.price(cargo)
distreward = math.log(500*commodity.price(cargo))/100
elseif convoysize == 2 then
jumpreward = 7*commodity.price(cargo)
distreward = math.log(700*commodity.price(cargo))/100
elseif convoysize == 3 then
jumpreward = 8*commodity.price(cargo)
distreward = math.log(800*commodity.price(cargo))/100
elseif convoysize == 4 then
jumpreward = 9*commodity.price(cargo)
distreward = math.log(900*commodity.price(cargo))/100
elseif convoysize == 5 then
jumpreward = 10*commodity.price(cargo)
distreward = math.log(1000*commodity.price(cargo))/100
end
reward = 2.0 * (avgrisk * numjumps * jumpreward + traveldist * distreward) * (1. + 0.05*rnd.twosigma())
misn.setTitle( misn_title[convoysize]:format(
destplanet:name(), destsys:name() ) )
cargo_setDesc( misn_desc:format( destplanet:name(), destsys:name() ), cargo, nil, destplanet, nil, piracyrisk );
misn.markerAdd(destsys, "computer")
misn.setReward( creditstring(reward) )
end
function accept()
if convoysize == 1 then
convoyname = "Trader Convoy 3"
elseif convoysize == 2 then
convoyname = "Trader Convoy 4"
elseif convoysize == 3 then
convoyname = "Trader Convoy 5"
elseif convoysize == 4 then
convoyname = "Trader Convoy 6"
elseif convoysize == 5 then
convoyname = "Trader Convoy 8"
end
if player.jumps() < numjumps then
if not tk.yesno( slow[1], slow[2]:format(
jumpstring(numjumps), jumpstring( player.jumps() ) ) ) then
misn.finish()
end
end
nextsys = getNextSystem(system.cur(), destsys) -- This variable holds the system the player is supposed to jump to NEXT.
origin = planet.cur() -- The place where the AI ships spawn from.
orig_alive = nil
alive = nil
exited = 0
misnfail = false
unsafe = false
misn.accept()
misn.osdCreate(osd_title, {osd_msg:format(destplanet:name(), destsys:name())})
hook.takeoff("takeoff")
hook.jumpin("jumpin")
hook.jumpout("jumpout")
hook.land("land")
end
function takeoff()
spawnConvoy()
end
function jumpin()
if system.cur() ~= nextsys then
fail( _("MISSION FAILED! You jumped into the wrong system.") )
else
spawnConvoy()
end
end
function jumpout()
if alive <= 0 or exited <= 0 then
fail( _("MISSION FAILED! You jumped before the convoy you were escorting.") )
else
-- Treat those that didn't exit as dead
alive = math.min( alive, exited )
end
origin = system.cur()
nextsys = getNextSystem(system.cur(), destsys)
end
function land()
alive = math.min( alive, exited )
if planet.cur() ~= destplanet then
tk.msg(landfailtitle, landfailtext)
misn.finish(false)
elseif alive <= 0 then
tk.msg(convoynolandtitle, convoynolandtext)
misn.finish(false)
else
if alive >= orig_alive then
tk.msg( landsuccesstitle, landsuccesstext )
player.pay( reward )
faction.get("Traders Guild"):modPlayer(1)
elseif alive / orig_alive >= 0.6 then
tk.msg( landcasualtytitle, landcasualtytext[1] )
player.pay( reward * alive / orig_alive )
else
tk.msg( landcasualtytitle, landcasualtytext[2] )
player.pay( reward * alive / orig_alive )
end
misn.finish( true )
end
end
function traderDeath()
alive = alive - 1
if alive <= 0 then
fail( _("MISSION FAILED! The convoy you were escorting has been destroyed.") )
end
end
-- Handle the jumps of convoy.
function traderJump( p, j )
if j:dest() == getNextSystem( system.cur(), destsys ) then
exited = exited + 1
if p:exists() then
player.msg( string.format(
_("%s has jumped to %s."), p:name(), j:dest():name() ) )
end
else
traderDeath()
end
end
--Handle landing of convoy
function traderLand( p, plnt )
if plnt == destplanet then
exited = exited + 1
if p:exists() then
player.msg( string.format(
"%s has landed on %s.", p:name(), plnt:name() ) )
end
else
traderDeath()
end
end
-- Handle the convoy getting attacked.
function traderAttacked( p, attacker )
unsafe = true
p:control( false )
p:setNoJump( true )
p:setNoLand( true )
if not shuttingup then
shuttingup = true
p:comm( player.pilot(), traderdistress )
hook.timer( 5000, "traderShutup" ) -- Shuts him up for at least 5s.
end
end
function traderShutup()
shuttingup = false
end
function timer_traderSafe()
hook.timer( 2000, "timer_traderSafe" )
if unsafe then
unsafe = false
for i, j in ipairs( convoy ) do
continueToDest( j )
end
end
end
function spawnConvoy ()
--Make it interesting
local ambush_src = destplanet
if system.cur() ~= destsys then
ambush_src = getNextSystem( system.cur(), destsys )
end
if convoysize == 1 then
ambush = pilot.add("Trader Ambush 1", "baddie_norun", ambush_src)
elseif convoysize == 2 then
ambush = pilot.add(
string.format( "Trader Ambush %d", rnd.rnd(1,2) ), "baddie_norun",
ambush_src )
elseif convoysize == 3 then
ambush = pilot.add(
string.format( "Trader Ambush %d", rnd.rnd(2,3) ), "baddie_norun",
ambush_src )
elseif convoysize == 4 then
ambush = pilot.add(
string.format( "Trader Ambush %d", rnd.rnd(2,4) ), "baddie_norun",
ambush_src )
else
ambush = pilot.add(
string.format( "Trader Ambush %d", rnd.rnd(3,5) ), "baddie_norun",
ambush_src )
end
--Spawn the convoy
convoy = pilot.add(convoyname, nil, origin)
local minspeed = nil
for i, p in ipairs(convoy) do
if alive ~= nil and alive < i then
p:rm()
end
if p:exists() then
p:rmOutfit( "cores" )
for j, o in ipairs( p:outfits() ) do
if o == "Improved Stabilizer" then
p:rmOutfit("Improved Stabilizer")
p:addOutfit("Cargo Pod")
end
end
for j, c in ipairs( p:cargoList() ) do
p:cargoRm( c.name, c.q )
end
local class = p:ship():class()
if class == "Yacht" or class == "Luxury Yacht" or class == "Scout"
or class == "Courier" or class == "Fighter" or class == "Bomber"
or class == "Drone" or class == "Heavy Drone" then
p:addOutfit( "Unicorp PT-200 Core System" )
p:addOutfit( "Melendez Ox XL Engine" )
p:addOutfit( "S&K Small Cargo Hull" )
elseif class == "Freighter" or class == "Armoured Transport"
or class == "Corvette" or class == "Destroyer" then
p:addOutfit( "Unicorp PT-600 Core System" )
p:addOutfit( "Melendez Buffalo XL Engine" )
p:addOutfit( "S&K Medium Cargo Hull" )
elseif class == "Cruiser" or class == "Carrier" then
p:addOutfit( "Unicorp PT-600 Core System" )
p:addOutfit( "Melendez Mammoth XL Engine" )
p:addOutfit( "S&K Large Cargo Hull" )
end
p:setHealth( 100, 100 )
p:setEnergy( 100 )
p:setTemp( 0 )
p:setFuel( true )
p:cargoAdd( cargo, p:cargoFree() )
local myspd = p:stats().speed_max
if minspeed == nil or myspd < minspeed then
minspeed = myspd
end
p:control()
p:setHilight(true)
p:setInvincPlayer()
continueToDest( p )
hook.pilot( p, "death", "traderDeath" )
hook.pilot( p, "attacked", "traderAttacked", p )
hook.pilot( p, "land", "traderLand" )
hook.pilot( p, "jump", "traderJump" )
end
end
if minspeed ~= nil then
for i, p in ipairs(convoy) do
p:setSpeedLimit( minspeed )
end
end
exited = 0
if orig_alive == nil then
orig_alive = 0
for i, p in ipairs( convoy ) do
if p ~= nil and p:exists() then
orig_alive = orig_alive + 1
end
end
alive = orig_alive
-- Shouldn't happen
if orig_alive <= 0 then misn.finish(false) end
end
hook.timer( 1000, "timer_traderSafe" )
end
function continueToDest( p )
if p ~= nil and p:exists() then
p:control( true )
p:setNoJump( false )
p:setNoLand( false )
if system.cur() == destsys then
p:land( destplanet, true )
else
p:hyperspace( getNextSystem( system.cur(), destsys ), true )
end
end
end
-- Fail the mission, showing message to the player.
function fail( message )
if message ~= nil then
-- Pre-colourized, do nothing.
if message:find("\a") then
player.msg( message )
-- Colourize in red.
else
player.msg( "\ar" .. message .. "\a0" )
end
end
misn.finish( false )
end
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