Files
EscapistsReintroduced/addons/ai/Scripts/Game/ERR/ERR_HQAdminProvider.c
T

80 lines
3.7 KiB
C

// HQ administration belongs to AI; Core sees only ERR_AdminProvider.
class ERR_HQAdminProvider : ERR_AdminProvider
{
protected ERR_HQ m_HQ;
void ERR_HQAdminProvider(ERR_HQ hq) { m_HQ = hq; }
override string Id() { return "hq"; }
override void Capabilities(array<string> values) { values.Insert("supports=hq"); }
override string Setting(string section, string option)
{
if (section != "hq") return "";
if (option == "interval") return "reportIntervalSeconds";
if (option == "squads") return "supportSquadLimit";
if (option == "radius") return "responseRadiusMetres";
if (option == "stinger") return "stingerChanceOneIn";
return "";
}
override int JournalSequence()
{
if (!m_HQ || !m_HQ.Journal()) return -1;
return m_HQ.Journal().Sequence();
}
override bool ReadJournal(int after, array<string> lines, out int cursor, int limit = 8)
{
if (!m_HQ || !m_HQ.Journal()) return false;
m_HQ.Journal().Read(after, lines, cursor, limit);
return true;
}
// A saved chance changes only future individual startup rolls. It cannot
// reroll registered soldiers or remove/replenish an issued physical launcher.
protected void StingerSetting(ERR_GameMode mode, array<string> parts, array<string> replies)
{
string key = "stingerChanceOneIn";
string effect = "Only eligible actors which have not rolled yet use this chance; no reroll, removal or replenishment of existing equipment.";
string range = "0 off, 1 every eligible soldier, 2..10000 one in N";
if (parts.Count() == 3 && parts[2] == "show")
{ replies.Insert(key + "=" + mode.Settings().Get(key).ToString() + ". " + effect); return; }
int value;
if (parts.Count() == 4 && parts[2] == "set" && ERR_CommandArguments.Integer(parts[3], value) && mode.Settings().Set(key, value))
replies.Insert(key + "=" + value.ToString() + " saved. " + effect);
else if (parts.Count() == 3 && parts[2] == "help") replies.Insert(range + ". " + effect);
else replies.Insert("Invalid value or settings could not be saved; previous setting retained. " + range + ". " + effect);
}
override bool Execute(ERR_GameMode mode, string arguments, array<string> replies)
{
if (arguments.IndexOf("hq stinger ") == 0)
{
if (!m_HQ) { replies.Insert("HQ unavailable."); return true; }
array<string> parts = {}; arguments.Split(" ", parts, true);
StingerSetting(mode, parts, replies); return true;
}
if (arguments != "status" && arguments != "hq show" && arguments != "hq log" && arguments != "hq memory" && arguments != "hq convoy show" && arguments != "hq convoy start") return false;
if (!m_HQ) { replies.Insert("HQ unavailable."); return true; }
if (arguments == "hq convoy start")
{
m_HQ.StartScenarioConvoy();
replies.Insert(m_HQ.ConvoyStatus());
return true;
}
if (arguments == "hq convoy show") { replies.Insert(m_HQ.ConvoyStatus()); return true; }
if (arguments == "hq memory") { m_HQ.MemoryStatus(replies); return true; }
if (arguments == "hq show" || arguments == "status") replies.Insert(m_HQ.Status());
else
{
int cursor;
ReadJournal(Math.Max(0, JournalSequence() - 8), replies, cursor);
if (replies.IsEmpty()) replies.Insert("HQ journal is empty.");
}
return true;
}
override bool Help(string topic, array<string> replies)
{
if (topic != "hq") return false;
replies.Insert("/esc hq show | hq memory | hq log show|next|set on|off | hq convoy show|start");
replies.Insert("/esc hq interval|squads|radius|stinger show|set N");
replies.Insert("Stinger: 0 off, 1 every eligible soldier, 2..10000 one in N; applies only before each actor rolls.");
replies.Insert("HQ assigns available physical squads through delivered reports. Convoy start uses the single finite initial deployment; losses are not replaced.");
return true;
}
}