Re: [RELEASE] Escort Formations 1.1
Posted: Sun Mar 14, 2021 9:41 pm
For cloud editing purposes
Code: Select all
this.author = "cim";
this.copyright = "� 2011-2014 cim.";
this.licence = "CC-BY-SA 3.0";
this.version = "1.1";
this.name = "Escort Formations Randomiser";
this.description = "Randomise escort formations for traders and pirates";
"use strict";
this.startUp = function() {
this.$escortPatterns = new Object;
this.$escortPatterns["combat-spread"] = [new Vector3D(1,0,0),
new Vector3D(-1,0,0)];
this.$escortPatterns["echelon"] = [new Vector3D(1,0,-1)];
this.$escortPatterns["trail"] = [new Vector3D(1,0,-5),
new Vector3D(-1,0,-6)];
this.$escortPatterns["vform"] = [new Vector3D(1,0,-1),
new Vector3D(-1,0,-1)];
this.$escortPatterns["arrowhead"] = [new Vector3D(1,0,-1),
new Vector3D(-1,0,-1),
new Vector3D(0,1,-1),
new Vector3D(0,-1,-1)];
this.$escortPatterns["convoy"] = [new Vector3D(0,1,7),
new Vector3D(0,-1,-7),
new Vector3D(1,1,6),
new Vector3D(-1,-1,-6),
new Vector3D(1,-1,-6),
new Vector3D(-1,1,6)];
this.$escortPatterns["scouting-spread"] = [new Vector3D(5,0,-4),
new Vector3D(-5,0,4)];
this.$escortPatterns["planebox"] = [new Vector3D(2,0,2),
new Vector3D(-2,0,-2),
new Vector3D(-2,0,2),
new Vector3D(2,0,-2)];
this.$escortPatterns["twistbox"] = [new Vector3D(2,0,2),
new Vector3D(0,2,-2),
new Vector3D(0,-2,-2),
new Vector3D(-2,0,2)];
this.$escortPatterns["octahedron"] = [new Vector3D(4,0,0),
new Vector3D(-4,0,0),
new Vector3D(0,4,0),
new Vector3D(0,-4,0),
new Vector3D(0,1,4),
new Vector3D(0,-1,-4)];
this.$escortPatterns["pyramid"] = [new Vector3D(0,1,4.5),
new Vector3D(3,3,-3),
new Vector3D(-3,-3,-3),
new Vector3D(-3,3,-3),
new Vector3D(3,-3,-3)];
this.$escortPatterns["wave"] = [new Vector3D(1,0,-0.5),
new Vector3D(-1,0,-0.5),
new Vector3D(1,0,-5.5),
new Vector3D(-1,0,-5.5),
new Vector3D(2,0,-6.5),
new Vector3D(-2,0,-6.5)];
this.$escortPatterns["screen"] = [new Vector3D(1,0,3),
new Vector3D(-1,0,3),
new Vector3D(4,0,2.5),
new Vector3D(-4,0,2.5)];
this.$escortPatterns["opencolumn"] = [new Vector3D(-0.5,0,-2),
new Vector3D(0.5,0,-2),
new Vector3D(-0.5,0,-4),
new Vector3D(0.5,0,-4),
new Vector3D(-0.5,0,-6),
new Vector3D(0.5,0,-6)];
this.$escortPatterns["stack"] = [new Vector3D(0.5,1,0),
new Vector3D(-0.5,-1,0)];
this.$escortPatterns["flank"] = [new Vector3D(1,0,-1),
new Vector3D(-1,0,-1),
new Vector3D(7,0,-1),
new Vector3D(-7,0,-1)];
this.$escortPatterns["bulge"] = [new Vector3D(-1,0,-1),
new Vector3D(1,0,-1),
new Vector3D(0,0.5,7),
new Vector3D(0,-0.5,-7)];
this.$escortPatterns["near-far"] = [new Vector3D(-1,0,-1),
new Vector3D(7,0,-1),
new Vector3D(1,0,-1),
new Vector3D(6,0,-2)];
this.$escortPatterns["helix"] = [new Vector3D(-3,0,-1),
new Vector3D(0,3,-2),
new Vector3D(3,0,-3),
new Vector3D(0,-3,-4),
new Vector3D(-4,0,-5),
new Vector3D(0,4,-6),
new Vector3D(4,0,-7),
new Vector3D(0,-4,-8)
];
this.$escortPatterns["vwide"] = [new Vector3D(4,0,-4),
new Vector3D(-4,0,-4)];
}
this.shipSpawned = function(ship) {
if (!ship.script) return; // odd, but seems to happen occasionally
if (ship.script.coordinatesForEscortPosition != Script.prototype.coordinatesForEscortPosition) {
this.$debug(ship.displayName+" has escort coordinates already");
return;
} // already has some custom coordinates
if (ship.script.$efr_pattern) {
this.$debug(ship.displayName+" has $efr_pattern already");
return;
} // variable name conflict
if (ship.script.$efr_timer) {
this.$debug(ship.displayName+" has $efr_pattern already");
return;
} // variable name conflict
var offensiveChance = 0;
if (ship.primaryRole == "trader") {
offensiveChance = 0.15;
} else if (ship.primaryRole == "bigTrader" && ship.name != "Super Bulk Hauler") {
offensiveChance = 0.15;
} else if (ship.primaryRole == "liner" || ship.primaryRole == "coachwhip" || ship.primaryRole == "fuelship") { // from Transports OXP
offensiveChance = 0.05;
} else if (ship.primaryRole == "pirate") {
offensiveChance = 0.75;
} else if (ship.primaryRole == "police" || ship.primaryRole == "hunter") {
offensiveChance = 0.9;
} else {
this.$debug(ship.displayName+" has no included role");
return; // stock ships only
}
if (Math.random() < 0.10) {
this.$debug("No escort change for "+ship.displayName);
return;
} // keep default formation
// timer to allow escorts to be set up too
if (Math.random() < offensiveChance) {
ship.script.$efr_timer = new Timer(ship,function() { worldScripts["Escort Formations Randomiser"].$setupOffensiveEscorts(ship); },0.25);
} else {
ship.script.$efr_timer = new Timer(ship,function() { worldScripts["Escort Formations Randomiser"].$setupDefensiveEscorts(ship); },0.25);
}
}
this.$setupOffensiveEscorts = function(ship) {
var formations = new Array();
if (!ship.escorts) {
return; // no escorts
} else if (ship.escorts.length <= 2) {
formations.push("combat-spread","echelon","vform","trail","near-far","vwide");
} else if (ship.escorts.length <= 4) {
formations.push("combat-spread","echelon","arrowhead","vform","wave","stack","flank","near-far","helix","vwide");
} else {
formations.push("arrowhead","vform","wave","stack","flank","helix");
}
this.$setupEscortFormation(ship,formations[Math.floor(Math.random()*formations.length)]);
}
this.$setupDefensiveEscorts = function(ship) {
var formations = new Array();
if (!ship.escorts) {
return; // no escorts
} else if (ship.escorts.length <= 2) {
formations.push("convoy","vform","scouting-spread","screen","near-far","vwide");
} else if (ship.escorts.length <= 4) {
formations.push("planebox","twistbox","vform","convoy","screen","opencolumn","bulge","near-far","vwide");
} else {
formations.push("octahedron","pyramid","vform","convoy","bulge");
}
this.$setupEscortFormation(ship,formations[Math.floor(Math.random()*formations.length)]);
}
this.$setupEscortFormation = function(ship,formation) {
ship.script.$efr_pattern = formation;
ship.script.coordinatesForEscortPosition = function(index) {
var positions = worldScripts["Escort Formations Randomiser"].$getEscortPositions(this.$efr_pattern);
var layer = 1+Math.floor(index/positions.length);
var component = index % positions.length;
return positions[component].multiply(this.ship.collisionRadius * 5 * layer).add([0,0,7.5*this.ship.collisionRadius]);
}
this.$debug(ship.displayName+" assigned formation: "+formation);
ship.updateEscortFormation();
}
this.$getEscortPositions = function(pattern) {
if (this.$escortPatterns[pattern]) {
return this.$escortPatterns[pattern];
} else {
return this.$escortPatterns["vform"];
}
}
this.$debug = function(msg) {
// log(this.name,msg);
}