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New feature: factories allows facilities to create items
For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=360075&#msg_360075 git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2534 4f8fa57e-7814-0410-bad4-adc449f26b7c
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@@ -77,6 +77,7 @@ Facts = {
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FACT_MARIA_ESCORTED = 116,
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FACT_ANGEL_LEFT_DEED = 120,
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FACT_CHALICE_STOLEN = 184,
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FACT_CONVO_ERNEST = 215,
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FACT_MUSEUM_ALARM_WENT_OFF = 278,
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FACT_KINGPIN_KNOWS_MONEY_GONE = 103,
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FACT_KINGPIN_DEAD = 308,
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@@ -189,6 +190,19 @@ Profil =
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ELDIN = 127,
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ELLIOT = 135,
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MADLAB = 146,
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DARYL = 150,
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}
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Flags1 =
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{
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PROFILE_MISC_FLAG_RECRUITED = 1,
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PROFILE_MISC_FLAG_HAVESEENCREATURE = 2,
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PROFILE_MISC_FLAG_FORCENPCQUOTE = 4,
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PROFILE_MISC_FLAG_WOUNDEDBYPLAYER = 8,
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PROFILE_MISC_FLAG_TEMP_NPC_QUOTE_DATA_EXISTS = 16,
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PROFILE_MISC_FLAG_SAID_HOSTILE_QUOTE = 32,
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PROFILE_MISC_FLAG_EPCACTIVE = 64,
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PROFILE_MISC_FLAG_ALREADY_USED_ITEMS = 128,
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}
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SoldierClass =
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@@ -364,6 +378,35 @@ Languages =
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LANGUAGE_CHINESE = 7,
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}
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-- sSectorX, sSectorY and bSectorZ indicate the sector coordinates
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-- usFacilityType is facility number from FacilitTypes.xml
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-- usProductionNumber denotes which FACTORY of the facility this is for
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-- sProgressLeft is the progress to be saved.
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--
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-- As factories can be added or removed in the xml at will, we can't hardcode their progress in the savegame.
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-- Therefore we let the modder store their progress in here via LUAFacts into the modder-administered part of the savefile.
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-- We also want factories to be deactivated initially (so the player doesn't suddenly lose money if he takes their sector). Initially all values are 0.
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-- In the code, values < 0 indicate a factory is offline, >= 0 online.
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-- We thus add '1' to every value, so we store the progress as 1 + sProgressLeft, this means a luafact value of <= 0 is offline, > 0 is online
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--
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-- We also use the Getter to check for other conditions, like quest progress. For example, even if we control Drassen, we can only use the T-Shirt factory once Doreen is gone.
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-- We achieve that by returning a value < -10 if these extra conditions are not satisfied.
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-- The code checks that too and won't allow us to even turn a factory on in this case, so the player knows he has something else to do first.
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function SetFactoryLeftoverProgress(sSectorX, sSectorY, bSectorZ, usFacilityType, usProductionNumber, sProgressLeft)
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end
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function GetFactoryLeftoverProgress(sSectorX, sSectorY, bSectorZ, usFacilityType, usProductionNumber, sProgressLeft)
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val = -1
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return val
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end
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-- this function is called whenever we liberate a sector. If fFirstTime is true, this is the first time we liberate this sector
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function HandleSectorLiberation( sNewSectorX, sNewSectorY, bNewSectorZ, fFirstTime )
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@@ -450,12 +493,16 @@ MapSymbols = {
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FLAG = 10,
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QUESTIONMARK_BLUE = 11, -- sector might be relevant for a quest
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EXCLAMATIONMARK_BLUE = 12, -- sector is definetely relevant for a quest
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QUESTIONMARK_GREEN = 13, -- alternate colours for other uses?
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QUESTIONMARK_GREEN = 13, -- alternate colours for other uses
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EXCLAMATIONMARK_GREEN = 14,
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QUESTIONMARK_RED = 15,
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EXCLAMATIONMARK_RED = 16,
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QUESTIONMARK_YELLOW = 17,
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EXCLAMATIONMARK_YELLOW = 18,
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EXCLAMATIONMARK_YELLOW = 18,
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FACTORY_YELLOW = 19,
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FACTORY_GREEN = 20,
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FACTORY_RED = 21,
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FACTORY_NOCONTROL = 22,
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}
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-- this function allows us to data for the intel/quest map
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