apex.lua 30 KB

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  1. -- Light's End: authored access squads, damage-gated reactor, cell delivery and escape.
  2. return function(m, a, ending)
  3. local A = {region = 0}
  4. local sides = {"EAST", "WEST"}
  5. local access = {"access1", "access2", "electron_controllers", "dispenser", "security"}
  6. local reactor = {"reactor_east_entry", "reactor_west_entry", "reactor_east_reinforce", "reactor_west_reinforce",
  7. "reactor_east_final", "reactor_west_final", "coffin_east", "coffin_west", "coffin_interior"}
  8. local triggers = {"ACCESS_DOOR_INNER_PLAYER_TRIGGER", "ACCESS_JUMP_ONE_PLAYER_TRIGGER",
  9. "ACCESS_JUMP_TWO_PLAYER_TRIGGER", "SECURITY_CENTER_PLAYER_TRIGGER", "SECURITY_DOOR_PLAYER_TRIGGER",
  10. "SECURITY_LEDGE_PLAYER_TRIGGER", "APEX_DIRECTIVE_REACTOR_GOTO_PLAYER_TRIGGER",
  11. "APEX_REACTOR_CLAMSHELL_001_DIALOG_START_PLAYER_TRIGGER", "REACTOR_ARM_EAST_ENTRANCE_PLAYER_TRIGGER",
  12. "REACTOR_MOTHER_BRAIN_ENTRY_PLAYER_TRIGGGER", "DIALOG_APEX_SECURITY_001_TEST_PLAYER_TRIGGER",
  13. "DIALOG_APEX_SECURITY_002_PLAYER_TRIGGER", "DIALOG_APEX_MOTHER_BRAIN_001_PLAYER_TRIGGER",
  14. "DIALOG_APEX_MOTHER_BRAIN_002_PLAYER_TRIGGER", "DIALOG_APEX_MOTHER_BRAIN_003_PLAYER_TRIGGER",
  15. "DIALOG_APEX_MOTHER_BRAIN_004_PLAYER_TRIGGER"}
  16. local escape_triggers = {"APEX_MOTHER_BRAIN_005_DIALOG_PLAYER_TRIGGER", "APEX_MOTHER_BRAIN_006_DIALOG_PLAYER_TRIGGER",
  17. "APEX_MOTHER_BRAIN_007_DIALOG_PLAYER_TRIGGER", "APEX_MOTHER_BRAIN_008_DIALOG_PLAYER_TRIGGER",
  18. "APEX_DIRECTIVE_REACTOR_RAILS_ESCAPE_PLAYER_TRIGGER"}
  19. -- The authored explosion prefab's four player triggers, west to east along the rails:
  20. -- set A x -448.75..-438.75, B -403.75..-393.75, C -368.75..-358.75, D -323.75..-313.75,
  21. -- all spanning y 2967..3002.5 and z 185..212.5. They were never armed, so the sequence
  22. -- had nothing to advance it and everything the scene did happened at the deposit.
  23. local explosion_triggers = {}
  24. for _, set in ipairs({"A", "B", "C", "D"}) do
  25. explosion_triggers[#explosion_triggers + 1] =
  26. "EMBER_APEX_EXPLOSION_SEQUENCE_PREFAB_EXPLOSION_SET_" .. set .. "_PLAYER_TRIGGER"
  27. end
  28. local function phase(s) return s:variable("ember.apex.phase") or 0 end
  29. local function set(c, p) c:set_variable("ember.apex.phase", p) end
  30. local function generation(s) return s:variable("ember.apex.generation") or 1 end
  31. local function dead(s, target) return s:variable("ember.apex.dead." .. target) == true end
  32. local function vent_timer(s) return "ember.apex.vents." .. generation(s) end
  33. local function surge_audio_timer(s) return "ember.apex.surge_audio." .. generation(s) end
  34. local function lane(c, name, transition, snap)
  35. a.slot(c, name):transition{transition = c.sdk.device_transitions[transition], snap = snap or false}
  36. end
  37. local function unlock(c, name)
  38. lane(c, name, "unlock"); lane(c, name, "power_on")
  39. end
  40. local function bridges(c, extended, snap)
  41. -- As with the landing bridge, the authored position-0 pose is extended.
  42. for _, side in ipairs(sides) do
  43. a.device(c, "CLAMSHELL_TO_COFFIN_" .. side .. "_BRIDGE_DEVICE", not extended, snap)
  44. end
  45. end
  46. local function coffin_doors(c, open, snap)
  47. for _, side in ipairs(sides) do
  48. a.device(c, "REACTOR_COFFIN_DOOR_" .. side .. "_DEVICE", open, snap)
  49. a.device(c, "REACTOR_COFFIN_LIGHT_" .. side .. "_DEVICE", open, snap)
  50. lane(c, "REACTOR_COFFIN_LIGHT_" .. side .. "_DEVICE", open and "power_on" or "power_off", snap)
  51. end
  52. a.device(c, "REACTOR_SHIELD_DEVICE", open, snap)
  53. end
  54. -- The weapon has two halves and both are driven.
  55. --
  56. -- Objects: the core and ring models carry solid geometry with full LOD tables and are the
  57. -- structure the weapon is built from, so they are placed once and never taken back out --
  58. -- removing them deletes the beam and everything around it. The laser model carries the
  59. -- emitter's effect components and no geometry LODs, so it is the beam itself and its
  60. -- presence is what has been observed to make the beam appear and disappear.
  61. --
  62. -- Devices: `SPECOPS_APEX_RING_LASER_DEVICE` and `..._RING_DEVICE` are the authored lanes of
  63. -- those same placed objects, exactly as the Mercury lever's type-23 device animates the
  64. -- type-4 object it belongs to. Their closed vocabulary is position, power and lock. They are
  65. -- snap-initialized to a baseline and then transitioned without snap, which is the pattern
  66. -- that made the lever animate. Whether they actually report back is now observable:
  67. -- `ring_device_sense` in the log carries their native position and power.
  68. local structure_objects = {"SPECOPS_APEX_RING_CORE_OBJECT", "SPECOPS_APEX_RING_RING_OBJECT"}
  69. local beam_devices = {"SPECOPS_APEX_RING_LASER_DEVICE", "SPECOPS_APEX_RING_RING_DEVICE"}
  70. -- These carry the same inverted pose as the landing and clamshell bridges, where the
  71. -- authored position-0 lane is the driven end rather than the resting one. Confirmed in game:
  72. -- the resting drive rendered as the surge and the driven end as the weapon's normal state,
  73. -- so resting is `open` and the surge drives to `close`.
  74. local function beam_pose(c, surging, snap)
  75. for _, name in ipairs(beam_devices) do a.device(c, name, not surging, snap) end
  76. end
  77. -- Firing: the beam is present and both of its devices are powered.
  78. local function beam(c, s, firing, snap)
  79. -- Idempotent: redundant publications would spend intents from the callback's budget.
  80. if s:variable("ember.apex.beam") == firing then return end
  81. c:set_variable("ember.apex.beam", firing)
  82. a.objects(c, {"SPECOPS_APEX_RING_LASER_OBJECT"}, firing)
  83. for _, name in ipairs(beam_devices) do
  84. lane(c, name, firing and "power_on" or "power_off", snap)
  85. end
  86. if not firing then
  87. -- Installed but dark: the drive returns to its resting pose with the power.
  88. c:set_variable("ember.apex.surge", false)
  89. beam_pose(c, false, snap)
  90. end
  91. end
  92. -- The surge is the authored drive of a firing beam, so it never removes it. If these
  93. -- devices do move the emitter, this is the lane that shows it.
  94. local function beam_surge(c, s, on)
  95. if s:variable("ember.apex.beam") ~= true or s:variable("ember.apex.surge") == on then return end
  96. c:set_variable("ember.apex.surge", on)
  97. beam_pose(c, on, false)
  98. end
  99. -- Native slot 43 substitutes the actual sunburn attachment 80B82489 for the
  100. -- Foundry thermal resource. One slot owns climb/escape damage: a filter revision
  101. -- detaches the old child before attaching the new one. Never combine it with the volume object.
  102. local function rail_filter(c) return {players = true, inside = a.slot(c, "SLOT_019E")} end
  103. local function hazards(c, s, mode)
  104. local wanted = mode or "off"
  105. if s:variable("ember.apex.hazard_mode") == wanted then return end
  106. c:set_variable("ember.apex.hazard_mode", wanted)
  107. a.objects(c, {"SUNBURN_DAMAGE_OBJECT"}, false)
  108. if mode == "climb" then
  109. -- The five narrow authored pipe volumes on the way up to the deposit; their heights
  110. -- track the climb the mother-brain dialogue volumes walk through, from z~172 at
  111. -- x=-395 up to z~186 at x=-460. Slot 7 is a broad kill volume well below the
  112. -- walkable route and is deliberately not a pipe.
  113. --
  114. -- The filter is the one that lives in the same object as those volumes. Pointing the
  115. -- apex-object filter at globals-object volumes published cleanly but attached
  116. -- nothing; this is the pairing that demonstrably delivered contact damage before.
  117. a.effect(c, s, "REACTOR_COFFIN_INTERIOR_THERMAL_HOP_ON",
  118. "REACTOR_MOTHER_BRAIN_HOT_PIPES_OBJECT_FILTER_80B3C09F",
  119. {players = true, inside_any = {
  120. a.slot(c, "REACTOR_MOTHER_BRAIN_HOT_PIPES_02_TRIGGER_VOLUME"),
  121. a.slot(c, "REACTOR_MOTHER_BRAIN_HOT_PIPES_03_TRIGGER_VOLUME"),
  122. a.slot(c, "SLOT_0005_80B3C09F"), a.slot(c, "SLOT_0006_80B3C09F"),
  123. a.slot(c, "SLOT_0008_80B3C09F")}}, true)
  124. else
  125. -- Reuse the same attachment owner on the authored escape rail volume.
  126. a.effect(c, s, "REACTOR_COFFIN_INTERIOR_THERMAL_HOP_ON",
  127. "AOD_REACTOR_RAIL_TOP_OBJECT_FILTER", rail_filter(c), mode == "escape")
  128. end
  129. end
  130. -- Activate the authored explosion scene once, then arm its own four progress triggers
  131. -- alongside the escape dialogue volumes so each section detonates as the player reaches it.
  132. local function arm_escape(c)
  133. a.scene(c, "EMBER_APEX_EXPLOSION_SEQUENCE_PREFAB_TRIGGERED_EXPLOSIONS_SCENE")
  134. for _, name in ipairs(explosion_triggers) do a.slot(c, name):fire_trigger{} end
  135. for _, name in ipairs(escape_triggers) do a.slot(c, name):fire_trigger{} end
  136. end
  137. local function doors(c, side, open, snap)
  138. for _, part in ipairs({"DOOR_A", "DOOR_B", "LIGHT_A", "LIGHT_B", "TARGET"}) do
  139. local name = "REACTOR_CLAMSHELL_" .. side .. "_" .. part .. "_DEVICE"
  140. a.device(c, name, open, snap)
  141. if part == "LIGHT_A" or part == "LIGHT_B" or part == "TARGET" then
  142. a.slot(c, name):transition{transition = open and c.sdk.device_transitions.power_on
  143. or c.sdk.device_transitions.power_off, snap = snap or false}
  144. end
  145. end
  146. end
  147. local function target(c, s, name)
  148. a.slot(c, name .. "_TARGET_OBJECT"):set_interactable_object{generation = generation(s)}
  149. -- Bind on the object's presence receipt: Auth delivery and entity creation
  150. -- happen on different ticks. A missing/unloaded object is not a kill.
  151. end
  152. -- One encounter clock survives the clamshell -> coffin transition. Durations are
  153. -- reconstructed from the reference's warning, exposure and recovery windows.
  154. local function cycle(c, s, step, snap)
  155. c:set_variable("ember.apex.vent_step", step)
  156. c:set_variable("ember.apex.vents_open", step == "open")
  157. if step == "warning" then
  158. beam_surge(c, s, true)
  159. else
  160. -- Exposure is the cooling window: stop the surge before moving the shutters.
  161. beam_surge(c, s, false)
  162. if phase(s) == 3 then
  163. for _, side in ipairs(sides) do if not dead(s, side) then doors(c, side, step == "open", snap) end end
  164. elseif phase(s) == 4 then
  165. coffin_doors(c, step == "open", snap)
  166. if step == "open" then a.cue(c, s, 46) end
  167. end
  168. end
  169. c:cancel_timer(surge_audio_timer(s))
  170. if step == "closed" then
  171. -- The live cue still landed four seconds late with a 4s request delay.
  172. -- Queue on the next event, retaining the 14s closed / 6s surge / 10s cooling clock.
  173. c:start_timer(surge_audio_timer(s), 1)
  174. end
  175. c:start_timer(vent_timer(s), ({closed = 14000, warning = 6000, open = 10000})[step])
  176. end
  177. local function initialize_devices(c, s)
  178. if s:variable("ember.apex.devices_ready") then return end
  179. c:set_variable("ember.apex.devices_ready", true)
  180. a.objects(c, {"SUNBURN_DAMAGE_OBJECT"}, false)
  181. unlock(c, "SECURITY_DOOR_DEVICE")
  182. for _, side in ipairs(sides) do
  183. for _, part in ipairs({"DOOR_A", "DOOR_B"}) do unlock(c, "REACTOR_CLAMSHELL_" .. side .. "_" .. part .. "_DEVICE") end
  184. unlock(c, "CLAMSHELL_TO_COFFIN_" .. side .. "_BRIDGE_DEVICE")
  185. lane(c, "REACTOR_COFFIN_DOOR_" .. side .. "_DEVICE", "lock")
  186. end
  187. lane(c, "MOTHER_BRAIN_DOOR_DEVICE", "lock")
  188. unlock(c, "SPECOPS_APEX_RING_LASER_DEVICE")
  189. unlock(c, "SPECOPS_APEX_RING_RING_DEVICE")
  190. -- The weapon is firing at the sun from the moment the area comes up. Snap the drive to
  191. -- its baseline here so every later surge is an animated transition, not a jump.
  192. beam(c, s, true, true)
  193. c:set_variable("ember.apex.surge", false)
  194. beam_pose(c, false, true)
  195. end
  196. local function start_reactor(c, s)
  197. if phase(s) >= 3 then return end
  198. initialize_devices(c, s)
  199. set(c, 3)
  200. a.checkpoint(c, 0, 0xDF59C25C, "reactor")
  201. a.darkness(c, s, true)
  202. a.device(c, "SECURITY_DOOR_DEVICE", true)
  203. for _, side in ipairs(sides) do target(c, s, "REACTOR_CLAMSHELL_" .. side) end
  204. a.spawn(c, s, {"reactor_east_entry", "reactor_west_entry"})
  205. a.cue(c, s, 40); cycle(c, s, "closed", true)
  206. c:start_timer("ember.apex.explain." .. generation(s), 9000)
  207. end
  208. local carry = require("mission_ember.carry")(a, "apex", "MOTHER_BRAIN_CARRY_OBJECT", "MOTHER_BRAIN_INTERACT_OBJECT",
  209. function(c, s) a.cue(c, s, 50); A.guidance(c, s) end,
  210. function(c, s)
  211. if phase(s) ~= 5 then return end
  212. set(c, 6)
  213. -- Disable the climb burn and enable only the authored escape hazard.
  214. hazards(c, s, "escape")
  215. a.checkpoint(c, 0, 0x45920385, "escape")
  216. a.device(c, "MOTHER_BRAIN_CONSOLE_DEVICE", true)
  217. a.device(c, "MOTHER_BRAIN_ENGINE_LEFT_DEVICE", true)
  218. a.device(c, "MOTHER_BRAIN_ENGINE_RIGHT_DEVICE", true)
  219. a.objects(c, {"REACTOR_GETAWAY_SHIP_OBJECT"}, true)
  220. -- Object publication is not an entity-creation receipt. Start its device from
  221. -- A.object once the ship is present, so the initial movement is not lost.
  222. c:clear_variable("ember.apex.ship_started")
  223. -- The weapon is dead once the cell is in: powered off but still installed, so
  224. -- the beam and everything built around it stay in the world. The previous code
  225. -- opened both devices here, which left it running through the whole escape.
  226. beam(c, s, false, true)
  227. c:cancel_timer(vent_timer(s))
  228. c:cancel_timer(surge_audio_timer(s))
  229. a.scene(c, "MOTHER_BRAIN_HOLE_EXPLOSION_SCENE")
  230. arm_escape(c)
  231. a.cue(c, s, 51); A.guidance(c, s)
  232. end)
  233. function A.enter(c, s)
  234. if s:variable("ember.apex.restart_pending") then
  235. c:clear_variable("ember.apex.restart_pending")
  236. start_reactor(c, s); A.guidance(c, s); return
  237. end
  238. if phase(s) > 0 then return end
  239. set(c, 1)
  240. c:start_timer("ember.apex.setup." .. generation(s), 1)
  241. a.device(c, "ACCESS_DOOR_INNER_DEVICE", true)
  242. a.device(c, "ACCESS_DOOR_OUTER_DEVICE", true)
  243. a.device(c, "SECURITY_DOOR_DEVICE", false, true)
  244. a.slot(c, "SECURITY_PLACED_INTERCEPTOR_OBJECT"):set_interactable_object{generation = 1}
  245. -- The weapon's structure is placed once and is never taken back out of the world.
  246. a.objects(c, structure_objects, true)
  247. for _, side in ipairs(sides) do
  248. doors(c, side, false, true)
  249. a.device(c, "CLAMSHELL_PIPES_" .. side .. "_DEVICE", false, true)
  250. a.device(c, "CLAMSHELL_TO_COFFIN_" .. side .. "_BRIDGE_DEVICE", true, true)
  251. a.device(c, "REACTOR_COFFIN_DOOR_" .. side .. "_DEVICE", false, true)
  252. end
  253. a.device(c, "REACTOR_SHIELD_DEVICE", false, true)
  254. a.device(c, "COFFIN_BUNKER_DOOR_SOUTH_DEVICE", false, true)
  255. a.device(c, "MOTHER_BRAIN_DOOR_DEVICE", false, true)
  256. for _, name in ipairs(triggers) do a.slot(c, name):fire_trigger{} end
  257. a.spawn(c, s, {"access1"}); A.guidance(c, s)
  258. end
  259. function A.trigger(c, s, e)
  260. if phase(s) <= 2 then
  261. if a.matches(c, e, "ACCESS_JUMP_TWO_PLAYER_TRIGGER") then a.spawn(c, s, {"access2"}) end
  262. if a.matches(c, e, "SECURITY_CENTER_PLAYER_TRIGGER") or a.matches(c, e, "SECURITY_LEDGE_PLAYER_TRIGGER")
  263. or a.matches(c, e, "SECURITY_DOOR_PLAYER_TRIGGER") then
  264. set(c, 2); a.spawn(c, s, access)
  265. a.device(c, "DISPENSER_MONSTER_CLOSET_LIGHT_DEVICE", true)
  266. if not s:variable("ember.apex.dispenser") then
  267. c:set_variable("ember.apex.dispenser", true)
  268. a.slot(c, "DISPENSER_MONSTER_CLOSET_SEQUENCE"):play_sequence{}
  269. end
  270. a.cue(c, s, 38)
  271. end
  272. end
  273. if a.matches(c, e, "APEX_DIRECTIVE_REACTOR_GOTO_PLAYER_TRIGGER")
  274. or a.matches(c, e, "APEX_REACTOR_CLAMSHELL_001_DIALOG_START_PLAYER_TRIGGER")
  275. or a.matches(c, e, "REACTOR_ARM_EAST_ENTRANCE_PLAYER_TRIGGER") then start_reactor(c, s) end
  276. -- The explanatory cue follows the arrival line, even if its trigger was crossed in the same tick.
  277. if phase(s) == 5 and a.matches(c, e, "DIALOG_APEX_MOTHER_BRAIN_001_PLAYER_TRIGGER") then a.cue(c, s, 50) end
  278. if phase(s) == 6 then
  279. if a.matches(c, e, "APEX_MOTHER_BRAIN_006_DIALOG_PLAYER_TRIGGER") then a.cue(c, s, 52) end
  280. if a.matches(c, e, "APEX_MOTHER_BRAIN_007_DIALOG_PLAYER_TRIGGER") then a.cue(c, s, 53) end
  281. if a.matches(c, e, "APEX_MOTHER_BRAIN_008_DIALOG_PLAYER_TRIGGER") then a.cue(c, s, 54) end
  282. if a.matches(c, e, "APEX_DIRECTIVE_REACTOR_RAILS_ESCAPE_PLAYER_TRIGGER") then
  283. set(c, 7); a.darkness(c, s, false)
  284. hazards(c, s, nil)
  285. c:cancel_timer("ember.apex.hazards")
  286. c:cancel_timer(vent_timer(s))
  287. ending.start(c, s)
  288. end
  289. end
  290. A.guidance(c, s)
  291. end
  292. function A.cleared(c, s, name)
  293. if name == "access1" and phase(s) <= 2 then a.spawn(c, s, {"access2"}) end
  294. if name == "electron_controllers" and phase(s) <= 2 then
  295. unlock(c, "SECURITY_DOOR_DEVICE")
  296. a.device(c, "SECURITY_DOOR_DEVICE", true)
  297. end
  298. if phase(s) == 3 or phase(s) == 4 then
  299. for _, side in ipairs({"east", "west"}) do
  300. if name == "reactor_" .. side .. "_entry" then a.spawn(c, s, {"reactor_" .. side .. "_reinforce"}) end
  301. if name == "reactor_" .. side .. "_reinforce" then a.spawn(c, s, {"reactor_" .. side .. "_final"}) end
  302. end
  303. end
  304. A.guidance(c, s)
  305. end
  306. local function destroyed(c, s, which)
  307. if dead(s, which) or (which == "COFFIN" and phase(s) ~= 4)
  308. or (which ~= "COFFIN" and phase(s) ~= 3) then return end
  309. c:set_variable("ember.apex.dead." .. which, true)
  310. if which ~= "COFFIN" then
  311. doors(c, which, true)
  312. a.scene(c, "APEX_REACTOR_CLAMSHELL_" .. which .. "_DESTROYED_SCENE")
  313. a.device(c, "CLAMSHELL_PIPES_" .. which .. "_DEVICE", true)
  314. a.cue(c, s, dead(s, "EAST") and dead(s, "WEST") and 44 or 43)
  315. if dead(s, "EAST") and dead(s, "WEST") then
  316. set(c, 4) -- Keep the current warning/exposure deadline for the central reactor.
  317. -- Remaining authored waves stay alive and retain their objectives.
  318. a.spawn(c, s, {"reactor_east_reinforce", "reactor_west_reinforce", "reactor_east_final", "reactor_west_final"})
  319. c:start_timer("ember.apex.core." .. generation(s), 1)
  320. end
  321. else
  322. set(c, 5)
  323. c:cancel_timer(vent_timer(s)); c:cancel_timer("ember.apex.explain." .. generation(s))
  324. c:cancel_timer(surge_audio_timer(s))
  325. coffin_doors(c, true)
  326. -- The weapon keeps firing until the cell goes in.
  327. beam(c, s, true)
  328. -- Arm the climb scorch now: the pipes burn while the cell is carried up.
  329. c:start_timer("ember.apex.hazards", 1)
  330. unlock(c, "MOTHER_BRAIN_DOOR_DEVICE")
  331. unlock(c, "COFFIN_BUNKER_DOOR_SOUTH_DEVICE")
  332. a.device(c, "MOTHER_BRAIN_DOOR_DEVICE", true)
  333. a.device(c, "COFFIN_BUNKER_DOOR_SOUTH_DEVICE", true)
  334. carry.start(c, s); a.cue(c, s, 48)
  335. end
  336. A.guidance(c, s)
  337. end
  338. function A.damage(c, s, e)
  339. if e.revision ~= generation(s) or e.health == nil or e.health ~= e.health or e.health < 0 then return end
  340. local which
  341. for _, side in ipairs(sides) do if a.matches(c, e, "REACTOR_CLAMSHELL_" .. side .. "_TARGET_DAMAGE") then which = side end end
  342. if a.matches(c, e, "REACTOR_COFFIN_TARGET_DAMAGE") then which = "COFFIN" end
  343. if not which or dead(s, which) or (which == "COFFIN" and phase(s) ~= 4)
  344. or (which ~= "COFFIN" and phase(s) ~= 3) then return end
  345. local seen = "ember.apex.healthy." .. which
  346. if e.health > 0 then c:set_variable(seen, true); return end
  347. if not s:variable(seen) then return end -- Absent/unloaded targets are never destruction receipts.
  348. destroyed(c, s, which)
  349. end
  350. function A.timer(c, s, e)
  351. if e.timer_name == surge_audio_timer(s) then
  352. if s:variable("ember.region") == 0 and s:variable("ember.apex.vent_step") == "closed" then
  353. if phase(s) == 3 then
  354. for _, side in ipairs(sides) do
  355. if not dead(s, side) then
  356. a.slot(c, "REACTOR_CLAMSHELL_" .. side .. "_ALARM_SEQUENCE"):play_sequence{}
  357. end
  358. end
  359. elseif phase(s) == 4 then a.slot(c, "REACTOR_COFFIN_ALARM_SEQUENCE"):play_sequence{} end
  360. end
  361. return true
  362. end
  363. if e.timer_name == "ember.apex.hazards" then
  364. -- The climb pipes burn while the cell is being carried up (phase 5), well before
  365. -- the deposit. Escape (phase 6) uses only the native sunburn object.
  366. -- Entering escape or resetting detaches the climb burn.
  367. if s:variable("ember.region") == 0 then
  368. local p = phase(s)
  369. if p == 5 then hazards(c, s, "climb")
  370. elseif p == 6 then hazards(c, s, "escape")
  371. else hazards(c, s, nil) end
  372. end
  373. return true
  374. end
  375. if carry.timer(c, s, e) then return true end
  376. if e.timer_name == "ember.apex.setup." .. generation(s) then
  377. if s:variable("ember.region") == 0 then initialize_devices(c, s) end
  378. return true
  379. end
  380. if e.timer_name == "ember.apex.explain." .. generation(s) then
  381. if phase(s) == 3 and s:variable("ember.region") == 0 then a.cue(c, s, 41); A.guidance(c, s) end
  382. return true
  383. end
  384. if e.timer_name == vent_timer(s) then
  385. if (phase(s) == 3 or phase(s) == 4) and s:variable("ember.region") == 0 then
  386. cycle(c, s, ({closed = "warning", warning = "open", open = "closed"})[s:variable("ember.apex.vent_step")] or "closed")
  387. A.guidance(c, s)
  388. end
  389. return true
  390. end
  391. if e.timer_name == "ember.apex.core." .. generation(s) and phase(s) == 4 then
  392. if s:variable("ember.region") ~= 0 or s:variable("ember.apex.core_ready") then return true end
  393. c:set_variable("ember.apex.core_ready", true)
  394. bridges(c, true)
  395. for _, side in ipairs(sides) do unlock(c, "REACTOR_COFFIN_DOOR_" .. side .. "_DEVICE") end
  396. unlock(c, "REACTOR_SHIELD_DEVICE")
  397. coffin_doors(c, s:variable("ember.apex.vents_open") == true)
  398. target(c, s, "REACTOR_COFFIN")
  399. a.spawn(c, s, {"coffin_east", "coffin_west", "coffin_interior"})
  400. A.guidance(c, s); return true
  401. end
  402. return false
  403. end
  404. function A.guidance(c, s)
  405. if s:variable("ember.region") ~= 0 then return end
  406. local p = phase(s)
  407. if p == 1 then a.directive(c, s, "4E4862BB", "SECURITY_INTERCEPTOR_NAV_POINT")
  408. elseif p == 2 then a.directive(c, s, s:variable("ember.apex.interceptor_boarded") and "4E4862BB" or "3CBFC90B",
  409. s:variable("ember.apex.interceptor_boarded") and "APEX_DIRECTIVE_REACTOR_CLAMSHELL_GOTO_NAV_POINT" or "SECURITY_INTERCEPTOR_NAV_POINT")
  410. elseif p == 3 then a.directive(c, s, "26C3C19D", "APEX_DIRECTIVE_REACTOR_CLAMSHELL_GOTO_NAV_POINT")
  411. elseif p == 4 then a.directive(c, s, "61D2B286", "APEX_DIRECTIVE_REACTOR_COFFIN_TARGET_NAV_POINT")
  412. elseif p == 5 then a.directive(c, s, "4746660F",
  413. carry.held(s) and "EMBER_DIRECTIVE_REACTOR_MOTHER_BRAIN_DELIVERY_NAV_POINT" or "APEX_WEAPON_NAV_POINT")
  414. elseif p == 6 then a.directive(c, s, "40FC40AD", "APEX_DIRECTIVE_REACTOR_RAILS_ESCAPE_NAV_POINT") end
  415. end
  416. function A.reset(c, s, name)
  417. if name == "escape" then
  418. c:start_timer("ember.apex.hazards", 1)
  419. set(c, 6)
  420. -- The weapon is already dead at this checkpoint: restoring it must leave the
  421. -- beam off and re-arm the escape's own progress triggers.
  422. beam(c, s, false, true)
  423. arm_escape(c)
  424. a.darkness(c, s, true)
  425. else
  426. c:cancel_timer(vent_timer(s)); c:cancel_timer("ember.apex.core." .. generation(s))
  427. c:cancel_timer(surge_audio_timer(s))
  428. c:cancel_timer("ember.apex.explain." .. generation(s)); c:cancel_timer("ember.apex.setup." .. generation(s))
  429. a.reset(c, reactor); carry.reset(c, s)
  430. c:set_variable("ember.apex.generation", generation(s) + 2)
  431. c:clear_variable("ember.apex.core_ready")
  432. for _, side in ipairs({"EAST", "WEST", "COFFIN"}) do
  433. c:clear_variable("ember.apex.dead." .. side); c:clear_variable("ember.apex.healthy." .. side)
  434. end
  435. for _, name in ipairs({"EMBER_APEX_REACTOR_CLAMSHELL_EAST_OBJECTIVE", "EMBER_APEX_REACTOR_CLAMSHELL_WEST_OBJECTIVE",
  436. "EMBER_APEX_REACTOR_COFFIN_OBJECTIVE"}) do a.slot(c, name):reset_objectives{} end
  437. a.objects(c, {"REACTOR_COFFIN_TARGET_OBJECT"}, false)
  438. for _, side in ipairs(sides) do
  439. a.device(c, "CLAMSHELL_TO_COFFIN_" .. side .. "_BRIDGE_DEVICE", true, true)
  440. a.device(c, "REACTOR_COFFIN_DOOR_" .. side .. "_DEVICE", false, true)
  441. lane(c, "REACTOR_COFFIN_DOOR_" .. side .. "_DEVICE", "lock")
  442. end
  443. lane(c, "MOTHER_BRAIN_DOOR_DEVICE", "lock")
  444. a.device(c, "MOTHER_BRAIN_DOOR_DEVICE", false, true)
  445. a.device(c, "COFFIN_BUNKER_DOOR_SOUTH_DEVICE", false, true)
  446. a.device(c, "REACTOR_SHIELD_DEVICE", false, true)
  447. -- Detaching the hazard has its own callback: retiring 45 squads already spends
  448. -- most of this one's native intent budget.
  449. c:start_timer("ember.apex.hazards", 1)
  450. set(c, 2)
  451. -- Publish the reset now; repopulate on the first playable client report
  452. -- after the wipe handshake. A one-millisecond timer can expire during the fade.
  453. c:set_variable("ember.apex.restart_pending", true)
  454. end
  455. c:clear_variable("ember.r.guidance")
  456. end
  457. function A.resume(c, s)
  458. carry.resume(c, s)
  459. if phase(s) == 4 and not s:variable("ember.apex.core_ready") then
  460. c:start_timer("ember.apex.core." .. generation(s), 1)
  461. end
  462. a.darkness(c, s, phase(s) >= 3 and phase(s) <= 6)
  463. -- Streaming back into the area re-attaches the hazard this phase owns.
  464. if phase(s) == 5 or phase(s) == 6 then c:start_timer("ember.apex.hazards", 1) end
  465. if phase(s) == 3 or phase(s) == 4 then
  466. cycle(c, s, "closed", true)
  467. if phase(s) == 3 and not s:variable("ember.r.cue.41") then c:start_timer("ember.apex.explain." .. generation(s), 9000) end
  468. end
  469. end
  470. function A.interaction(c, s, e)
  471. if a.matches(c, e, "SECURITY_PLACED_INTERCEPTOR_OBJECT") and e.generation == 1
  472. and not s:variable("ember.apex.interceptor_boarded") then
  473. c:set_variable("ember.apex.interceptor_boarded", true)
  474. end
  475. carry.interaction(c, s, e)
  476. A.guidance(c, s)
  477. end
  478. function A.object(c, s, e)
  479. carry.state(c, s, e)
  480. if e.present and e.alive then
  481. if a.matches(c, e, "SPECOPS_APEX_RING_LASER_OBJECT")
  482. and s:variable("ember.apex.beam") == true
  483. and s:variable("ember.apex.beam_primed") ~= e.generation then
  484. c:set_variable("ember.apex.beam_primed", e.generation)
  485. for _, name in ipairs(beam_devices) do unlock(c, name) end
  486. -- Seeking directly to the resting endpoint left the emitter dark until
  487. -- its first animated cycle. Traverse the authored drive once on creation
  488. -- so its effect events run, then leave normal surge timing in charge.
  489. beam_pose(c, true, true)
  490. if s:variable("ember.apex.surge") ~= true then beam_pose(c, false, false) end
  491. end
  492. if a.matches(c, e, "REACTOR_GETAWAY_SHIP_OBJECT") and phase(s) == 6
  493. and not s:variable("ember.apex.ship_started") then
  494. c:set_variable("ember.apex.ship_started", true)
  495. unlock(c, "REACTOR_GETAWAY_SHIP_DEVICE")
  496. a.device(c, "REACTOR_GETAWAY_SHIP_DEVICE", false, true)
  497. a.device(c, "REACTOR_GETAWAY_SHIP_DEVICE", true)
  498. end
  499. end
  500. if e.generation == generation(s) then
  501. for _, which in ipairs({"EAST", "WEST", "COFFIN"}) do
  502. local prefix = which == "COFFIN" and "REACTOR_COFFIN" or ("REACTOR_CLAMSHELL_" .. which)
  503. if a.matches(c, e, prefix .. "_TARGET_OBJECT") and not dead(s, which)
  504. and ((which == "COFFIN" and phase(s) == 4) or (which ~= "COFFIN" and phase(s) == 3)) then
  505. local seen = "ember.apex.healthy." .. which
  506. if e.present and e.alive then
  507. if not s:variable(seen) then
  508. c:set_variable(seen, true)
  509. a.slot(c, prefix .. "_TARGET_DAMAGE"):watch_damage{
  510. target = a.slot(c, prefix .. "_TARGET_OBJECT"), revision = generation(s)}
  511. end
  512. elseif e.present and e.alive == false and s:variable(seen) then
  513. destroyed(c, s, which)
  514. end
  515. end
  516. end
  517. end
  518. A.guidance(c, s)
  519. end
  520. return A
  521. end