apex.lua 25 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 lane(c, name, transition, snap)
  34. a.slot(c, name):transition{transition = c.sdk.device_transitions[transition], snap = snap or false}
  35. end
  36. local function unlock(c, name)
  37. lane(c, name, "unlock"); lane(c, name, "power_on")
  38. end
  39. local function bridges(c, extended, snap)
  40. -- As with the landing bridge, the authored position-0 pose is extended.
  41. for _, side in ipairs(sides) do
  42. a.device(c, "CLAMSHELL_TO_COFFIN_" .. side .. "_BRIDGE_DEVICE", not extended, snap)
  43. end
  44. end
  45. local function coffin_doors(c, open, snap)
  46. for _, side in ipairs(sides) do
  47. a.device(c, "REACTOR_COFFIN_DOOR_" .. side .. "_DEVICE", open, snap)
  48. a.device(c, "REACTOR_COFFIN_LIGHT_" .. side .. "_DEVICE", open, snap)
  49. lane(c, "REACTOR_COFFIN_LIGHT_" .. side .. "_DEVICE", open and "power_on" or "power_off", snap)
  50. end
  51. a.device(c, "REACTOR_SHIELD_DEVICE", open, snap)
  52. end
  53. -- The three placed ring objects carry the beam's own authored effect graphs; the two
  54. -- devices are its mechanical lanes. Holding all three objects active for the whole fight
  55. -- is what made the beam look constant, so the surge is those authored objects coming up
  56. -- with their devices at the warning and going dark again at recovery.
  57. -- The core is the weapon's own body and stays present; the laser and ring are what
  58. -- brighten, so only those two are modulated.
  59. local ring_objects = {"SPECOPS_APEX_RING_LASER_OBJECT", "SPECOPS_APEX_RING_RING_OBJECT"}
  60. local function beam(c, s, active, snap)
  61. -- Idempotent: the cycle re-asserts the same pose every step, and each redundant
  62. -- publication would spend intents from the callback's native budget.
  63. if s:variable("ember.apex.beam") == active then return end
  64. c:set_variable("ember.apex.beam", active)
  65. a.objects(c, ring_objects, active)
  66. a.device(c, "SPECOPS_APEX_RING_LASER_DEVICE", active, snap)
  67. a.device(c, "SPECOPS_APEX_RING_RING_DEVICE", active, snap)
  68. -- FX power is independent of mechanical position; pulse both authored graphs.
  69. lane(c, "SPECOPS_APEX_RING_LASER_DEVICE", active and "power_on" or "power_off", snap)
  70. lane(c, "SPECOPS_APEX_RING_RING_DEVICE", active and "power_on" or "power_off", snap)
  71. end
  72. -- `REACTOR_COFFIN_INTERIOR_THERMAL_HOP_ON` and `FOUNDRY_THERMAL_DOT_HOP_ON` both reference
  73. -- effect resource 80C1D9E0 -- the burn already working in the Foundry. The hot-pipe and
  74. -- rail-top hop-ons carry 80B82484 and 80C1D389 instead, which is why contact read as a
  75. -- shock rather than a scorch. Apex drives the one authored scorch for both hazards and
  76. -- swaps only its filter, so the climb and the escape share the same effect. A new revision
  77. -- removes the previous attachment (native 9EF8A0/9F1F10) before attaching the new filter.
  78. local function rail_filter(c) return {players = true, inside = a.slot(c, "SLOT_019E")} end
  79. local function hazards(c, s, mode)
  80. if mode == "climb" then
  81. -- The five narrow authored pipe volumes on the way up to the deposit. Slot 7 is a
  82. -- broad kill volume well below the walkable route and is deliberately not a pipe.
  83. a.effect(c, s, "REACTOR_COFFIN_INTERIOR_THERMAL_HOP_ON",
  84. "REACTOR_MOTHER_BRAIN_HOT_PIPES_OBJECT_FILTER_80B3C21C",
  85. {players = true, inside_any = {
  86. a.slot(c, "REACTOR_MOTHER_BRAIN_HOT_PIPES_02_TRIGGER_VOLUME"),
  87. a.slot(c, "REACTOR_MOTHER_BRAIN_HOT_PIPES_03_TRIGGER_VOLUME"),
  88. a.slot(c, "SLOT_0005_80B3C09F"), a.slot(c, "SLOT_0006_80B3C09F"),
  89. a.slot(c, "SLOT_0008_80B3C09F")}}, true)
  90. elseif mode == "escape" then
  91. a.effect(c, s, "REACTOR_COFFIN_INTERIOR_THERMAL_HOP_ON",
  92. "AOD_REACTOR_RAIL_TOP_OBJECT_FILTER", rail_filter(c), true)
  93. else
  94. a.effect(c, s, "REACTOR_COFFIN_INTERIOR_THERMAL_HOP_ON",
  95. "AOD_REACTOR_RAIL_TOP_OBJECT_FILTER", rail_filter(c), false)
  96. end
  97. end
  98. -- Activate the authored explosion scene once, then arm its own four progress triggers
  99. -- alongside the escape dialogue volumes so each section detonates as the player reaches it.
  100. local function arm_escape(c)
  101. a.scene(c, "EMBER_APEX_EXPLOSION_SEQUENCE_PREFAB_TRIGGERED_EXPLOSIONS_SCENE")
  102. for _, name in ipairs(explosion_triggers) do a.slot(c, name):fire_trigger{} end
  103. for _, name in ipairs(escape_triggers) do a.slot(c, name):fire_trigger{} end
  104. end
  105. local function doors(c, side, open, snap)
  106. for _, part in ipairs({"DOOR_A", "DOOR_B", "LIGHT_A", "LIGHT_B", "TARGET"}) do
  107. local name = "REACTOR_CLAMSHELL_" .. side .. "_" .. part .. "_DEVICE"
  108. a.device(c, name, open, snap)
  109. if part == "LIGHT_A" or part == "LIGHT_B" or part == "TARGET" then
  110. a.slot(c, name):transition{transition = open and c.sdk.device_transitions.power_on
  111. or c.sdk.device_transitions.power_off, snap = snap or false}
  112. end
  113. end
  114. end
  115. local function target(c, s, name)
  116. a.slot(c, name .. "_TARGET_OBJECT"):set_interactable_object{generation = generation(s)}
  117. -- Bind on the object's presence receipt: Auth delivery and entity creation
  118. -- happen on different ticks. A missing/unloaded object is not a kill.
  119. end
  120. -- One encounter clock survives the clamshell -> coffin transition. Durations are
  121. -- reconstructed from the reference's warning, exposure and recovery windows.
  122. local function cycle(c, s, step, snap)
  123. c:set_variable("ember.apex.vent_step", step)
  124. c:set_variable("ember.apex.vents_open", step == "open")
  125. if step == "warning" then
  126. beam(c, s, true)
  127. if phase(s) == 3 then
  128. for _, side in ipairs(sides) do
  129. if not dead(s, side) then a.slot(c, "REACTOR_CLAMSHELL_" .. side .. "_ALARM_SEQUENCE"):play_sequence{} end
  130. end
  131. else a.slot(c, "REACTOR_COFFIN_ALARM_SEQUENCE"):play_sequence{} end
  132. else
  133. if step == "closed" then beam(c, s, false, snap) end
  134. if phase(s) == 3 then
  135. for _, side in ipairs(sides) do if not dead(s, side) then doors(c, side, step == "open", snap) end end
  136. elseif phase(s) == 4 then
  137. coffin_doors(c, step == "open", snap)
  138. if step == "open" then a.cue(c, s, 46) end
  139. end
  140. end
  141. c:start_timer(vent_timer(s), ({closed = 14000, warning = 6000, open = 10000})[step])
  142. end
  143. local function initialize_devices(c, s)
  144. if s:variable("ember.apex.devices_ready") then return end
  145. c:set_variable("ember.apex.devices_ready", true)
  146. unlock(c, "SECURITY_DOOR_DEVICE")
  147. for _, side in ipairs(sides) do
  148. for _, part in ipairs({"DOOR_A", "DOOR_B"}) do unlock(c, "REACTOR_CLAMSHELL_" .. side .. "_" .. part .. "_DEVICE") end
  149. unlock(c, "CLAMSHELL_TO_COFFIN_" .. side .. "_BRIDGE_DEVICE")
  150. lane(c, "REACTOR_COFFIN_DOOR_" .. side .. "_DEVICE", "lock")
  151. end
  152. lane(c, "MOTHER_BRAIN_DOOR_DEVICE", "lock")
  153. unlock(c, "SPECOPS_APEX_RING_LASER_DEVICE")
  154. unlock(c, "SPECOPS_APEX_RING_RING_DEVICE")
  155. beam(c, s, false, true)
  156. end
  157. local function start_reactor(c, s)
  158. if phase(s) >= 3 then return end
  159. initialize_devices(c, s)
  160. set(c, 3)
  161. a.checkpoint(c, 0, 0xDF59C25C, "reactor")
  162. a.darkness(c, s, true)
  163. a.device(c, "SECURITY_DOOR_DEVICE", true)
  164. for _, side in ipairs(sides) do target(c, s, "REACTOR_CLAMSHELL_" .. side) end
  165. a.spawn(c, s, {"reactor_east_entry", "reactor_west_entry"})
  166. a.cue(c, s, 40); cycle(c, s, "closed", true)
  167. c:start_timer("ember.apex.explain." .. generation(s), 9000)
  168. end
  169. local carry = require("mission_ember.carry")(a, "apex", "MOTHER_BRAIN_CARRY_OBJECT", "MOTHER_BRAIN_INTERACT_OBJECT",
  170. function(c, s) a.cue(c, s, 50); A.guidance(c, s) end,
  171. function(c, s)
  172. if phase(s) ~= 5 then return end
  173. set(c, 6)
  174. c:start_timer("ember.apex.hazards", 1)
  175. a.checkpoint(c, 0, 0x45920385, "escape")
  176. a.device(c, "MOTHER_BRAIN_CONSOLE_DEVICE", true)
  177. a.device(c, "MOTHER_BRAIN_ENGINE_LEFT_DEVICE", true)
  178. a.device(c, "MOTHER_BRAIN_ENGINE_RIGHT_DEVICE", true)
  179. a.device(c, "REACTOR_GETAWAY_SHIP_DEVICE", true)
  180. a.objects(c, {"REACTOR_GETAWAY_SHIP_OBJECT", "SUNBURN_DAMAGE_OBJECT"}, true)
  181. -- The weapon is dead once the cell is in: the beam shuts down and stays down,
  182. -- including across an escape checkpoint restart. The previous code opened both
  183. -- devices here, which left it running through the whole escape.
  184. beam(c, s, false, true)
  185. c:cancel_timer(vent_timer(s))
  186. a.scene(c, "MOTHER_BRAIN_HOLE_EXPLOSION_SCENE")
  187. arm_escape(c)
  188. a.cue(c, s, 51); A.guidance(c, s)
  189. end)
  190. function A.enter(c, s)
  191. if s:variable("ember.apex.restart_pending") then
  192. c:clear_variable("ember.apex.restart_pending")
  193. start_reactor(c, s); A.guidance(c, s); return
  194. end
  195. if phase(s) > 0 then return end
  196. set(c, 1)
  197. c:start_timer("ember.apex.setup." .. generation(s), 1)
  198. a.device(c, "ACCESS_DOOR_INNER_DEVICE", true)
  199. a.device(c, "ACCESS_DOOR_OUTER_DEVICE", true)
  200. a.device(c, "SECURITY_DOOR_DEVICE", false, true)
  201. a.slot(c, "SECURITY_PLACED_INTERCEPTOR_OBJECT"):set_interactable_object{generation = 1}
  202. -- Only the core is held on here; `beam()` owns the laser and ring so they can surge.
  203. a.objects(c, {"SPECOPS_APEX_RING_CORE_OBJECT"}, true)
  204. for _, side in ipairs(sides) do
  205. doors(c, side, false, true)
  206. a.device(c, "CLAMSHELL_PIPES_" .. side .. "_DEVICE", false, true)
  207. a.device(c, "CLAMSHELL_TO_COFFIN_" .. side .. "_BRIDGE_DEVICE", true, true)
  208. a.device(c, "REACTOR_COFFIN_DOOR_" .. side .. "_DEVICE", false, true)
  209. end
  210. a.device(c, "REACTOR_SHIELD_DEVICE", false, true)
  211. a.device(c, "COFFIN_BUNKER_DOOR_SOUTH_DEVICE", false, true)
  212. a.device(c, "MOTHER_BRAIN_DOOR_DEVICE", false, true)
  213. for _, name in ipairs(triggers) do a.slot(c, name):fire_trigger{} end
  214. a.spawn(c, s, {"access1"}); A.guidance(c, s)
  215. end
  216. function A.trigger(c, s, e)
  217. if phase(s) <= 2 then
  218. if a.matches(c, e, "ACCESS_JUMP_TWO_PLAYER_TRIGGER") then a.spawn(c, s, {"access2"}) end
  219. if a.matches(c, e, "SECURITY_CENTER_PLAYER_TRIGGER") or a.matches(c, e, "SECURITY_LEDGE_PLAYER_TRIGGER")
  220. or a.matches(c, e, "SECURITY_DOOR_PLAYER_TRIGGER") then
  221. set(c, 2); a.spawn(c, s, access)
  222. a.device(c, "DISPENSER_MONSTER_CLOSET_LIGHT_DEVICE", true)
  223. if not s:variable("ember.apex.dispenser") then
  224. c:set_variable("ember.apex.dispenser", true)
  225. a.slot(c, "DISPENSER_MONSTER_CLOSET_SEQUENCE"):play_sequence{}
  226. end
  227. a.cue(c, s, 38)
  228. end
  229. end
  230. if a.matches(c, e, "APEX_DIRECTIVE_REACTOR_GOTO_PLAYER_TRIGGER")
  231. or a.matches(c, e, "APEX_REACTOR_CLAMSHELL_001_DIALOG_START_PLAYER_TRIGGER")
  232. or a.matches(c, e, "REACTOR_ARM_EAST_ENTRANCE_PLAYER_TRIGGER") then start_reactor(c, s) end
  233. -- The explanatory cue follows the arrival line, even if its trigger was crossed in the same tick.
  234. if phase(s) == 5 and a.matches(c, e, "DIALOG_APEX_MOTHER_BRAIN_001_PLAYER_TRIGGER") then a.cue(c, s, 50) end
  235. if phase(s) == 6 then
  236. if a.matches(c, e, "APEX_MOTHER_BRAIN_006_DIALOG_PLAYER_TRIGGER") then a.cue(c, s, 52) end
  237. if a.matches(c, e, "APEX_MOTHER_BRAIN_007_DIALOG_PLAYER_TRIGGER") then a.cue(c, s, 53) end
  238. if a.matches(c, e, "APEX_MOTHER_BRAIN_008_DIALOG_PLAYER_TRIGGER") then a.cue(c, s, 54) end
  239. if a.matches(c, e, "APEX_DIRECTIVE_REACTOR_RAILS_ESCAPE_PLAYER_TRIGGER") then
  240. set(c, 7); a.darkness(c, s, false)
  241. hazards(c, s, nil)
  242. c:cancel_timer("ember.apex.hazards")
  243. c:cancel_timer(vent_timer(s))
  244. ending.start(c, s)
  245. end
  246. end
  247. A.guidance(c, s)
  248. end
  249. function A.cleared(c, s, name)
  250. if name == "access1" and phase(s) <= 2 then a.spawn(c, s, {"access2"}) end
  251. if name == "electron_controllers" and phase(s) <= 2 then
  252. unlock(c, "SECURITY_DOOR_DEVICE")
  253. a.device(c, "SECURITY_DOOR_DEVICE", true)
  254. end
  255. if phase(s) == 3 or phase(s) == 4 then
  256. for _, side in ipairs({"east", "west"}) do
  257. if name == "reactor_" .. side .. "_entry" then a.spawn(c, s, {"reactor_" .. side .. "_reinforce"}) end
  258. if name == "reactor_" .. side .. "_reinforce" then a.spawn(c, s, {"reactor_" .. side .. "_final"}) end
  259. end
  260. end
  261. A.guidance(c, s)
  262. end
  263. local function destroyed(c, s, which)
  264. if dead(s, which) or (which == "COFFIN" and phase(s) ~= 4)
  265. or (which ~= "COFFIN" and phase(s) ~= 3) then return end
  266. c:set_variable("ember.apex.dead." .. which, true)
  267. if which ~= "COFFIN" then
  268. doors(c, which, true)
  269. a.scene(c, "APEX_REACTOR_CLAMSHELL_" .. which .. "_DESTROYED_SCENE")
  270. a.device(c, "CLAMSHELL_PIPES_" .. which .. "_DEVICE", true)
  271. a.cue(c, s, dead(s, "EAST") and dead(s, "WEST") and 44 or 43)
  272. if dead(s, "EAST") and dead(s, "WEST") then
  273. set(c, 4) -- Keep the current warning/exposure deadline for the central reactor.
  274. -- Remaining authored waves stay alive and retain their objectives.
  275. a.spawn(c, s, {"reactor_east_reinforce", "reactor_west_reinforce", "reactor_east_final", "reactor_west_final"})
  276. c:start_timer("ember.apex.core." .. generation(s), 1)
  277. end
  278. else
  279. set(c, 5)
  280. c:cancel_timer(vent_timer(s)); c:cancel_timer("ember.apex.explain." .. generation(s))
  281. coffin_doors(c, true)
  282. -- The weapon keeps firing until the cell goes in, so the beam stays up here.
  283. beam(c, s, true)
  284. -- Arm the climb scorch now: the pipes burn while the cell is carried up.
  285. c:start_timer("ember.apex.hazards", 1)
  286. unlock(c, "MOTHER_BRAIN_DOOR_DEVICE")
  287. unlock(c, "COFFIN_BUNKER_DOOR_SOUTH_DEVICE")
  288. a.device(c, "MOTHER_BRAIN_DOOR_DEVICE", true)
  289. a.device(c, "COFFIN_BUNKER_DOOR_SOUTH_DEVICE", true)
  290. carry.start(c, s); a.cue(c, s, 48)
  291. end
  292. A.guidance(c, s)
  293. end
  294. function A.damage(c, s, e)
  295. if e.revision ~= generation(s) or e.health == nil or e.health ~= e.health or e.health < 0 then return end
  296. local which
  297. for _, side in ipairs(sides) do if a.matches(c, e, "REACTOR_CLAMSHELL_" .. side .. "_TARGET_DAMAGE") then which = side end end
  298. if a.matches(c, e, "REACTOR_COFFIN_TARGET_DAMAGE") then which = "COFFIN" end
  299. if not which or dead(s, which) or (which == "COFFIN" and phase(s) ~= 4)
  300. or (which ~= "COFFIN" and phase(s) ~= 3) then return end
  301. local seen = "ember.apex.healthy." .. which
  302. if e.health > 0 then c:set_variable(seen, true); return end
  303. if not s:variable(seen) then return end -- Absent/unloaded targets are never destruction receipts.
  304. destroyed(c, s, which)
  305. end
  306. function A.timer(c, s, e)
  307. if e.timer_name == "ember.apex.hazards" then
  308. -- The climb pipes burn while the cell is being carried up (phase 5), well before
  309. -- the deposit; the rail top burns during the escape (phase 6). Any earlier phase
  310. -- owns no hazard, so this is also how a checkpoint reset detaches one.
  311. if s:variable("ember.region") == 0 then
  312. local p = phase(s)
  313. if p == 5 then hazards(c, s, "climb")
  314. elseif p == 6 then hazards(c, s, "escape")
  315. else hazards(c, s, nil) end
  316. end
  317. return true
  318. end
  319. if carry.timer(c, s, e) then return true end
  320. if e.timer_name == "ember.apex.setup." .. generation(s) then
  321. if s:variable("ember.region") == 0 then initialize_devices(c, s) end
  322. return true
  323. end
  324. if e.timer_name == "ember.apex.explain." .. generation(s) then
  325. if phase(s) == 3 and s:variable("ember.region") == 0 then a.cue(c, s, 41); A.guidance(c, s) end
  326. return true
  327. end
  328. if e.timer_name == vent_timer(s) then
  329. if (phase(s) == 3 or phase(s) == 4) and s:variable("ember.region") == 0 then
  330. cycle(c, s, ({closed = "warning", warning = "open", open = "closed"})[s:variable("ember.apex.vent_step")] or "closed")
  331. A.guidance(c, s)
  332. end
  333. return true
  334. end
  335. if e.timer_name == "ember.apex.core." .. generation(s) and phase(s) == 4 then
  336. if s:variable("ember.region") ~= 0 or s:variable("ember.apex.core_ready") then return true end
  337. c:set_variable("ember.apex.core_ready", true)
  338. bridges(c, true)
  339. for _, side in ipairs(sides) do unlock(c, "REACTOR_COFFIN_DOOR_" .. side .. "_DEVICE") end
  340. unlock(c, "REACTOR_SHIELD_DEVICE")
  341. coffin_doors(c, s:variable("ember.apex.vents_open") == true)
  342. target(c, s, "REACTOR_COFFIN")
  343. a.spawn(c, s, {"coffin_east", "coffin_west", "coffin_interior"})
  344. A.guidance(c, s); return true
  345. end
  346. return false
  347. end
  348. function A.guidance(c, s)
  349. if s:variable("ember.region") ~= 0 then return end
  350. local p = phase(s)
  351. if p == 1 then a.directive(c, s, "4E4862BB", "SECURITY_INTERCEPTOR_NAV_POINT")
  352. elseif p == 2 then a.directive(c, s, s:variable("ember.apex.interceptor_boarded") and "4E4862BB" or "3CBFC90B",
  353. s:variable("ember.apex.interceptor_boarded") and "APEX_DIRECTIVE_REACTOR_CLAMSHELL_GOTO_NAV_POINT" or "SECURITY_INTERCEPTOR_NAV_POINT")
  354. elseif p == 3 then a.directive(c, s, "26C3C19D", "APEX_DIRECTIVE_REACTOR_CLAMSHELL_GOTO_NAV_POINT")
  355. elseif p == 4 then a.directive(c, s, "61D2B286", "APEX_DIRECTIVE_REACTOR_COFFIN_TARGET_NAV_POINT")
  356. elseif p == 5 then a.directive(c, s, "4746660F",
  357. carry.held(s) and "EMBER_DIRECTIVE_REACTOR_MOTHER_BRAIN_DELIVERY_NAV_POINT" or "APEX_WEAPON_NAV_POINT")
  358. elseif p == 6 then a.directive(c, s, "40FC40AD", "APEX_DIRECTIVE_REACTOR_RAILS_ESCAPE_NAV_POINT") end
  359. end
  360. function A.reset(c, s, name)
  361. if name == "escape" then
  362. c:start_timer("ember.apex.hazards", 1)
  363. set(c, 6)
  364. -- The weapon is already dead at this checkpoint: restoring it must leave the
  365. -- beam off and re-arm the escape's own progress triggers.
  366. beam(c, s, false, true)
  367. arm_escape(c)
  368. a.darkness(c, s, true)
  369. else
  370. c:cancel_timer(vent_timer(s)); c:cancel_timer("ember.apex.core." .. generation(s))
  371. c:cancel_timer("ember.apex.explain." .. generation(s)); c:cancel_timer("ember.apex.setup." .. generation(s))
  372. a.reset(c, reactor); carry.reset(c, s)
  373. c:set_variable("ember.apex.generation", generation(s) + 2)
  374. c:clear_variable("ember.apex.core_ready")
  375. for _, side in ipairs({"EAST", "WEST", "COFFIN"}) do
  376. c:clear_variable("ember.apex.dead." .. side); c:clear_variable("ember.apex.healthy." .. side)
  377. end
  378. for _, name in ipairs({"EMBER_APEX_REACTOR_CLAMSHELL_EAST_OBJECTIVE", "EMBER_APEX_REACTOR_CLAMSHELL_WEST_OBJECTIVE",
  379. "EMBER_APEX_REACTOR_COFFIN_OBJECTIVE"}) do a.slot(c, name):reset_objectives{} end
  380. a.objects(c, {"REACTOR_COFFIN_TARGET_OBJECT"}, false)
  381. for _, side in ipairs(sides) do
  382. a.device(c, "CLAMSHELL_TO_COFFIN_" .. side .. "_BRIDGE_DEVICE", true, true)
  383. a.device(c, "REACTOR_COFFIN_DOOR_" .. side .. "_DEVICE", false, true)
  384. lane(c, "REACTOR_COFFIN_DOOR_" .. side .. "_DEVICE", "lock")
  385. end
  386. lane(c, "MOTHER_BRAIN_DOOR_DEVICE", "lock")
  387. a.device(c, "MOTHER_BRAIN_DOOR_DEVICE", false, true)
  388. a.device(c, "COFFIN_BUNKER_DOOR_SOUTH_DEVICE", false, true)
  389. a.device(c, "REACTOR_SHIELD_DEVICE", false, true)
  390. -- Detaching the hazard has its own callback: retiring 45 squads already spends
  391. -- most of this one's native intent budget.
  392. c:start_timer("ember.apex.hazards", 1)
  393. set(c, 2)
  394. -- Publish the reset now; repopulate on the first playable client report
  395. -- after the wipe handshake. A one-millisecond timer can expire during the fade.
  396. c:set_variable("ember.apex.restart_pending", true)
  397. end
  398. c:clear_variable("ember.r.guidance")
  399. end
  400. function A.resume(c, s)
  401. carry.resume(c, s)
  402. if phase(s) == 4 and not s:variable("ember.apex.core_ready") then
  403. c:start_timer("ember.apex.core." .. generation(s), 1)
  404. end
  405. a.darkness(c, s, phase(s) >= 3 and phase(s) <= 6)
  406. -- Streaming back into the area re-attaches the hazard this phase owns.
  407. if phase(s) == 5 or phase(s) == 6 then c:start_timer("ember.apex.hazards", 1) end
  408. if phase(s) == 3 or phase(s) == 4 then
  409. cycle(c, s, "closed", true)
  410. if phase(s) == 3 and not s:variable("ember.r.cue.41") then c:start_timer("ember.apex.explain." .. generation(s), 9000) end
  411. end
  412. end
  413. function A.interaction(c, s, e)
  414. if a.matches(c, e, "SECURITY_PLACED_INTERCEPTOR_OBJECT") and e.generation == 1
  415. and not s:variable("ember.apex.interceptor_boarded") then
  416. c:set_variable("ember.apex.interceptor_boarded", true)
  417. end
  418. carry.interaction(c, s, e)
  419. A.guidance(c, s)
  420. end
  421. function A.object(c, s, e)
  422. carry.state(c, s, e)
  423. if e.generation == generation(s) then
  424. for _, which in ipairs({"EAST", "WEST", "COFFIN"}) do
  425. local prefix = which == "COFFIN" and "REACTOR_COFFIN" or ("REACTOR_CLAMSHELL_" .. which)
  426. if a.matches(c, e, prefix .. "_TARGET_OBJECT") and not dead(s, which)
  427. and ((which == "COFFIN" and phase(s) == 4) or (which ~= "COFFIN" and phase(s) == 3)) then
  428. local seen = "ember.apex.healthy." .. which
  429. if e.present and e.alive then
  430. if not s:variable(seen) then
  431. c:set_variable(seen, true)
  432. a.slot(c, prefix .. "_TARGET_DAMAGE"):watch_damage{
  433. target = a.slot(c, prefix .. "_TARGET_OBJECT"), revision = generation(s)}
  434. end
  435. elseif e.present and e.alive == false and s:variable(seen) then
  436. destroyed(c, s, which)
  437. end
  438. end
  439. end
  440. end
  441. A.guidance(c, s)
  442. end
  443. return A
  444. end