apex.lua 30 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525
  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. -- `REACTOR_COFFIN_INTERIOR_THERMAL_HOP_ON` and `FOUNDRY_THERMAL_DOT_HOP_ON` both reference
  100. -- effect resource 80C1D9E0 -- the burn already working in the Foundry. The hot-pipe and
  101. -- rail-top hop-ons carry 80B82484 and 80C1D389 instead, which is why contact read as a
  102. -- shock rather than a scorch. Use the authored scorch for the climb pipes. A new revision
  103. -- removes the previous attachment (native 9EF8A0/9F1F10) before attaching the new filter.
  104. local function rail_filter(c) return {players = true, inside = a.slot(c, "SLOT_019E")} end
  105. local function hazards(c, s, mode)
  106. local wanted = mode or "off"
  107. if s:variable("ember.apex.hazard_mode") == wanted then return end
  108. c:set_variable("ember.apex.hazard_mode", wanted)
  109. -- The placed native sunburn object owns escape damage and its authored bounds.
  110. a.objects(c, {"SUNBURN_DAMAGE_OBJECT"}, mode == "escape")
  111. if mode == "climb" then
  112. -- The five narrow authored pipe volumes on the way up to the deposit; their heights
  113. -- track the climb the mother-brain dialogue volumes walk through, from z~172 at
  114. -- x=-395 up to z~186 at x=-460. Slot 7 is a broad kill volume well below the
  115. -- walkable route and is deliberately not a pipe.
  116. --
  117. -- The filter is the one that lives in the same object as those volumes. Pointing the
  118. -- apex-object filter at globals-object volumes published cleanly but attached
  119. -- nothing; this is the pairing that demonstrably delivered contact damage before.
  120. a.effect(c, s, "REACTOR_COFFIN_INTERIOR_THERMAL_HOP_ON",
  121. "REACTOR_MOTHER_BRAIN_HOT_PIPES_OBJECT_FILTER_80B3C09F",
  122. {players = true, inside_any = {
  123. a.slot(c, "REACTOR_MOTHER_BRAIN_HOT_PIPES_02_TRIGGER_VOLUME"),
  124. a.slot(c, "REACTOR_MOTHER_BRAIN_HOT_PIPES_03_TRIGGER_VOLUME"),
  125. a.slot(c, "SLOT_0005_80B3C09F"), a.slot(c, "SLOT_0006_80B3C09F"),
  126. a.slot(c, "SLOT_0008_80B3C09F")}}, true)
  127. else
  128. -- End the climb attachment; never add a second rail-wide damage effect.
  129. a.effect(c, s, "REACTOR_COFFIN_INTERIOR_THERMAL_HOP_ON",
  130. "AOD_REACTOR_RAIL_TOP_OBJECT_FILTER", rail_filter(c), false)
  131. end
  132. end
  133. -- Activate the authored explosion scene once, then arm its own four progress triggers
  134. -- alongside the escape dialogue volumes so each section detonates as the player reaches it.
  135. local function arm_escape(c)
  136. a.scene(c, "EMBER_APEX_EXPLOSION_SEQUENCE_PREFAB_TRIGGERED_EXPLOSIONS_SCENE")
  137. for _, name in ipairs(explosion_triggers) do a.slot(c, name):fire_trigger{} end
  138. for _, name in ipairs(escape_triggers) do a.slot(c, name):fire_trigger{} end
  139. end
  140. local function doors(c, side, open, snap)
  141. for _, part in ipairs({"DOOR_A", "DOOR_B", "LIGHT_A", "LIGHT_B", "TARGET"}) do
  142. local name = "REACTOR_CLAMSHELL_" .. side .. "_" .. part .. "_DEVICE"
  143. a.device(c, name, open, snap)
  144. if part == "LIGHT_A" or part == "LIGHT_B" or part == "TARGET" then
  145. a.slot(c, name):transition{transition = open and c.sdk.device_transitions.power_on
  146. or c.sdk.device_transitions.power_off, snap = snap or false}
  147. end
  148. end
  149. end
  150. local function target(c, s, name)
  151. a.slot(c, name .. "_TARGET_OBJECT"):set_interactable_object{generation = generation(s)}
  152. -- Bind on the object's presence receipt: Auth delivery and entity creation
  153. -- happen on different ticks. A missing/unloaded object is not a kill.
  154. end
  155. -- One encounter clock survives the clamshell -> coffin transition. Durations are
  156. -- reconstructed from the reference's warning, exposure and recovery windows.
  157. local function cycle(c, s, step, snap)
  158. c:set_variable("ember.apex.vent_step", step)
  159. c:set_variable("ember.apex.vents_open", step == "open")
  160. if step == "warning" then
  161. beam_surge(c, s, true)
  162. else
  163. -- Exposure is the cooling window: stop the surge before moving the shutters.
  164. beam_surge(c, s, false)
  165. if phase(s) == 3 then
  166. for _, side in ipairs(sides) do if not dead(s, side) then doors(c, side, step == "open", snap) end end
  167. elseif phase(s) == 4 then
  168. coffin_doors(c, step == "open", snap)
  169. if step == "open" then a.cue(c, s, 46) end
  170. end
  171. end
  172. c:cancel_timer(surge_audio_timer(s))
  173. if step == "closed" then
  174. -- Playtest: requesting the sequence at surge start made its sound land at
  175. -- cooling-door opening. The next playtest requested four more seconds
  176. -- of lead: pre-roll ten seconds before the unchanged visual surge.
  177. c:start_timer(surge_audio_timer(s), 4000)
  178. end
  179. c:start_timer(vent_timer(s), ({closed = 14000, warning = 6000, open = 10000})[step])
  180. end
  181. local function initialize_devices(c, s)
  182. if s:variable("ember.apex.devices_ready") then return end
  183. c:set_variable("ember.apex.devices_ready", true)
  184. a.objects(c, {"SUNBURN_DAMAGE_OBJECT"}, false)
  185. unlock(c, "SECURITY_DOOR_DEVICE")
  186. for _, side in ipairs(sides) do
  187. for _, part in ipairs({"DOOR_A", "DOOR_B"}) do unlock(c, "REACTOR_CLAMSHELL_" .. side .. "_" .. part .. "_DEVICE") end
  188. unlock(c, "CLAMSHELL_TO_COFFIN_" .. side .. "_BRIDGE_DEVICE")
  189. lane(c, "REACTOR_COFFIN_DOOR_" .. side .. "_DEVICE", "lock")
  190. end
  191. lane(c, "MOTHER_BRAIN_DOOR_DEVICE", "lock")
  192. unlock(c, "SPECOPS_APEX_RING_LASER_DEVICE")
  193. unlock(c, "SPECOPS_APEX_RING_RING_DEVICE")
  194. -- The weapon is firing at the sun from the moment the area comes up. Snap the drive to
  195. -- its baseline here so every later surge is an animated transition, not a jump.
  196. beam(c, s, true, true)
  197. c:set_variable("ember.apex.surge", false)
  198. beam_pose(c, false, true)
  199. end
  200. local function start_reactor(c, s)
  201. if phase(s) >= 3 then return end
  202. initialize_devices(c, s)
  203. set(c, 3)
  204. a.checkpoint(c, 0, 0xDF59C25C, "reactor")
  205. a.darkness(c, s, true)
  206. a.device(c, "SECURITY_DOOR_DEVICE", true)
  207. for _, side in ipairs(sides) do target(c, s, "REACTOR_CLAMSHELL_" .. side) end
  208. a.spawn(c, s, {"reactor_east_entry", "reactor_west_entry"})
  209. a.cue(c, s, 40); cycle(c, s, "closed", true)
  210. c:start_timer("ember.apex.explain." .. generation(s), 9000)
  211. end
  212. local carry = require("mission_ember.carry")(a, "apex", "MOTHER_BRAIN_CARRY_OBJECT", "MOTHER_BRAIN_INTERACT_OBJECT",
  213. function(c, s) a.cue(c, s, 50); A.guidance(c, s) end,
  214. function(c, s)
  215. if phase(s) ~= 5 then return end
  216. set(c, 6)
  217. -- Disable the climb burn and enable only the authored escape hazard.
  218. hazards(c, s, "escape")
  219. a.checkpoint(c, 0, 0x45920385, "escape")
  220. a.device(c, "MOTHER_BRAIN_CONSOLE_DEVICE", true)
  221. a.device(c, "MOTHER_BRAIN_ENGINE_LEFT_DEVICE", true)
  222. a.device(c, "MOTHER_BRAIN_ENGINE_RIGHT_DEVICE", true)
  223. a.objects(c, {"REACTOR_GETAWAY_SHIP_OBJECT"}, true)
  224. -- Object publication is not an entity-creation receipt. Start its device from
  225. -- A.object once the ship is present, so the initial movement is not lost.
  226. c:clear_variable("ember.apex.ship_started")
  227. -- The weapon is dead once the cell is in: powered off but still installed, so
  228. -- the beam and everything built around it stay in the world. The previous code
  229. -- opened both devices here, which left it running through the whole escape.
  230. beam(c, s, false, true)
  231. c:cancel_timer(vent_timer(s))
  232. c:cancel_timer(surge_audio_timer(s))
  233. a.scene(c, "MOTHER_BRAIN_HOLE_EXPLOSION_SCENE")
  234. arm_escape(c)
  235. a.cue(c, s, 51); A.guidance(c, s)
  236. end)
  237. function A.enter(c, s)
  238. if s:variable("ember.apex.restart_pending") then
  239. c:clear_variable("ember.apex.restart_pending")
  240. start_reactor(c, s); A.guidance(c, s); return
  241. end
  242. if phase(s) > 0 then return end
  243. set(c, 1)
  244. c:start_timer("ember.apex.setup." .. generation(s), 1)
  245. a.device(c, "ACCESS_DOOR_INNER_DEVICE", true)
  246. a.device(c, "ACCESS_DOOR_OUTER_DEVICE", true)
  247. a.device(c, "SECURITY_DOOR_DEVICE", false, true)
  248. a.slot(c, "SECURITY_PLACED_INTERCEPTOR_OBJECT"):set_interactable_object{generation = 1}
  249. -- The weapon's structure is placed once and is never taken back out of the world.
  250. a.objects(c, structure_objects, true)
  251. for _, side in ipairs(sides) do
  252. doors(c, side, false, true)
  253. a.device(c, "CLAMSHELL_PIPES_" .. side .. "_DEVICE", false, true)
  254. a.device(c, "CLAMSHELL_TO_COFFIN_" .. side .. "_BRIDGE_DEVICE", true, true)
  255. a.device(c, "REACTOR_COFFIN_DOOR_" .. side .. "_DEVICE", false, true)
  256. end
  257. a.device(c, "REACTOR_SHIELD_DEVICE", false, true)
  258. a.device(c, "COFFIN_BUNKER_DOOR_SOUTH_DEVICE", false, true)
  259. a.device(c, "MOTHER_BRAIN_DOOR_DEVICE", false, true)
  260. for _, name in ipairs(triggers) do a.slot(c, name):fire_trigger{} end
  261. a.spawn(c, s, {"access1"}); A.guidance(c, s)
  262. end
  263. function A.trigger(c, s, e)
  264. if phase(s) <= 2 then
  265. if a.matches(c, e, "ACCESS_JUMP_TWO_PLAYER_TRIGGER") then a.spawn(c, s, {"access2"}) end
  266. if a.matches(c, e, "SECURITY_CENTER_PLAYER_TRIGGER") or a.matches(c, e, "SECURITY_LEDGE_PLAYER_TRIGGER")
  267. or a.matches(c, e, "SECURITY_DOOR_PLAYER_TRIGGER") then
  268. set(c, 2); a.spawn(c, s, access)
  269. a.device(c, "DISPENSER_MONSTER_CLOSET_LIGHT_DEVICE", true)
  270. if not s:variable("ember.apex.dispenser") then
  271. c:set_variable("ember.apex.dispenser", true)
  272. a.slot(c, "DISPENSER_MONSTER_CLOSET_SEQUENCE"):play_sequence{}
  273. end
  274. a.cue(c, s, 38)
  275. end
  276. end
  277. if a.matches(c, e, "APEX_DIRECTIVE_REACTOR_GOTO_PLAYER_TRIGGER")
  278. or a.matches(c, e, "APEX_REACTOR_CLAMSHELL_001_DIALOG_START_PLAYER_TRIGGER")
  279. or a.matches(c, e, "REACTOR_ARM_EAST_ENTRANCE_PLAYER_TRIGGER") then start_reactor(c, s) end
  280. -- The explanatory cue follows the arrival line, even if its trigger was crossed in the same tick.
  281. if phase(s) == 5 and a.matches(c, e, "DIALOG_APEX_MOTHER_BRAIN_001_PLAYER_TRIGGER") then a.cue(c, s, 50) end
  282. if phase(s) == 6 then
  283. if a.matches(c, e, "APEX_MOTHER_BRAIN_006_DIALOG_PLAYER_TRIGGER") then a.cue(c, s, 52) end
  284. if a.matches(c, e, "APEX_MOTHER_BRAIN_007_DIALOG_PLAYER_TRIGGER") then a.cue(c, s, 53) end
  285. if a.matches(c, e, "APEX_MOTHER_BRAIN_008_DIALOG_PLAYER_TRIGGER") then a.cue(c, s, 54) end
  286. if a.matches(c, e, "APEX_DIRECTIVE_REACTOR_RAILS_ESCAPE_PLAYER_TRIGGER") then
  287. set(c, 7); a.darkness(c, s, false)
  288. hazards(c, s, nil)
  289. c:cancel_timer("ember.apex.hazards")
  290. c:cancel_timer(vent_timer(s))
  291. ending.start(c, s)
  292. end
  293. end
  294. A.guidance(c, s)
  295. end
  296. function A.cleared(c, s, name)
  297. if name == "access1" and phase(s) <= 2 then a.spawn(c, s, {"access2"}) end
  298. if name == "electron_controllers" and phase(s) <= 2 then
  299. unlock(c, "SECURITY_DOOR_DEVICE")
  300. a.device(c, "SECURITY_DOOR_DEVICE", true)
  301. end
  302. if phase(s) == 3 or phase(s) == 4 then
  303. for _, side in ipairs({"east", "west"}) do
  304. if name == "reactor_" .. side .. "_entry" then a.spawn(c, s, {"reactor_" .. side .. "_reinforce"}) end
  305. if name == "reactor_" .. side .. "_reinforce" then a.spawn(c, s, {"reactor_" .. side .. "_final"}) end
  306. end
  307. end
  308. A.guidance(c, s)
  309. end
  310. local function destroyed(c, s, which)
  311. if dead(s, which) or (which == "COFFIN" and phase(s) ~= 4)
  312. or (which ~= "COFFIN" and phase(s) ~= 3) then return end
  313. c:set_variable("ember.apex.dead." .. which, true)
  314. if which ~= "COFFIN" then
  315. doors(c, which, true)
  316. a.scene(c, "APEX_REACTOR_CLAMSHELL_" .. which .. "_DESTROYED_SCENE")
  317. a.device(c, "CLAMSHELL_PIPES_" .. which .. "_DEVICE", true)
  318. a.cue(c, s, dead(s, "EAST") and dead(s, "WEST") and 44 or 43)
  319. if dead(s, "EAST") and dead(s, "WEST") then
  320. set(c, 4) -- Keep the current warning/exposure deadline for the central reactor.
  321. -- Remaining authored waves stay alive and retain their objectives.
  322. a.spawn(c, s, {"reactor_east_reinforce", "reactor_west_reinforce", "reactor_east_final", "reactor_west_final"})
  323. c:start_timer("ember.apex.core." .. generation(s), 1)
  324. end
  325. else
  326. set(c, 5)
  327. c:cancel_timer(vent_timer(s)); c:cancel_timer("ember.apex.explain." .. generation(s))
  328. c:cancel_timer(surge_audio_timer(s))
  329. coffin_doors(c, true)
  330. -- The weapon keeps firing until the cell goes in.
  331. beam(c, s, true)
  332. -- Arm the climb scorch now: the pipes burn while the cell is carried up.
  333. c:start_timer("ember.apex.hazards", 1)
  334. unlock(c, "MOTHER_BRAIN_DOOR_DEVICE")
  335. unlock(c, "COFFIN_BUNKER_DOOR_SOUTH_DEVICE")
  336. a.device(c, "MOTHER_BRAIN_DOOR_DEVICE", true)
  337. a.device(c, "COFFIN_BUNKER_DOOR_SOUTH_DEVICE", true)
  338. carry.start(c, s); a.cue(c, s, 48)
  339. end
  340. A.guidance(c, s)
  341. end
  342. function A.damage(c, s, e)
  343. if e.revision ~= generation(s) or e.health == nil or e.health ~= e.health or e.health < 0 then return end
  344. local which
  345. for _, side in ipairs(sides) do if a.matches(c, e, "REACTOR_CLAMSHELL_" .. side .. "_TARGET_DAMAGE") then which = side end end
  346. if a.matches(c, e, "REACTOR_COFFIN_TARGET_DAMAGE") then which = "COFFIN" end
  347. if not which or dead(s, which) or (which == "COFFIN" and phase(s) ~= 4)
  348. or (which ~= "COFFIN" and phase(s) ~= 3) then return end
  349. local seen = "ember.apex.healthy." .. which
  350. if e.health > 0 then c:set_variable(seen, true); return end
  351. if not s:variable(seen) then return end -- Absent/unloaded targets are never destruction receipts.
  352. destroyed(c, s, which)
  353. end
  354. function A.timer(c, s, e)
  355. if e.timer_name == surge_audio_timer(s) then
  356. if s:variable("ember.region") == 0 and s:variable("ember.apex.vent_step") == "closed" then
  357. if phase(s) == 3 then
  358. for _, side in ipairs(sides) do
  359. if not dead(s, side) then
  360. a.slot(c, "REACTOR_CLAMSHELL_" .. side .. "_ALARM_SEQUENCE"):play_sequence{}
  361. end
  362. end
  363. elseif phase(s) == 4 then a.slot(c, "REACTOR_COFFIN_ALARM_SEQUENCE"):play_sequence{} end
  364. end
  365. return true
  366. end
  367. if e.timer_name == "ember.apex.hazards" then
  368. -- The climb pipes burn while the cell is being carried up (phase 5), well before
  369. -- the deposit. Escape (phase 6) uses only the native sunburn object.
  370. -- Entering escape or resetting detaches the climb burn.
  371. if s:variable("ember.region") == 0 then
  372. local p = phase(s)
  373. if p == 5 then hazards(c, s, "climb")
  374. elseif p == 6 then hazards(c, s, "escape")
  375. else hazards(c, s, nil) end
  376. end
  377. return true
  378. end
  379. if carry.timer(c, s, e) then return true end
  380. if e.timer_name == "ember.apex.setup." .. generation(s) then
  381. if s:variable("ember.region") == 0 then initialize_devices(c, s) end
  382. return true
  383. end
  384. if e.timer_name == "ember.apex.explain." .. generation(s) then
  385. if phase(s) == 3 and s:variable("ember.region") == 0 then a.cue(c, s, 41); A.guidance(c, s) end
  386. return true
  387. end
  388. if e.timer_name == vent_timer(s) then
  389. if (phase(s) == 3 or phase(s) == 4) and s:variable("ember.region") == 0 then
  390. cycle(c, s, ({closed = "warning", warning = "open", open = "closed"})[s:variable("ember.apex.vent_step")] or "closed")
  391. A.guidance(c, s)
  392. end
  393. return true
  394. end
  395. if e.timer_name == "ember.apex.core." .. generation(s) and phase(s) == 4 then
  396. if s:variable("ember.region") ~= 0 or s:variable("ember.apex.core_ready") then return true end
  397. c:set_variable("ember.apex.core_ready", true)
  398. bridges(c, true)
  399. for _, side in ipairs(sides) do unlock(c, "REACTOR_COFFIN_DOOR_" .. side .. "_DEVICE") end
  400. unlock(c, "REACTOR_SHIELD_DEVICE")
  401. coffin_doors(c, s:variable("ember.apex.vents_open") == true)
  402. target(c, s, "REACTOR_COFFIN")
  403. a.spawn(c, s, {"coffin_east", "coffin_west", "coffin_interior"})
  404. A.guidance(c, s); return true
  405. end
  406. return false
  407. end
  408. function A.guidance(c, s)
  409. if s:variable("ember.region") ~= 0 then return end
  410. local p = phase(s)
  411. if p == 1 then a.directive(c, s, "4E4862BB", "SECURITY_INTERCEPTOR_NAV_POINT")
  412. elseif p == 2 then a.directive(c, s, s:variable("ember.apex.interceptor_boarded") and "4E4862BB" or "3CBFC90B",
  413. s:variable("ember.apex.interceptor_boarded") and "APEX_DIRECTIVE_REACTOR_CLAMSHELL_GOTO_NAV_POINT" or "SECURITY_INTERCEPTOR_NAV_POINT")
  414. elseif p == 3 then a.directive(c, s, "26C3C19D", "APEX_DIRECTIVE_REACTOR_CLAMSHELL_GOTO_NAV_POINT")
  415. elseif p == 4 then a.directive(c, s, "61D2B286", "APEX_DIRECTIVE_REACTOR_COFFIN_TARGET_NAV_POINT")
  416. elseif p == 5 then a.directive(c, s, "4746660F",
  417. carry.held(s) and "EMBER_DIRECTIVE_REACTOR_MOTHER_BRAIN_DELIVERY_NAV_POINT" or "APEX_WEAPON_NAV_POINT")
  418. elseif p == 6 then a.directive(c, s, "40FC40AD", "APEX_DIRECTIVE_REACTOR_RAILS_ESCAPE_NAV_POINT") end
  419. end
  420. function A.reset(c, s, name)
  421. if name == "escape" then
  422. c:start_timer("ember.apex.hazards", 1)
  423. set(c, 6)
  424. -- The weapon is already dead at this checkpoint: restoring it must leave the
  425. -- beam off and re-arm the escape's own progress triggers.
  426. beam(c, s, false, true)
  427. arm_escape(c)
  428. a.darkness(c, s, true)
  429. else
  430. c:cancel_timer(vent_timer(s)); c:cancel_timer("ember.apex.core." .. generation(s))
  431. c:cancel_timer(surge_audio_timer(s))
  432. c:cancel_timer("ember.apex.explain." .. generation(s)); c:cancel_timer("ember.apex.setup." .. generation(s))
  433. a.reset(c, reactor); carry.reset(c, s)
  434. c:set_variable("ember.apex.generation", generation(s) + 2)
  435. c:clear_variable("ember.apex.core_ready")
  436. for _, side in ipairs({"EAST", "WEST", "COFFIN"}) do
  437. c:clear_variable("ember.apex.dead." .. side); c:clear_variable("ember.apex.healthy." .. side)
  438. end
  439. for _, name in ipairs({"EMBER_APEX_REACTOR_CLAMSHELL_EAST_OBJECTIVE", "EMBER_APEX_REACTOR_CLAMSHELL_WEST_OBJECTIVE",
  440. "EMBER_APEX_REACTOR_COFFIN_OBJECTIVE"}) do a.slot(c, name):reset_objectives{} end
  441. a.objects(c, {"REACTOR_COFFIN_TARGET_OBJECT"}, false)
  442. for _, side in ipairs(sides) do
  443. a.device(c, "CLAMSHELL_TO_COFFIN_" .. side .. "_BRIDGE_DEVICE", true, true)
  444. a.device(c, "REACTOR_COFFIN_DOOR_" .. side .. "_DEVICE", false, true)
  445. lane(c, "REACTOR_COFFIN_DOOR_" .. side .. "_DEVICE", "lock")
  446. end
  447. lane(c, "MOTHER_BRAIN_DOOR_DEVICE", "lock")
  448. a.device(c, "MOTHER_BRAIN_DOOR_DEVICE", false, true)
  449. a.device(c, "COFFIN_BUNKER_DOOR_SOUTH_DEVICE", false, true)
  450. a.device(c, "REACTOR_SHIELD_DEVICE", false, true)
  451. -- Detaching the hazard has its own callback: retiring 45 squads already spends
  452. -- most of this one's native intent budget.
  453. c:start_timer("ember.apex.hazards", 1)
  454. set(c, 2)
  455. -- Publish the reset now; repopulate on the first playable client report
  456. -- after the wipe handshake. A one-millisecond timer can expire during the fade.
  457. c:set_variable("ember.apex.restart_pending", true)
  458. end
  459. c:clear_variable("ember.r.guidance")
  460. end
  461. function A.resume(c, s)
  462. carry.resume(c, s)
  463. if phase(s) == 4 and not s:variable("ember.apex.core_ready") then
  464. c:start_timer("ember.apex.core." .. generation(s), 1)
  465. end
  466. a.darkness(c, s, phase(s) >= 3 and phase(s) <= 6)
  467. -- Streaming back into the area re-attaches the hazard this phase owns.
  468. if phase(s) == 5 or phase(s) == 6 then c:start_timer("ember.apex.hazards", 1) end
  469. if phase(s) == 3 or phase(s) == 4 then
  470. cycle(c, s, "closed", true)
  471. if phase(s) == 3 and not s:variable("ember.r.cue.41") then c:start_timer("ember.apex.explain." .. generation(s), 9000) end
  472. end
  473. end
  474. function A.interaction(c, s, e)
  475. if a.matches(c, e, "SECURITY_PLACED_INTERCEPTOR_OBJECT") and e.generation == 1
  476. and not s:variable("ember.apex.interceptor_boarded") then
  477. c:set_variable("ember.apex.interceptor_boarded", true)
  478. end
  479. carry.interaction(c, s, e)
  480. A.guidance(c, s)
  481. end
  482. function A.object(c, s, e)
  483. carry.state(c, s, e)
  484. if e.present and e.alive then
  485. if a.matches(c, e, "SPECOPS_APEX_RING_LASER_OBJECT")
  486. and s:variable("ember.apex.beam") == true
  487. and s:variable("ember.apex.beam_primed") ~= e.generation then
  488. c:set_variable("ember.apex.beam_primed", e.generation)
  489. for _, name in ipairs(beam_devices) do unlock(c, name) end
  490. -- Seeking directly to the resting endpoint left the emitter dark until
  491. -- its first animated cycle. Traverse the authored drive once on creation
  492. -- so its effect events run, then leave normal surge timing in charge.
  493. beam_pose(c, true, true)
  494. if s:variable("ember.apex.surge") ~= true then beam_pose(c, false, false) end
  495. end
  496. if a.matches(c, e, "REACTOR_GETAWAY_SHIP_OBJECT") and phase(s) == 6
  497. and not s:variable("ember.apex.ship_started") then
  498. c:set_variable("ember.apex.ship_started", true)
  499. unlock(c, "REACTOR_GETAWAY_SHIP_DEVICE")
  500. a.device(c, "REACTOR_GETAWAY_SHIP_DEVICE", false, true)
  501. a.device(c, "REACTOR_GETAWAY_SHIP_DEVICE", true)
  502. end
  503. end
  504. if e.generation == generation(s) then
  505. for _, which in ipairs({"EAST", "WEST", "COFFIN"}) do
  506. local prefix = which == "COFFIN" and "REACTOR_COFFIN" or ("REACTOR_CLAMSHELL_" .. which)
  507. if a.matches(c, e, prefix .. "_TARGET_OBJECT") and not dead(s, which)
  508. and ((which == "COFFIN" and phase(s) == 4) or (which ~= "COFFIN" and phase(s) == 3)) then
  509. local seen = "ember.apex.healthy." .. which
  510. if e.present and e.alive then
  511. if not s:variable(seen) then
  512. c:set_variable(seen, true)
  513. a.slot(c, prefix .. "_TARGET_DAMAGE"):watch_damage{
  514. target = a.slot(c, prefix .. "_TARGET_OBJECT"), revision = generation(s)}
  515. end
  516. elseif e.present and e.alive == false and s:variable(seen) then
  517. destroyed(c, s, which)
  518. end
  519. end
  520. end
  521. end
  522. A.guidance(c, s)
  523. end
  524. return A
  525. end