apex.lua 28 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 weapon has two halves and both are driven.
  54. --
  55. -- Objects: the core and ring models carry solid geometry with full LOD tables and are the
  56. -- structure the weapon is built from, so they are placed once and never taken back out --
  57. -- removing them deletes the beam and everything around it. The laser model carries the
  58. -- emitter's effect components and no geometry LODs, so it is the beam itself and its
  59. -- presence is what has been observed to make the beam appear and disappear.
  60. --
  61. -- Devices: `SPECOPS_APEX_RING_LASER_DEVICE` and `..._RING_DEVICE` are the authored lanes of
  62. -- those same placed objects, exactly as the Mercury lever's type-23 device animates the
  63. -- type-4 object it belongs to. Their closed vocabulary is position, power and lock. They are
  64. -- snap-initialized to a baseline and then transitioned without snap, which is the pattern
  65. -- that made the lever animate. Whether they actually report back is now observable:
  66. -- `ring_device_sense` in the log carries their native position and power.
  67. local structure_objects = {"SPECOPS_APEX_RING_CORE_OBJECT", "SPECOPS_APEX_RING_RING_OBJECT"}
  68. local beam_devices = {"SPECOPS_APEX_RING_LASER_DEVICE", "SPECOPS_APEX_RING_RING_DEVICE"}
  69. -- These carry the same inverted pose as the landing and clamshell bridges, where the
  70. -- authored position-0 lane is the driven end rather than the resting one. Confirmed in game:
  71. -- the resting drive rendered as the surge and the driven end as the weapon's normal state,
  72. -- so resting is `open` and the surge drives to `close`.
  73. local function beam_pose(c, surging, snap)
  74. for _, name in ipairs(beam_devices) do a.device(c, name, not surging, snap) end
  75. end
  76. -- Firing: the beam is present and both of its devices are powered.
  77. local function beam(c, s, firing, snap)
  78. -- Idempotent: redundant publications would spend intents from the callback's budget.
  79. if s:variable("ember.apex.beam") == firing then return end
  80. c:set_variable("ember.apex.beam", firing)
  81. a.objects(c, {"SPECOPS_APEX_RING_LASER_OBJECT"}, firing)
  82. for _, name in ipairs(beam_devices) do
  83. lane(c, name, firing and "power_on" or "power_off", snap)
  84. end
  85. if not firing then
  86. -- Installed but dark: the drive returns to its resting pose with the power.
  87. c:set_variable("ember.apex.surge", false)
  88. beam_pose(c, false, snap)
  89. end
  90. end
  91. -- The surge is the authored drive of a firing beam, so it never removes it. If these
  92. -- devices do move the emitter, this is the lane that shows it.
  93. local function beam_surge(c, s, on)
  94. if s:variable("ember.apex.beam") ~= true or s:variable("ember.apex.surge") == on then return end
  95. c:set_variable("ember.apex.surge", on)
  96. beam_pose(c, on, false)
  97. end
  98. -- `REACTOR_COFFIN_INTERIOR_THERMAL_HOP_ON` and `FOUNDRY_THERMAL_DOT_HOP_ON` both reference
  99. -- effect resource 80C1D9E0 -- the burn already working in the Foundry. The hot-pipe and
  100. -- rail-top hop-ons carry 80B82484 and 80C1D389 instead, which is why contact read as a
  101. -- shock rather than a scorch. Apex drives the one authored scorch for both hazards and
  102. -- swaps only its filter, so the climb and the escape share the same effect. 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. if mode == "climb" then
  107. -- The five narrow authored pipe volumes on the way up to the deposit; their heights
  108. -- track the climb the mother-brain dialogue volumes walk through, from z~172 at
  109. -- x=-395 up to z~186 at x=-460. Slot 7 is a broad kill volume well below the
  110. -- walkable route and is deliberately not a pipe.
  111. --
  112. -- The filter is the one that lives in the same object as those volumes. Pointing the
  113. -- apex-object filter at globals-object volumes published cleanly but attached
  114. -- nothing; this is the pairing that demonstrably delivered contact damage before.
  115. a.effect(c, s, "REACTOR_COFFIN_INTERIOR_THERMAL_HOP_ON",
  116. "REACTOR_MOTHER_BRAIN_HOT_PIPES_OBJECT_FILTER_80B3C09F",
  117. {players = true, inside_any = {
  118. a.slot(c, "REACTOR_MOTHER_BRAIN_HOT_PIPES_02_TRIGGER_VOLUME"),
  119. a.slot(c, "REACTOR_MOTHER_BRAIN_HOT_PIPES_03_TRIGGER_VOLUME"),
  120. a.slot(c, "SLOT_0005_80B3C09F"), a.slot(c, "SLOT_0006_80B3C09F"),
  121. a.slot(c, "SLOT_0008_80B3C09F")}}, true)
  122. elseif mode == "escape" then
  123. a.effect(c, s, "REACTOR_COFFIN_INTERIOR_THERMAL_HOP_ON",
  124. "AOD_REACTOR_RAIL_TOP_OBJECT_FILTER", rail_filter(c), true)
  125. else
  126. a.effect(c, s, "REACTOR_COFFIN_INTERIOR_THERMAL_HOP_ON",
  127. "AOD_REACTOR_RAIL_TOP_OBJECT_FILTER", rail_filter(c), false)
  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. if phase(s) == 3 then
  160. for _, side in ipairs(sides) do
  161. if not dead(s, side) then a.slot(c, "REACTOR_CLAMSHELL_" .. side .. "_ALARM_SEQUENCE"):play_sequence{} end
  162. end
  163. else a.slot(c, "REACTOR_COFFIN_ALARM_SEQUENCE"):play_sequence{} end
  164. else
  165. if step == "closed" then beam_surge(c, s, false) end
  166. if phase(s) == 3 then
  167. for _, side in ipairs(sides) do if not dead(s, side) then doors(c, side, step == "open", snap) end end
  168. elseif phase(s) == 4 then
  169. coffin_doors(c, step == "open", snap)
  170. if step == "open" then a.cue(c, s, 46) end
  171. end
  172. end
  173. c:start_timer(vent_timer(s), ({closed = 14000, warning = 6000, open = 10000})[step])
  174. end
  175. local function initialize_devices(c, s)
  176. if s:variable("ember.apex.devices_ready") then return end
  177. c:set_variable("ember.apex.devices_ready", true)
  178. unlock(c, "SECURITY_DOOR_DEVICE")
  179. for _, side in ipairs(sides) do
  180. for _, part in ipairs({"DOOR_A", "DOOR_B"}) do unlock(c, "REACTOR_CLAMSHELL_" .. side .. "_" .. part .. "_DEVICE") end
  181. unlock(c, "CLAMSHELL_TO_COFFIN_" .. side .. "_BRIDGE_DEVICE")
  182. lane(c, "REACTOR_COFFIN_DOOR_" .. side .. "_DEVICE", "lock")
  183. end
  184. lane(c, "MOTHER_BRAIN_DOOR_DEVICE", "lock")
  185. unlock(c, "SPECOPS_APEX_RING_LASER_DEVICE")
  186. unlock(c, "SPECOPS_APEX_RING_RING_DEVICE")
  187. -- The weapon is firing at the sun from the moment the area comes up. Snap the drive to
  188. -- its baseline here so every later surge is an animated transition, not a jump.
  189. beam(c, s, true, true)
  190. c:set_variable("ember.apex.surge", false)
  191. beam_pose(c, false, true)
  192. end
  193. local function start_reactor(c, s)
  194. if phase(s) >= 3 then return end
  195. initialize_devices(c, s)
  196. set(c, 3)
  197. a.checkpoint(c, 0, 0xDF59C25C, "reactor")
  198. a.darkness(c, s, true)
  199. a.device(c, "SECURITY_DOOR_DEVICE", true)
  200. for _, side in ipairs(sides) do target(c, s, "REACTOR_CLAMSHELL_" .. side) end
  201. a.spawn(c, s, {"reactor_east_entry", "reactor_west_entry"})
  202. a.cue(c, s, 40); cycle(c, s, "closed", true)
  203. c:start_timer("ember.apex.explain." .. generation(s), 9000)
  204. end
  205. local carry = require("mission_ember.carry")(a, "apex", "MOTHER_BRAIN_CARRY_OBJECT", "MOTHER_BRAIN_INTERACT_OBJECT",
  206. function(c, s) a.cue(c, s, 50); A.guidance(c, s) end,
  207. function(c, s)
  208. if phase(s) ~= 5 then return end
  209. set(c, 6)
  210. c:start_timer("ember.apex.hazards", 1)
  211. a.checkpoint(c, 0, 0x45920385, "escape")
  212. a.device(c, "MOTHER_BRAIN_CONSOLE_DEVICE", true)
  213. a.device(c, "MOTHER_BRAIN_ENGINE_LEFT_DEVICE", true)
  214. a.device(c, "MOTHER_BRAIN_ENGINE_RIGHT_DEVICE", true)
  215. a.device(c, "REACTOR_GETAWAY_SHIP_DEVICE", true)
  216. a.objects(c, {"REACTOR_GETAWAY_SHIP_OBJECT", "SUNBURN_DAMAGE_OBJECT"}, true)
  217. -- The weapon is dead once the cell is in: powered off but still installed, so
  218. -- the beam and everything built around it stay in the world. The previous code
  219. -- opened both devices here, which left it running through the whole escape.
  220. beam(c, s, false, true)
  221. c:cancel_timer(vent_timer(s))
  222. a.scene(c, "MOTHER_BRAIN_HOLE_EXPLOSION_SCENE")
  223. arm_escape(c)
  224. a.cue(c, s, 51); A.guidance(c, s)
  225. end)
  226. function A.enter(c, s)
  227. if s:variable("ember.apex.restart_pending") then
  228. c:clear_variable("ember.apex.restart_pending")
  229. start_reactor(c, s); A.guidance(c, s); return
  230. end
  231. if phase(s) > 0 then return end
  232. set(c, 1)
  233. c:start_timer("ember.apex.setup." .. generation(s), 1)
  234. a.device(c, "ACCESS_DOOR_INNER_DEVICE", true)
  235. a.device(c, "ACCESS_DOOR_OUTER_DEVICE", true)
  236. a.device(c, "SECURITY_DOOR_DEVICE", false, true)
  237. a.slot(c, "SECURITY_PLACED_INTERCEPTOR_OBJECT"):set_interactable_object{generation = 1}
  238. -- The weapon's structure is placed once and is never taken back out of the world.
  239. a.objects(c, structure_objects, true)
  240. for _, side in ipairs(sides) do
  241. doors(c, side, false, true)
  242. a.device(c, "CLAMSHELL_PIPES_" .. side .. "_DEVICE", false, true)
  243. a.device(c, "CLAMSHELL_TO_COFFIN_" .. side .. "_BRIDGE_DEVICE", true, true)
  244. a.device(c, "REACTOR_COFFIN_DOOR_" .. side .. "_DEVICE", false, true)
  245. end
  246. a.device(c, "REACTOR_SHIELD_DEVICE", false, true)
  247. a.device(c, "COFFIN_BUNKER_DOOR_SOUTH_DEVICE", false, true)
  248. a.device(c, "MOTHER_BRAIN_DOOR_DEVICE", false, true)
  249. for _, name in ipairs(triggers) do a.slot(c, name):fire_trigger{} end
  250. a.spawn(c, s, {"access1"}); A.guidance(c, s)
  251. end
  252. function A.trigger(c, s, e)
  253. if phase(s) <= 2 then
  254. if a.matches(c, e, "ACCESS_JUMP_TWO_PLAYER_TRIGGER") then a.spawn(c, s, {"access2"}) end
  255. if a.matches(c, e, "SECURITY_CENTER_PLAYER_TRIGGER") or a.matches(c, e, "SECURITY_LEDGE_PLAYER_TRIGGER")
  256. or a.matches(c, e, "SECURITY_DOOR_PLAYER_TRIGGER") then
  257. set(c, 2); a.spawn(c, s, access)
  258. a.device(c, "DISPENSER_MONSTER_CLOSET_LIGHT_DEVICE", true)
  259. if not s:variable("ember.apex.dispenser") then
  260. c:set_variable("ember.apex.dispenser", true)
  261. a.slot(c, "DISPENSER_MONSTER_CLOSET_SEQUENCE"):play_sequence{}
  262. end
  263. a.cue(c, s, 38)
  264. end
  265. end
  266. if a.matches(c, e, "APEX_DIRECTIVE_REACTOR_GOTO_PLAYER_TRIGGER")
  267. or a.matches(c, e, "APEX_REACTOR_CLAMSHELL_001_DIALOG_START_PLAYER_TRIGGER")
  268. or a.matches(c, e, "REACTOR_ARM_EAST_ENTRANCE_PLAYER_TRIGGER") then start_reactor(c, s) end
  269. -- The explanatory cue follows the arrival line, even if its trigger was crossed in the same tick.
  270. if phase(s) == 5 and a.matches(c, e, "DIALOG_APEX_MOTHER_BRAIN_001_PLAYER_TRIGGER") then a.cue(c, s, 50) end
  271. if phase(s) == 6 then
  272. if a.matches(c, e, "APEX_MOTHER_BRAIN_006_DIALOG_PLAYER_TRIGGER") then a.cue(c, s, 52) end
  273. if a.matches(c, e, "APEX_MOTHER_BRAIN_007_DIALOG_PLAYER_TRIGGER") then a.cue(c, s, 53) end
  274. if a.matches(c, e, "APEX_MOTHER_BRAIN_008_DIALOG_PLAYER_TRIGGER") then a.cue(c, s, 54) end
  275. if a.matches(c, e, "APEX_DIRECTIVE_REACTOR_RAILS_ESCAPE_PLAYER_TRIGGER") then
  276. set(c, 7); a.darkness(c, s, false)
  277. hazards(c, s, nil)
  278. c:cancel_timer("ember.apex.hazards")
  279. c:cancel_timer(vent_timer(s))
  280. ending.start(c, s)
  281. end
  282. end
  283. A.guidance(c, s)
  284. end
  285. function A.cleared(c, s, name)
  286. if name == "access1" and phase(s) <= 2 then a.spawn(c, s, {"access2"}) end
  287. if name == "electron_controllers" and phase(s) <= 2 then
  288. unlock(c, "SECURITY_DOOR_DEVICE")
  289. a.device(c, "SECURITY_DOOR_DEVICE", true)
  290. end
  291. if phase(s) == 3 or phase(s) == 4 then
  292. for _, side in ipairs({"east", "west"}) do
  293. if name == "reactor_" .. side .. "_entry" then a.spawn(c, s, {"reactor_" .. side .. "_reinforce"}) end
  294. if name == "reactor_" .. side .. "_reinforce" then a.spawn(c, s, {"reactor_" .. side .. "_final"}) end
  295. end
  296. end
  297. A.guidance(c, s)
  298. end
  299. local function destroyed(c, s, which)
  300. if dead(s, which) or (which == "COFFIN" and phase(s) ~= 4)
  301. or (which ~= "COFFIN" and phase(s) ~= 3) then return end
  302. c:set_variable("ember.apex.dead." .. which, true)
  303. if which ~= "COFFIN" then
  304. doors(c, which, true)
  305. a.scene(c, "APEX_REACTOR_CLAMSHELL_" .. which .. "_DESTROYED_SCENE")
  306. a.device(c, "CLAMSHELL_PIPES_" .. which .. "_DEVICE", true)
  307. a.cue(c, s, dead(s, "EAST") and dead(s, "WEST") and 44 or 43)
  308. if dead(s, "EAST") and dead(s, "WEST") then
  309. set(c, 4) -- Keep the current warning/exposure deadline for the central reactor.
  310. -- Remaining authored waves stay alive and retain their objectives.
  311. a.spawn(c, s, {"reactor_east_reinforce", "reactor_west_reinforce", "reactor_east_final", "reactor_west_final"})
  312. c:start_timer("ember.apex.core." .. generation(s), 1)
  313. end
  314. else
  315. set(c, 5)
  316. c:cancel_timer(vent_timer(s)); c:cancel_timer("ember.apex.explain." .. generation(s))
  317. coffin_doors(c, true)
  318. -- The weapon keeps firing until the cell goes in.
  319. beam(c, s, true)
  320. -- Arm the climb scorch now: the pipes burn while the cell is carried up.
  321. c:start_timer("ember.apex.hazards", 1)
  322. unlock(c, "MOTHER_BRAIN_DOOR_DEVICE")
  323. unlock(c, "COFFIN_BUNKER_DOOR_SOUTH_DEVICE")
  324. a.device(c, "MOTHER_BRAIN_DOOR_DEVICE", true)
  325. a.device(c, "COFFIN_BUNKER_DOOR_SOUTH_DEVICE", true)
  326. carry.start(c, s); a.cue(c, s, 48)
  327. end
  328. A.guidance(c, s)
  329. end
  330. function A.damage(c, s, e)
  331. if e.revision ~= generation(s) or e.health == nil or e.health ~= e.health or e.health < 0 then return end
  332. local which
  333. for _, side in ipairs(sides) do if a.matches(c, e, "REACTOR_CLAMSHELL_" .. side .. "_TARGET_DAMAGE") then which = side end end
  334. if a.matches(c, e, "REACTOR_COFFIN_TARGET_DAMAGE") then which = "COFFIN" end
  335. if not which or dead(s, which) or (which == "COFFIN" and phase(s) ~= 4)
  336. or (which ~= "COFFIN" and phase(s) ~= 3) then return end
  337. local seen = "ember.apex.healthy." .. which
  338. if e.health > 0 then c:set_variable(seen, true); return end
  339. if not s:variable(seen) then return end -- Absent/unloaded targets are never destruction receipts.
  340. destroyed(c, s, which)
  341. end
  342. function A.timer(c, s, e)
  343. if e.timer_name == "ember.apex.hazards" then
  344. -- The climb pipes burn while the cell is being carried up (phase 5), well before
  345. -- the deposit; the rail top burns during the escape (phase 6). Any earlier phase
  346. -- owns no hazard, so this is also how a checkpoint reset detaches one.
  347. if s:variable("ember.region") == 0 then
  348. local p = phase(s)
  349. if p == 5 then hazards(c, s, "climb")
  350. elseif p == 6 then hazards(c, s, "escape")
  351. else hazards(c, s, nil) end
  352. end
  353. return true
  354. end
  355. if carry.timer(c, s, e) then return true end
  356. if e.timer_name == "ember.apex.setup." .. generation(s) then
  357. if s:variable("ember.region") == 0 then initialize_devices(c, s) end
  358. return true
  359. end
  360. if e.timer_name == "ember.apex.explain." .. generation(s) then
  361. if phase(s) == 3 and s:variable("ember.region") == 0 then a.cue(c, s, 41); A.guidance(c, s) end
  362. return true
  363. end
  364. if e.timer_name == vent_timer(s) then
  365. if (phase(s) == 3 or phase(s) == 4) and s:variable("ember.region") == 0 then
  366. cycle(c, s, ({closed = "warning", warning = "open", open = "closed"})[s:variable("ember.apex.vent_step")] or "closed")
  367. A.guidance(c, s)
  368. end
  369. return true
  370. end
  371. if e.timer_name == "ember.apex.core." .. generation(s) and phase(s) == 4 then
  372. if s:variable("ember.region") ~= 0 or s:variable("ember.apex.core_ready") then return true end
  373. c:set_variable("ember.apex.core_ready", true)
  374. bridges(c, true)
  375. for _, side in ipairs(sides) do unlock(c, "REACTOR_COFFIN_DOOR_" .. side .. "_DEVICE") end
  376. unlock(c, "REACTOR_SHIELD_DEVICE")
  377. coffin_doors(c, s:variable("ember.apex.vents_open") == true)
  378. target(c, s, "REACTOR_COFFIN")
  379. a.spawn(c, s, {"coffin_east", "coffin_west", "coffin_interior"})
  380. A.guidance(c, s); return true
  381. end
  382. return false
  383. end
  384. function A.guidance(c, s)
  385. if s:variable("ember.region") ~= 0 then return end
  386. local p = phase(s)
  387. if p == 1 then a.directive(c, s, "4E4862BB", "SECURITY_INTERCEPTOR_NAV_POINT")
  388. elseif p == 2 then a.directive(c, s, s:variable("ember.apex.interceptor_boarded") and "4E4862BB" or "3CBFC90B",
  389. s:variable("ember.apex.interceptor_boarded") and "APEX_DIRECTIVE_REACTOR_CLAMSHELL_GOTO_NAV_POINT" or "SECURITY_INTERCEPTOR_NAV_POINT")
  390. elseif p == 3 then a.directive(c, s, "26C3C19D", "APEX_DIRECTIVE_REACTOR_CLAMSHELL_GOTO_NAV_POINT")
  391. elseif p == 4 then a.directive(c, s, "61D2B286", "APEX_DIRECTIVE_REACTOR_COFFIN_TARGET_NAV_POINT")
  392. elseif p == 5 then a.directive(c, s, "4746660F",
  393. carry.held(s) and "EMBER_DIRECTIVE_REACTOR_MOTHER_BRAIN_DELIVERY_NAV_POINT" or "APEX_WEAPON_NAV_POINT")
  394. elseif p == 6 then a.directive(c, s, "40FC40AD", "APEX_DIRECTIVE_REACTOR_RAILS_ESCAPE_NAV_POINT") end
  395. end
  396. function A.reset(c, s, name)
  397. if name == "escape" then
  398. c:start_timer("ember.apex.hazards", 1)
  399. set(c, 6)
  400. -- The weapon is already dead at this checkpoint: restoring it must leave the
  401. -- beam off and re-arm the escape's own progress triggers.
  402. beam(c, s, false, true)
  403. arm_escape(c)
  404. a.darkness(c, s, true)
  405. else
  406. c:cancel_timer(vent_timer(s)); c:cancel_timer("ember.apex.core." .. generation(s))
  407. c:cancel_timer("ember.apex.explain." .. generation(s)); c:cancel_timer("ember.apex.setup." .. generation(s))
  408. a.reset(c, reactor); carry.reset(c, s)
  409. c:set_variable("ember.apex.generation", generation(s) + 2)
  410. c:clear_variable("ember.apex.core_ready")
  411. for _, side in ipairs({"EAST", "WEST", "COFFIN"}) do
  412. c:clear_variable("ember.apex.dead." .. side); c:clear_variable("ember.apex.healthy." .. side)
  413. end
  414. for _, name in ipairs({"EMBER_APEX_REACTOR_CLAMSHELL_EAST_OBJECTIVE", "EMBER_APEX_REACTOR_CLAMSHELL_WEST_OBJECTIVE",
  415. "EMBER_APEX_REACTOR_COFFIN_OBJECTIVE"}) do a.slot(c, name):reset_objectives{} end
  416. a.objects(c, {"REACTOR_COFFIN_TARGET_OBJECT"}, false)
  417. for _, side in ipairs(sides) do
  418. a.device(c, "CLAMSHELL_TO_COFFIN_" .. side .. "_BRIDGE_DEVICE", true, true)
  419. a.device(c, "REACTOR_COFFIN_DOOR_" .. side .. "_DEVICE", false, true)
  420. lane(c, "REACTOR_COFFIN_DOOR_" .. side .. "_DEVICE", "lock")
  421. end
  422. lane(c, "MOTHER_BRAIN_DOOR_DEVICE", "lock")
  423. a.device(c, "MOTHER_BRAIN_DOOR_DEVICE", false, true)
  424. a.device(c, "COFFIN_BUNKER_DOOR_SOUTH_DEVICE", false, true)
  425. a.device(c, "REACTOR_SHIELD_DEVICE", false, true)
  426. -- Detaching the hazard has its own callback: retiring 45 squads already spends
  427. -- most of this one's native intent budget.
  428. c:start_timer("ember.apex.hazards", 1)
  429. set(c, 2)
  430. -- Publish the reset now; repopulate on the first playable client report
  431. -- after the wipe handshake. A one-millisecond timer can expire during the fade.
  432. c:set_variable("ember.apex.restart_pending", true)
  433. end
  434. c:clear_variable("ember.r.guidance")
  435. end
  436. function A.resume(c, s)
  437. carry.resume(c, s)
  438. if phase(s) == 4 and not s:variable("ember.apex.core_ready") then
  439. c:start_timer("ember.apex.core." .. generation(s), 1)
  440. end
  441. a.darkness(c, s, phase(s) >= 3 and phase(s) <= 6)
  442. -- Streaming back into the area re-attaches the hazard this phase owns.
  443. if phase(s) == 5 or phase(s) == 6 then c:start_timer("ember.apex.hazards", 1) end
  444. if phase(s) == 3 or phase(s) == 4 then
  445. cycle(c, s, "closed", true)
  446. if phase(s) == 3 and not s:variable("ember.r.cue.41") then c:start_timer("ember.apex.explain." .. generation(s), 9000) end
  447. end
  448. end
  449. function A.interaction(c, s, e)
  450. if a.matches(c, e, "SECURITY_PLACED_INTERCEPTOR_OBJECT") and e.generation == 1
  451. and not s:variable("ember.apex.interceptor_boarded") then
  452. c:set_variable("ember.apex.interceptor_boarded", true)
  453. end
  454. carry.interaction(c, s, e)
  455. A.guidance(c, s)
  456. end
  457. function A.object(c, s, e)
  458. carry.state(c, s, e)
  459. if e.generation == generation(s) then
  460. for _, which in ipairs({"EAST", "WEST", "COFFIN"}) do
  461. local prefix = which == "COFFIN" and "REACTOR_COFFIN" or ("REACTOR_CLAMSHELL_" .. which)
  462. if a.matches(c, e, prefix .. "_TARGET_OBJECT") and not dead(s, which)
  463. and ((which == "COFFIN" and phase(s) == 4) or (which ~= "COFFIN" and phase(s) == 3)) then
  464. local seen = "ember.apex.healthy." .. which
  465. if e.present and e.alive then
  466. if not s:variable(seen) then
  467. c:set_variable(seen, true)
  468. a.slot(c, prefix .. "_TARGET_DAMAGE"):watch_damage{
  469. target = a.slot(c, prefix .. "_TARGET_OBJECT"), revision = generation(s)}
  470. end
  471. elseif e.present and e.alive == false and s:variable(seen) then
  472. destroyed(c, s, which)
  473. end
  474. end
  475. end
  476. end
  477. A.guidance(c, s)
  478. end
  479. return A
  480. end