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spacetac/src/core/missions/MainStory.ts

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5.7 KiB
TypeScript

/// <reference path="Mission.ts" />
module TK.SpaceTac {
function randomLocation(random: RandomGenerator, stars: Star[], excludes: StarLocation[] = []) {
let star = stars.length == 1 ? stars[0] : random.choice(stars);
return RandomGenerator.global.choice(star.locations.filter(loc => !contains(excludes, loc)));
}
/**
* Main story arc
*/
export class MainStory extends Mission {
constructor(universe: Universe, fleet: Fleet) {
super(universe, fleet, true);
let random = RandomGenerator.global;
let start_location = nn(fleet.location);
let mission_generator = new MissionGenerator(universe, start_location);
// Arrival
let conversation = this.addPart(new MissionPartConversation(this, [], "Travel to Terranax galaxy"));
conversation.addPiece(null, "Wow ! From what my sensors tell me, there is not much activity around here.");
conversation.addPiece(null, "I remember the last time I came in this galaxy, you needed to be aware of collisions at all time, so crowded it was.");
conversation.addPiece(null, "Well...I did not pick a signal from our contact yet. We should be looking for her in this system.");
// Get in touch with our contact
let contact_location = randomLocation(random, [start_location.star], [start_location]);
let contact_character = mission_generator.generateShip(1);
contact_character.fleet.setLocation(contact_location, true);
this.addPart(new MissionPartGoTo(this, contact_location, `Find your contact in ${contact_location.star.name}`, MissionPartDestinationHint.SYSTEM));
conversation = this.addPart(new MissionPartConversation(this, [contact_character], "Speak with your contact"));
conversation.addPiece(contact_character, "Finally, you came!");
conversation.addPiece(contact_character, "Sorry for not broadcasting my position. As you may have encountered, this star system is not safe anymore.");
conversation.addPiece(null, "Nothing we could not handle, we just hope the other teams have not run across more trouble.");
conversation.addPiece(contact_character, "I do not even know if the other contacts made it to their rendezvous point. Jumping between systems has become quite a hassle around here.");
conversation.addPiece(null, "And we still do not know why those rogue fleets are trying to lockdown the whole galaxy? Did you have some interaction with them?");
conversation.addPiece(contact_character, "Well, they tend to shoot you on sight if you go near a location they defend. Do not know if that qualifies as interaction though...");
conversation.addPiece(null, "So where do we go from here? In your last message, you told us of a resistance group growing.");
conversation.addPiece(contact_character, "Yes, some merchants and miners have rallied behind a retired TSF general, but I lost contact with them weeks ago.");
conversation.addPiece(contact_character, "We may go to their last known location, but first I want you to see something in a nearby system.");
conversation.addPiece(contact_character, "If you need any equipment before going, there is a dockyard in this system. They often offer some missions if you need money too.");
conversation.addPiece(null, "Yes, we came here with basic equipment as to not raise suspicion, but it looks like we will need more to defend ourselves.");
conversation.addPiece(null, "Ok, let's go...");
// Go take a look at the graveyard
let nearby_systems = nna(start_location.star.getLinks().map(link => link.getPeer(contact_location.star)));
let graveyard_location = randomLocation(random, [minBy(nearby_systems, system => system.level)]);
this.addPart(new MissionPartEscort(this, graveyard_location, contact_character, `Go with ${contact_character.name} in ${graveyard_location.star.name} system`));
conversation = this.addPart(new MissionPartConversation(this, [contact_character], `Listen to ${contact_character.name}`));
conversation.addPiece(null, "What is all this junk?");
conversation.addPiece(contact_character, "This was until recently an unofficial ship scrap yard. Lots of abandoned ship carcasses were floating in here, and many smugglers used to camouflage their activities amongst those.");
conversation.addPiece(contact_character, "I don't know what happened of the ship relics themselves, they disappeared, but all you see left are their quantum matrix computers.");
conversation.addPiece(null, "This makes no sense, ship bodies have no value without their brains!");
conversation.addPiece(contact_character, "Exactly. Someone went through a lot of work, but I do not see the reason why.");
conversation.addPiece(null, "Do you have any clue on where the ships were taken?");
conversation.addPiece(contact_character, "From what I gathered from locals, they were taken far away, maybe to the other side of the galaxy.");
conversation.addPiece(null, "So many ship structures stripped and transported elsewhere is weird. You're right, it's a LOT of work. We definitely need to know what is going on with it.");
conversation.addPiece(null, "...");
conversation.addPiece(null, "But it seems that we will have to deal with something else first! My high-spectrum sensors just picked an incoming fleet that will emerge near us.");
// Fight with the patrol
this.addPart(new MissionPartCleanLocation(this, graveyard_location, "Fight the arrived fleet"));
}
}
}