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// TMW2 Script
// Notes: The Monster King will retake the town every
// OnTue0000
// (Tuesday, midnight)
// Only the world hero may begin a siege.
// Only one siege per day is allowed
// Writes to MK Temp Var. This variable will unlock the castle gates
// Then the inner gates, and finally, will be a co-requisite to the floors
// Variables:
//      $FORTRESS_STATE = int
//          0 - Locked
//          1 - Unlocked
//      $@FORTRESS_STATUE = bitmask
//          1,2,4,8,16 - broken statues
//          1024 - Fortress Gate
//          2048 - Siege started
//      $@FORT_BLACKLIST = int array
//          Char ID which already raided this week
// TODO: Use bg() - maybe with dummysd? What will increase allies count?
// TODO: Gate control during siege (not $FORTRESS_STATE). Gate monster.
// TODO: Spawn the monster general for each statue. Count their deaths.
// TODO: Spawn Monster Governor (and add it) once statue is broken. ::OnConquest
// TODO: Record nº of victories. Strengthen the governor.
// TODO: Provide a way to resume failed attempts. Move Phoenix inside.
// TODO: Testing.
//       Use setwall() instead of builtin collision? (Deprecates out NPC)
// TODO: NPCs from inside: Bank. Barber. Aeros Shop. Etc.
// TODO: Spawn inside and outside when siege begins.
// TODO: Heartbeat - (Re)Spawn monsters inside every X seconds

// MAPFLAGS
025-1	mapflag	zone	SuperMMO
025-3	mapflag	zone	SuperMMO
026-0	mapflag	zone	SuperMMO
026-1	mapflag	zone	SuperMMO

/////////////////////////////////////////
// FUNCTIONS

// FTCleanup(status)
function	script	FTCleanup	{
    $FORTRESS_STATE=getarg(0);
    // TODO: Magic Statues (FTStatue)
    $@FORTRESS_STATUE=0;
    //enablenpc "Magic Statue#F_1";
    //enablenpc "Magic Statue#F_2";
    //enablenpc "Magic Statue#F_4";
    //enablenpc "Magic Statue#F_8";
    //enablenpc "Magic Statue#F_16";
    // TODO: Gate
    // TODO: ::OnConquest
    // TODO: Kill stray monsters
    //killmonsterall
    // Main gate
    if ($FORTRESS_STATE) {
        disablenpc "Fortress";
        donpcevent "#025-1_99_112::OnDisable";
    } else {
        enablenpc "Fortress";
        donpcevent "#025-1_99_112::OnEnable";
        mapwarp("025-1", "025-2", 100, 27);
    }
    deletearray $@FORT_BLACKLIST;
    enablenpc "#025-1_100_123";
    return;
}

// FTStatue(id)
function	script	FTStatue	{
    .@id=getarg(0);
    mesn l("Magic Statue");
    mes l("There is a reading: The Mana Source. The Moubootaur. The Monster King.");
    mes l("The war. The blood. The inspiration. The mana. The world. The defiance.");
    mes l("The guard. The heir. The originals. The races. The later. The seal.");
    mes l("The fragments. The war. The Terranite. AEGIS MAGNA PROTECTIVE SCUTUM.");
    next;
    mesc l("It seems to be a defensive spell.");
    if ($FORTRESS_STATE)
        return;

    // Break the statues?
    mesc l("Break the Statue?"), 1;
    next;
    if (askyesno() == ASK_YES) {
        if ($@FORTRESS_STATUE & .@id)
            return;
        sc_start SC_STUN, 10000, 1;
        //getmapxy();
        //areamonster();
        //mapannounce();
        //maybe spawn monster governor
        $@FORTRESS_STATUE=$@FORTRESS_STATUE|.@id;
    }

    return;
}










/////////////////////////////////////////
// NPC SCRIPTS

// Main gate - Also where the World Hero can begin the siege
025-1,99,112,0	script	Fortress	NPC_NO_SPRITE,{
    function spawnMob;
    function spawnCore;
    // Main Story block - WHAT
    if ($GAME_STORYLINE < 3)
        die();
    // Still open
    if ($FORTRESS_STATE)
        end;
    // Only World Hero may interact
    if (strcharinfo(0) !=  $MOST_HEROIC$) {
        dispbottom l("I will not assault the Fortress Island. I'll wait for %s.",  $MOST_HEROIC$);
        end;
    }

    // Hey, you can assault the town!
    mesc ".:: "+l("THE FORTRESS ISLAND TOWN") + " ::.", 1;
    mes l("Behind this gate, lies the Fortress Island Town.");
    next;
    mesc ".:: "+l("THE FORTRESS ISLAND TOWN") + " ::.", 1;
    mes l("Assault?");
    mesc l("Lorem ipsum dolor sit amet"), 1;
    next;
    if (askyesno() == ASK_NO)
        close;

    // FIRE THE EVENT
    disablenpc .name$;
    disablenpc "#025-1_100_123";
    initnpctimer;

    // Reset variables
    $@FORTRESS_STATUE=2048;

    // Spawn the gate
    monster("025-1", 99, 113, "Fortress Gate", FortressGate, 1, .name$+"::OnOpenGate");

    // Initial defending waves
    spawnCore(true);
    spawnCore(false);

    // TODO: Enable the statues
    // Player blacklist (unable to use 025-2 warp)
    maptimer2("025-1", 10, "Fortress::OnMPBlacklist");
    kamibroadcast($MOST_HEROIC$+"'s team has begun a siege on Fortress Town. Will they prevail?");
    close;

/////////////////////////////////////////////////////////
OnOpenGate:
    // FIXME Broken
    $@FORTRESS_STATUE = $@FORTRESS_STATUE|1024;
    donpcevent "#025-1_99_112::OnDisable";
    kamibroadcast("The Fortress Town Gate has been breached!");
    close;

// Heartbeat (B1)
OnTimer15000:
    .@breach=($@FORTRESS_STATUE & 1024);
    spawnCore(.@breach);
    end;

// Heartbeat (B2)
OnTimer30000:
    .@breach=($@FORTRESS_STATUE & 1024);
    .@ppl=getmapusers("025-1");

    // Fail condition
    if (.@ppl <= 0) {
        kamibroadcast("Players failed to conquest the Fortress Island!");
        FTCleanup($FORTRESS_STATE);
        end;
    }

    // Spawn mobs
    spawnCore(.@breach);

    // Summon reinforcements
    maptimer2("025-1", 10, "Fortress::OnMPReinforce");

    // Restart timer
    initnpctimer;
    end;
/////////////////////////////////////////////////////////
OnMPBlacklist:
    array_push($@FORT_BLACKLIST, getcharid(0));
    goto OnMPReinforce;

OnMPReinforce:
    // Dispose dead bodies
    if (ispcdead()) {
        warp "025-2", 96, 25;
        end;
    }
    // Summon allies
    // Last a whole minute
    summon("Allied Guard", any(FallenGuard1, FallenGuard2, FallenGuard3));
    end;

/////////////////////////////////////////////////////////
// spawnMob(Mob, X1, Y1, X2, Y2)
function spawnMob {
    .@mob=areamonster("025-1", getarg(1), getarg(2), getarg(3), getarg(4), strmobinfo(1, getarg(0)), getarg(0), 1);
    .@opt=getunitdata(.@mob, UDT_MODE);
    // Make aggressive
    .@opt=.@opt|MD_AGGRESSIVE;
    // All forces can suffer knockback
    if (.@opt & MD_NOKNOCKBACK)
        .@opt=.@opt^MD_NOKNOCKBACK;
    // Save new options
    setunitdata(.@ob, UDT_MODE, .@opt);

    // Increase health in 1%+1% per siege
    .@bhp=getunitdata(.@mob, UDT_MAXHP);
    .@bhp=.@bhp*(101+$MK_TEMPVAR)/100;
    setunitdata(.@mob, UDT_MAXHP, .@bhp);
    setunitdata(.@mob, UDT_HP,    .@bhp);

    // Increase accuracy in 10%+1% per siege
    .@acc=getunitdata(.@mob, UDT_HIT);
    .@acc=.@acc*(110+$MK_TEMPVAR)/100;
    setunitdata(.@mob, UDT_HIT, .@acc);

    // TODO: adjust ViewRange
    return;
}

// spawnCore(breach)
function spawnCore {
    // Now, the thing is, I don't care with how powerful your invading forces are.
    // I only care with how many success you have.
    if (getarg(0)) {
        .@x1=24;
        .@y1=21;
        .@x2=175;
        .@y2=105;
        .@am=2+$MK_TEMPVAR;
    } else {
        .@x1=25;
        .@y1=110;
        .@x2=180;
        .@y2=120;
        .@am=1+($MK_TEMPVAR/3);
    }
    freeloop(true);
    // Level 40~60 Section
	for (.@i = 0; .@i < .@am*3; ++.@i) {
        spawnMob(any(Tipiou, Pollet, Wolvern, FireSkull, DarkLizard, BlackScorpion, EarthFairy, FireFairy, WaterFairy, WindFairy, NatureFairy, DustGatling, DustRifle, DustRevolver, MountainSnake, HoodedNinja, ForestMushroom, GoldenScorpion, Yeti), .@x1, .@y1, .@x2, .@y2);
    }
    // Level 60~80 Section
	for (.@i = 0; .@i < .@am*2; ++.@i) {
        spawnMob(any(Yeti, WickedMushroom, Archant, Scar, Crafty, AzulSkullSlime, YellowSkullSlime, Forain, GreenDragon, Michel, EliteDuck, Troll, Moonshroom, Terranite), .@x1, .@y1, .@x2, .@y2);
    }
    // Level 80~100 section
	for (.@i = 0; .@i < .@am; ++.@i) {
        spawnMob(any(RedSkullSlime, Terranite, JackO, BlackMamba, GreenSkullSlime, Centaur, GoboBear, TerraniteProtector), .@x1, .@y1, .@x2, .@y2);
    }
    // Summoners Section
	for (.@i = 0; .@i < .@am; ++.@i) {
        spawnMob(any(GreenSlimeMother, BlueSlimeMother, YellowSlimeMother, RedSlimeMother, WhiteSlimeMother, AzulSlimeMother, LavaSlimeMother, BlackSlimeMother), .@x1, .@y1, .@x2, .@y2);
    }
    if (getarg(0)) {
        // DemiBoss section (Internal only, increases every ~2 weeks)
	    for (.@i = 0; .@i < (.@am/2); ++.@i) {
            spawnMob(any(VanityPixie, HolyPixie, ShadowPixie, NulityPixie, Reaper, BlackSkullSlime, NightmareDragon, WhirlyBird, PinkieSuseran), .@x1, .@y1, .@x2, .@y2);
        }
    }
    freeloop(false);
    return;
}

/////////////////////////////////////////////////////////
OnInit:
    FTCleanup($FORTRESS_STATE);
    end;

OnTue0000:
    FTCleanup(false);
    kamibroadcast("The Monster Army has retaken Fortress Town!");
    end;

OnConquest:
    $MK_TEMPVAR+=1;
    FTCleanup(true);
    kamibroadcast("Fortress Town has been captured by the Allied Forces!");
    end;
}



/////////////////////////////////////////////////////////
// This exit must work even if gate is closed (bugfix)
025-1,99,111,0	script	#FortressTownOut	NPC_HIDDEN,1,0,{
    end;

OnTouch:
    if (!$FORTRESS_STATE)
        slide 100, 114;
    end;
}

// TODO: 100,20 - The Impregnable Fortress Gate
// And don't forget the curse timer



/////////////////////////////////////////////////////////
// Real access to 025-1 map
025-2,96,24,0	script	Fortress Town Access	NPC_HIDDEN,8,0,{
    end;
OnTouch:
    // Disabled
    if ($GAME_STORYLINE < 3 || !is_admin() || $@FORTRESS_STATUE)
        end;
    // Blacklisted
    if (array_find($@FORT_BLACKLIST, getcharid(0)) != -1)
        end;
    // Not blacklisted
    warp "025-1", 99, 122;
    end;
}