Initial Deep Strike implementation

This commit is contained in:
2026-09-08 15:47:11 +02:00
parent d14a0dc78e
commit 52f840c270
5 changed files with 133 additions and 41 deletions
+1 -1
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@@ -169,7 +169,7 @@ class Sidebar extends HTMLElement {
render() {
var betaHtml = '';
if (true || window.location.hostname.toLowerCase() == 'beta.spearhead.rocks') {
if (window.location.hostname.toLowerCase() == 'beta.spearhead.rocks') {
betaHtml = '<note-box type="warning" title="Beta Version">You are looking at docs that are released with the beta version.</note-box>';
}
+84 -8
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@@ -26,14 +26,14 @@
<div class="content-wrapper">
<h1>Advanced Tutorial: Missions</h1>
<div id="strike-region">
<h2 id="strike">Strike</h2>
<p>
Naming: <span class="inline-lua"><span class="lua-variable">MISSION_STRIKE_[Name]</span></span> <br>
Naming: <code-inline>MISSION_STRIKE_[Name]</code-inline> <br>
</p>
<h3 id="specific_targets">Specific Targets</h3>
<p>TBD</p>
<h3 id="scenery_targets">Scenery Targets</h3>
<p>
Bridges, buildings or other type of targets that are baked into the map are awesome targets.<br>
@@ -41,24 +41,100 @@
</p>
<note-box type="info" title="Implementation details">
Spearhead detects scenery targets by the trigger zone name. A zone named <strong>scenerytarget_[freeform]</strong> or
<strong>scenerytargets</strong> (case-insensitive) will be scanned and any scenery objects that has the attribute "Buildings" inside the zone
Spearhead detects scenery targets by the trigger zone name. A zone named
<strong>scenerytarget_[freeform]</strong> or
<strong>scenerytargets</strong> (case-insensitive) will be scanned and any scenery objects that
has the attribute "Buildings" inside the zone
will be added as mission scenery targets.
</note-box>
<p>
Scenery targets are treated like mission targets: they are included in the mission completion calculation
(their `IsAlive()` state is checked) and their state is persisted/updated when missions spawn or resume.
Scenery targets are treated like mission targets: they are included in the mission completion
calculation
(their `IsAlive()` state is checked) and their state is persisted/updated when missions spawn or
resume.
</p>
<note-box type="warning" title="Changing IDs">
Due to Object IDs changing when maps are updated and edited the "Assign as..." functionality does not work for scenery targets.
Due to Object IDs changing when maps are updated and edited the "Assign as..." functionality
does not work for scenery targets.
Hence the need to use trigger zones to define them.
</note-box>
<p>Here's two images showing how a bridge is added to a mission.</p>
<img src="/img/bridge.png" style="max-height: 35remrem;"/>
<img src="/img/bridge.png" style="max-height: 35remrem;" />
</div>
<div id="cas-region">
<h2 id="cas">CAS</h2>
<p>
Naming: <code-inline>MISSION_CAS_[Name]</code-inline> <br>
</p>
<h3 id="BattleManager">Battle Manager</h3>
<p>TBD</p>
</div>
<div id="dead-region">
<h2 id="dead">DEAD</h2>
<p>
Naming: <code-inline>MISSION_DEAD_[Name]</code-inline> <br>
Naming: <code-inline>MISSION_SAM_[Name]</code-inline> <br>
</p>
<h3 id="sam-vs-dead">SAM vs DEAD</h3>
<p>TBD</p>
</div>
<div id="bai-region">
<h2 id="bai">BAI</h2>
<p>
Naming: <code-inline>MISSION_BAI_[Name]</code-inline> <br>
</p>
</div>
<div id="deepstrike-region">
<h2 id="deepstrike">DEEPSTRIKE</h2>
<p>
Naming: <code-inline>MISSION_DEEPSTRIKE_[Name]</code-inline> <br>
<br>
When you, as a mission editor, want to create a mission that's further away from the current front-line you can use the Deep Strike mission type. <br>
This allows you to plan missions that require more strategic positioning and timing. <br>
</p>
<h3 id="activation">Activation</h3>
<p>
Deep Strike missions are activated when the Stage in which they are located becomes "PreActive" or "Active". <br>
"PreActive" is when either the current active StageNumber is a certain number of stages away OR the stage has "CAP" airbases active . <br>
<code-inline>SpearheadConfig.StageConfig.preactivateStage</code-inline> changes the configuration. <br>
<br>
For example: <br>
If the current active stage is <code-inline>MissionStage_2_[name]</code-inline> and preActivate config is set to 2. <br>
Then both <code-inline>MissionStage_3_[name]</code-inline> and <code-inline>MissionStage_4_[name]</code-inline> would become "PreActive".
</p>
<h3 id="primary-vs-secondary">Make Primary</h3>
<p>
By default DEEPSTRIKE missions are "Secondary" missions when spawned as a pre-activated stage.<br>
Then when the stage they are in is "Active", the mission becomes a "Primary" mission. <br>
<br>
If you want to make it a "Primary" mission from the start, you can overwrite it.<br>
Click the mission's trigger zone. Add a property named <code-inline>primary</code-inline> and set it to <code-inline>true</code-inline>.
This will make the mission "Primary" from the start. <br>
<br>
If you want it to "Secondary" even when its stage is the active stage, you can set "primary" to false. <br>
<br>
If you want to have it be "Secondary" when its stage is "Pre-Active" and "primary" when its stage is "Active" you don't have to do anything.
</p>
<h3 id="future-additions">Future</h3>
<p>
In the future we're thinking it would be cool to make the Deep Strike missions
be more integrated with the CAP airbases and/or logistics. <br>
Eg. Completing a DEEPSTRIKE mission would disable CAP for X amount of minutes after completion. <br>
This still needs to be refined, but we've already have ideas.
</p>
</div>
</div>
</div>
+1 -1
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@@ -8,7 +8,7 @@
--color-bg-hover: rgba(120, 140, 255, 0.12); /* More visible hover */
--color-bg-note-dark: rgba(40, 35, 30, 0.85); /* Slightly darker note box */
--color-text-primary: #a5a5a5; /* Brighter text */
--color-text-primary: #b4b3b3; /* Brighter text */
--color-text-secondary: #bfc8d8; /* Lighter secondary text */
--color-text-accent: #7ecbff; /* Brighter accent */
--color-text-light: #ffffff;
@@ -90,14 +90,6 @@ function ZoneMission.new(zoneName, priority, database, logger, parentStage, spaw
local missionData = database:getMissionDataForZone(zoneName)
if not missionData then return end
if missionData.primaryOverwrite ~= nil then
if missionData.primaryOverwrite == true then
priority = "primary"
else
priority= "secondary"
end
end
local missionBriefing = missionData.description or "No briefing available"
local success, error = Mission.newSuper(self, zoneName, parsed.missionName, parsed.type, missionBriefing, priority,
@@ -360,6 +352,19 @@ end
function ZoneMission:SpawnInactive()
self._logger:info("PreActivating " .. self.name)
if self.missionType == "DEEPSTRIKE" then
local missionData = self._database:getMissionDataForZone(self.zoneName)
---@type MissionPriority
local priority = "secondary"
if missionData and missionData.primaryOverwrite ~= nil then
if missionData.primaryOverwrite == true then
priority = "primary"
end
end
self._priority = priority
self._missionCommandsHelper:AddMissionToCommands(self)
end
for _, group in pairs(self._missionGroups.redGroups) do
group:Spawn()
end
@@ -396,6 +401,17 @@ function ZoneMission:SpawnActive()
self._battleManager:Start()
end
self._missionCommandsHelper:RemoveMissionToCommands(self) -- Remove first
if self.missionType == "DEEPSTRIKE" then
local missionData = self._database:getMissionDataForZone(self.zoneName)
local priority = "primary"
if missionData and missionData.primaryOverwrite ~= nil then
if missionData.primaryOverwrite == false then
priority = "secondary"
end
end
self._priority = priority
end
self._missionCommandsHelper:AddMissionToCommands(self)
self:StartCheckingContinuous()
@@ -9,7 +9,7 @@ local GlobalConfig = require("classes.configuration.GlobalConfig")
---@field zoneName string
---@field missionType MissionType
---@field missionTypeDisplay string
---@field private _priority MissionPriority
---@field protected _priority MissionPriority
---@field location Vec2?
---@field code string
---@field protected _state MissionState