Add initial standard library, and port shellmaps.

This commit is contained in:
Paul Chote
2014-04-14 21:14:52 +12:00
parent d73af0190f
commit 06f162ad57
29 changed files with 1403 additions and 158 deletions

View File

@@ -1,4 +1,4 @@
local ants = OpenRA.GetRandomInteger(0, 51) == 0
local ants = Utils.RandomInteger(0, 51) == 0
if ants then
UnitTypes = { "ant", "ant", "ant" }
@@ -29,85 +29,110 @@ else
{ SovietWarFactory1, { "3tnk", "4tnk", "v2rl", "ttnk", "apc" } }
}
end
ParadropPlaneType = "badr"
ParadropWaypointCount = 8
SendSovietUnits = function(entryCell, unitTypes, interval)
local units = Reinforcements.Reinforce(soviets, unitTypes, entryCell, entryCell, interval)
local team = Team.New(units)
Team.AddEventHandler(team.OnAllKilled, function()
SendSovietUnits(entryCell, unitTypes, interval)
end)
Team.Do(team, function(a)
Actor.OnDamaged(a, function()
if not Actor.CargoIsEmpty(a) then
Actor.Stop(a)
Actor.UnloadCargo(a, true)
ParadropWaypoints = { Paradrop1, Paradrop2, Paradrop3, Paradrop4, Paradrop5, Paradrop6, Paradrop7, Paradrop8 }
BindActorTriggers = function(a)
if a.HasProperty("Hunt") then
if a.Owner == allies then
Trigger.OnIdle(a, a.Hunt)
else
Trigger.OnIdle(a, function(a) a.AttackMove(AlliedTechnologyCenter.Location) end)
end
end
if a.HasProperty("HasPassengers") then
Trigger.OnDamaged(a, function()
if a.HasPassengers then
a.Stop()
a.UnloadPassengers()
end
end)
Actor.OnIdle(a, function() Actor.AttackMove(a, AlliedTechnologyCenter.Location) end)
end
end
SendSovietUnits = function(entryCell, unitTypes, interval)
local i = 0
team = {}
Utils.Do(unitTypes, function(type)
local a = Actor.Create(type, false, { Owner = soviets, Location = entryCell })
BindActorTriggers(a)
Trigger.AfterDelay(i * interval, function() a.IsInWorld = true end)
table.insert(team, a)
i = i + 1
end)
Trigger.OnAllKilled(team, function() SendSovietUnits(entryCell, unitTypes, interval) end)
end
ShipAlliedUnits = function()
local transport, reinforcements = Reinforcements.Insert(allies, "lst", { "1tnk", "1tnk", "jeep", "2tnk", "2tnk" }, { LstEntry.Location, LstUnload.Location }, { LstEntry.Location })
Utils.Do(reinforcements, function(a) Actor.OnIdle(a, Actor.Hunt) end)
OpenRA.RunAfterDelay(60 * 25, ShipAlliedUnits)
local transport = Actor.Create("lst", true, { Location = LstEntry.Location, Owner = allies })
Utils.Do({ "1tnk", "1tnk", "jeep", "2tnk", "2tnk" }, function(type)
local a = Actor.Create(type, false, { Owner = allies })
BindActorTriggers(a)
transport.LoadPassenger(a)
end)
transport.Move(LstUnload.Location)
transport.UnloadPassengers()
transport.Wait(50)
transport.Move(LstEntry.Location)
transport.Destroy()
Trigger.AfterDelay(60 * 25, ShipAlliedUnits)
end
ParadropSovietUnits = function()
local lz = Map.GetNamedActor("Paradrop" .. OpenRA.GetRandomInteger(1, ParadropWaypointCount - 1)).Location
local plane, passengers = SupportPowers.Paradrop(soviets, ParadropPlaneType, ParadropUnitTypes, Map.GetRandomEdgeCell(), lz)
Utils.Do(passengers, function(a) Actor.OnIdle(a, Actor.Hunt) end)
OpenRA.RunAfterDelay(35 * 25, ParadropSovietUnits)
local lz = Utils.Random(ParadropWaypoints).Location
local start = Utils.CenterOfCell(Map.RandomEdgeCell()) + WVec.New(0, 0, Actor.CruiseAltitude("badr"))
local transport = Actor.Create("badr", true, { CenterPosition = start, Owner = soviets, Facing = (Utils.CenterOfCell(lz) - start).Facing })
Utils.Do(ParadropUnitTypes, function(type)
local a = Actor.Create(type, false, { Owner = soviets })
BindActorTriggers(a)
transport.LoadPassenger(a)
end)
transport.Paradrop(lz)
Trigger.AfterDelay(35 * 25, ParadropSovietUnits)
end
ProduceUnits = function()
Utils.Do(ProducedUnitTypes, function(t)
local factory = t[1]
if not Actor.IsDead(factory) and not Production.PerFactoryQueueIsBusy(factory) then
local unitType = t[2][OpenRA.GetRandomInteger(1, #t[2] + 1)]
Production.BuildWithPerFactoryQueue(factory, unitType)
end
end)
OpenRA.RunAfterDelay(15, ProduceUnits)
ProduceUnits = function(t)
local factory = t[1]
if not factory.IsDead then
local unitType = t[2][Utils.RandomInteger(1, #t[2] + 1)]
factory.Wait(Actor.BuildTime(unitType))
factory.Produce(unitType)
factory.CallFunc(function() ProduceUnits(t) end)
end
end
SetupAlliedUnits = function()
for a in Utils.Enumerate(Map.GetNamedActors()) do
if Actor.Owner(a) == allies then
if Actor.HasTrait(a, "LuaScriptEvents") then
a:AddTrait(OpenRA.New("Invulnerable")) -- todo: replace
end
Actor.SetStance(a, "Defend")
Utils.Do(Map.NamedActors, function(a)
if a.Owner == allies and a.HasProperty("Invulnerable") then
a.Invulnerable = true
a.Stance = "Defend"
end
end
end
SetupFactories = function()
Utils.Do(ProducedUnitTypes, function(pair)
Actor.OnProduced(pair[1], function(self, other, ex)
Actor.Hunt(other)
Actor.OnDamaged(other, function()
if not Actor.CargoIsEmpty(other) then
Actor.Stop(other)
Actor.UnloadCargo(other, true)
end
end)
end)
end)
end
SetupFactories = function()
Utils.Do(ProducedUnitTypes, function(pair)
Trigger.OnProduction(pair[1], function(_, a) BindActorTriggers(a) end)
end)
end
ChronoshiftAlliedUnits = function()
local cells = Map.ExpandFootprint({ ChronoshiftLocation.Location }, false)
local cells = Utils.ExpandFootprint({ ChronoshiftLocation.Location }, false)
local units = { }
for i = 1, #cells do
local unit = Actor.Create("2tnk", { Owner = allies, Facing = { 0, "Int32" } })
Actor.OnIdle(unit, Actor.Hunt)
table.insert(units, { unit, cells[i] })
end
SupportPowers.Chronoshift(units, Chronosphere)
OpenRA.RunAfterDelay(60 * 25, ChronoshiftAlliedUnits)
local unit = Actor.Create("2tnk", true, { Owner = allies, Facing = 0 })
BindActorTriggers(unit)
units[unit] = cells[i]
end
Chronosphere.Chronoshift(units)
Trigger.AfterDelay(60 * 25, ChronoshiftAlliedUnits)
end
ticks = 0
@@ -117,33 +142,21 @@ Tick = function()
ticks = ticks + 1
local t = (ticks + 45) % (360 * speed) * (math.pi / 180) / speed;
OpenRA.SetViewportCenterPosition(WPos.op_Addition(viewportOrigin, WVec.New(19200 * math.sin(t), 20480 * math.cos(t))))
if ticks % 150 == 0 then
Utils.Do(Actor.ActorsWithTrait("AttackBase"), function(a)
if Actor.IsIdle(a) and not Map.IsNamedActor(a) and not Actor.IsDead(a) and Actor.IsInWorld(a) and (Actor.Owner(a) == soviets or Actor.Owner(a) == allies) then
Actor.Hunt(a)
end
end)
end
Camera.Position = viewportOrigin + WVec.New(19200 * math.sin(t), 20480 * math.cos(t), 0)
end
WorldLoaded = function()
allies = OpenRA.GetPlayer("Allies")
soviets = OpenRA.GetPlayer("Soviets")
viewportOrigin = OpenRA.GetViewportCenterPosition()
allies = Player.GetPlayer("Allies")
soviets = Player.GetPlayer("Soviets")
viewportOrigin = Camera.Position
SetupAlliedUnits()
SetupFactories()
ProduceUnits()
ShipAlliedUnits()
ParadropSovietUnits()
OpenRA.RunAfterDelay(5 * 25, ChronoshiftAlliedUnits)
OpenRA.GiveCash(allies, 1000000)
OpenRA.GiveCash(soviets, 1000000)
Trigger.AfterDelay(5 * 25, ChronoshiftAlliedUnits)
Utils.Do(ProducedUnitTypes, ProduceUnits)
SendSovietUnits(Entry1.Location, UnitTypes, 50)
SendSovietUnits(Entry2.Location, UnitTypes, 50)
SendSovietUnits(Entry3.Location, UnitTypes, 50)