Move IdleHunt function to campaign-global.lua

This commit is contained in:
Smittytron
2021-05-03 21:15:08 -05:00
committed by reaperrr
parent f1f9098109
commit 243dc965c0
41 changed files with 1 additions and 126 deletions

View File

@@ -23,14 +23,6 @@ else
TanyaType = "e7.noautotarget"
end
IdleHunt = function(actor)
Trigger.OnIdle(actor, function(a)
if a.IsInWorld then
a.Hunt()
end
end)
end
ProduceUnits = function(factory, count)
if ussr.IsProducing("e1") then
Trigger.AfterDelay(DateTime.Seconds(5), function() ProduceUnits(factory, count) end)

View File

@@ -34,14 +34,6 @@ else
TanyaType = "e7.noautotarget"
end
IdleHunt = function(actor)
Trigger.OnIdle(actor, function(a)
if a.IsInWorld then
a.Hunt()
end
end)
end
Tick = function()
if TeleportJeepCamera and Jeep.IsInWorld then
JeepCamera.Teleport(Jeep.Location)

View File

@@ -93,8 +93,6 @@ BuildBuilding = function(building)
end)
end
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
SetupAttackGroup = function()
local units = { }

View File

@@ -26,8 +26,6 @@ HoldProduction = true
BuildVehicles = true
TrainInfantry = true
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
SetupAttackGroup = function()
local units = { }

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@@ -15,8 +15,6 @@ SovietAircraftType = { "yak" }
Planes = { }
SovietProduction = { Conyard, USSRBarracks, USSRWarFactory }
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
ProductionInterval =
{
easy = DateTime.Seconds(25),

View File

@@ -15,8 +15,6 @@ SovietAircraftType = { "yak" }
Planes = { }
SovietProduction = { Conyard, USSRBarracks, USSRWarFactory }
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
ProductionInterval =
{
easy = DateTime.Seconds(25),

View File

@@ -158,8 +158,6 @@ ProduceAircraft = function()
end)
end
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
SendAttack = function(units, path)
Utils.Do(units, function(unit)
unit.Patrol(path, false)

View File

@@ -170,8 +170,6 @@ ProduceAircraft = function()
end)
end
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
SendAttack = function(units, path)
Utils.Do(units, function(unit)
unit.Patrol(path, false)

View File

@@ -28,8 +28,6 @@ ProductionInterval =
hard = DateTime.Seconds(5)
}
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
ParadropDelay = { DateTime.Seconds(30), DateTime.Minutes(1) }
ParadropWaves = 6
ParadropLZs = { ParaLZ1.CenterPosition, ParaLZ2.CenterPosition, ParaLZ3.CenterPosition, ParaLZ4.CenterPosition }

View File

@@ -13,8 +13,6 @@ SovietVehicles = { "3tnk", "3tnk", "v2rl" }
SovietAircraftType = { "mig" }
Migs = { }
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
GroundWavesUpgradeDelay = DateTime.Minutes(12)
GroundAttackUnitType = "Normal"
GroundAttackUnits =

View File

@@ -13,8 +13,6 @@ SovietVehicles = { "3tnk", "3tnk", "v2rl" }
SovietAircraftType = { "mig" }
Migs = { }
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
GroundWavesUpgradeDelay = DateTime.Minutes(12)
GroundAttackUnitType = "Normal"
GroundAttackUnits =

View File

@@ -58,8 +58,6 @@ SovietAircraftType = { "yak" }
SovietSSType = { "ss" }
VehicleUnits = { "3tnk", "3tnk", "3tnk", "v2rl" }
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
SendInfantryAttackGroup = function()
if #InfantryAttackGroup < InfantryAttackGroupSize then
return

View File

@@ -6,7 +6,6 @@
the License, or (at your option) any later version. For more
information, see COPYING.
]]
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
StartAnts = { StartAnt1, StartAnt2 }
Hive1Killzone = { CPos.New(80,83), CPos.New(81,83), CPos.New(82,83), CPos.New(83,83), CPos.New(84,83), CPos.New(85,83), CPos.New(85,84), CPos.New(85,85), CPos.New(85,86), CPos.New(85,87), CPos.New(84,87), CPos.New(83,87), CPos.New(82,87), CPos.New(81,87), CPos.New(80,87), CPos.New(80,86), CPos.New(80,85), CPos.New(80,84) }
Hive2Killzone = { CPos.New(84,50), CPos.New(85,50), CPos.New(86,50), CPos.New(87,50), CPos.New(88,50), CPos.New(89,50), CPos.New(89,51), CPos.New(89,52), CPos.New(89,53), CPos.New(89,54), CPos.New(88,54), CPos.New(87,54), CPos.New(86,54), CPos.New(85,54), CPos.New(84,54), CPos.New(84,53), CPos.New(84,52), CPos.New(84,51) }

View File

@@ -72,14 +72,6 @@ ReinforcementsDelay = DateTime.Minutes(16)
ReinforcementsUnits = { "2tnk", "2tnk", "2tnk", "2tnk", "2tnk", "2tnk", "1tnk", "1tnk", "jeep", "e1",
"e1", "e1", "e1", "e3", "e3", "mcv", "truk", "truk", "truk", "truk", "truk", "truk" }
IdleHunt = function(actor)
Trigger.OnIdle(actor, function(a)
if a.IsInWorld then
a.Hunt()
end
end)
end
SpawnAlliedReinforcements = function()
if allies2.IsLocalPlayer then
UserInterface.SetMissionText("")

View File

@@ -184,13 +184,6 @@ SendSovietParadrop = function()
Trigger.AfterDelay(sovietParadropTicks, SendSovietParadrop)
end
IdleHunt = function(unit)
Trigger.OnIdle(unit, unit.Hunt)
Trigger.OnCapture(unit, function()
Trigger.ClearAll(unit)
end)
end
AircraftTargets = function(yak)
local targets = Utils.Where(Map.ActorsInWorld, function(a)
return (a.Owner == allies1 or a.Owner == allies2) and a.HasProperty("Health") and yak.CanTarget(a)

View File

@@ -52,8 +52,6 @@ lstReinforcements =
}
}
IdleHunt = function(actor) if not actor.IsDead then Trigger.OnIdle(actor, actor.Hunt) end end
VIPs = { }
MissionStart = function()
FlareBoy.Move(LightFlare.Location)

View File

@@ -22,7 +22,6 @@ NWVillage = { NWChurch, NWHouse1, NWHouse2, NWHouse3 }
SWVillage = { SWChurch, SWHouse1, SWHouse2, SWHouse3, SWHouse4 }
MiddleVillage = { MiddleChurch, MiddleHouse1, MiddleHouse2, MiddleHouse3, MiddleHouse4 }
EastVillage = { EastChurch, EastHouse1, EastHouse2, EastHouse3 }
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
MissionStart = function()
Reinforcements.Reinforce(Allies, AlliedReinforcementsA, { AlliedSpawn.Location, AlliedBase.Location }, 5)

View File

@@ -37,7 +37,6 @@ NorthWaterTeam = { "1tnk", "1tnk", "1tnk", "2tnk", "2tnk" }
BoatofMammoths = { "4tnk", "4tnk", "4tnk", "4tnk", "4tnk" }
EvacuateFootprint = { CPos.New(93,92), CPos.New(94,92), CPos.New(95,92), CPos.New(96,92), CPos.New(97,92), CPos.New(98,92), CPos.New(99,92) }
TimerTicks = DateTime.Minutes(54)
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
AlliedReinforcements = function()
Reinforcements.Reinforce(Greece, StartUnits, { AlliesEntry.Location, AlliesRally.Location }, 6)

View File

@@ -216,10 +216,6 @@ InsertSpies = function()
end
end
IdleHunt = function(unit)
Trigger.OnIdle(unit, unit.Hunt)
end
StopHunt = function(unit)
if not unit.IsDead then
unit.Stop()

View File

@@ -62,14 +62,6 @@ GroundPatrolUnits =
{ "3tnk", "3tnk" }
}
IdleHunt = function(actor)
Trigger.OnIdle(actor, function(a)
if a.IsInWorld then
a.Hunt()
end
end)
end
ParadropSovietUnits = function()
local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = soviets })
local aircraft = powerproxy.TargetParatroopers(MCVDeployLocation.CenterPosition, Angle.New(812))

View File

@@ -20,8 +20,6 @@ SovietSquad = { "e1", "e1", "e1", "e4", "e4" }
V2Squad = { "v2rl", "v2rl" }
SubEscapePath = { SubPath1, SubPath2, SubPath3 }
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
MissionStart = function()
LZCamera = Actor.Create("camera", true, { Owner = Greece, Location = LZ.Location })
Chalk1.TargetParatroopers(LZ.CenterPosition, Angle.New(740))

View File

@@ -33,8 +33,6 @@ GroundWavesDelays =
hard = 2
}
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
SendBGAttackGroup = function()
if #BGAttackGroup < BGAttackGroupSize then
return

View File

@@ -356,8 +356,6 @@ SpyTruckDrive = function()
end)
end
IdleHunt = function(actor) if not actor.IsDead then Trigger.OnIdle(actor, actor.Hunt) end end
PrisonEscape = function()
local alarmed
Trigger.OnEnteredFootprint(PrisonAlarm, function(unit, id)

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@@ -20,8 +20,6 @@ MCVReinforcements =
hard = { "1tnk", "1tnk", "mcv" }
}
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
SetupTriggers = function()
Trigger.OnEnteredFootprint(MammothStart, function(actor, mammothcam)
if actor.Owner == Greece then

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@@ -26,7 +26,6 @@ AlliedInfantry = { "e1", "e1", "e1", "e3" }
AttackGroupSize = 4
InfantryDelay = DateTime.Seconds(10)
IdlingUnits = { }
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
MissionStart = function()
LZCamera = Actor.Create("camera", true, { Owner = USSR, Location = LZ.Location })

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@@ -12,8 +12,6 @@ Squad2 = { SecondSquad1, SecondSquad2, SecondSquad3 }
PatrolMammothPath = { Patrol1.Location, Patrol2.Location, Patrol3.Location, Patrol4.Location, Patrol5.Location, Patrol6.Location, Patrol7.Location }
ConvoyEscape = { CPos.New(113, 42), CPos.New(117, 71) }
IdleHunt = function(actor) if not actor.IsDead then Trigger.OnIdle(actor, actor.Hunt) end end
ConvoyUnits =
{
easy = { { "e2", "e2", "e2", "truk", "truk", "truk" }, { "3tnk", "3tnk", "truk", "truk", "truk" } },

View File

@@ -23,8 +23,6 @@ ProductionInterval =
hard = DateTime.Seconds(11)
}
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
ParadropDelays =
{
easy = { DateTime.Minutes(3), DateTime.Minutes(4) },

View File

@@ -6,8 +6,6 @@
the License, or (at your option) any later version. For more
information, see COPYING.
]]
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
IdlingUnits = function()
local lazyUnits = Greece.GetGroundAttackers()

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@@ -6,8 +6,6 @@
the License, or (at your option) any later version. For more
information, see COPYING.
]]
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
IdlingUnits = function()
local lazyUnits = Greece.GetGroundAttackers()

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@@ -6,9 +6,6 @@
the License, or (at your option) any later version. For more
information, see COPYING.
]]
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
IdlingUnits = function()
local lazyUnits = Utils.Where(Map.ActorsInWorld, function(actor)
return actor.HasProperty("Hunt") and actor.Owner == Greece end)

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@@ -6,8 +6,6 @@
the License, or (at your option) any later version. For more
information, see COPYING.
]]
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
IdlingUnits = function()
local lazyUnits = enemy.GetGroundAttackers()

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@@ -6,8 +6,6 @@
the License, or (at your option) any later version. For more
information, see COPYING.
]]
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
IdlingUnits = function()
local lazyUnits = enemy.GetGroundAttackers()

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@@ -56,8 +56,6 @@ AlliedVehicles =
Upgraded = { "2tnk", "arty" }
}
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
WTransWaves = function()
local way = Utils.Random(WTransWays)
local units = Utils.Random(WTransUnits)

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@@ -56,8 +56,6 @@ AlliedVehicles =
Upgraded = { "2tnk", "arty" }
}
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
WTransWaves = function()
local way = Utils.Random(WTransWays)
local units = Utils.Random(WTransUnits)

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@@ -6,8 +6,6 @@
the License, or (at your option) any later version. For more
information, see COPYING.
]]
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
AttackGroup = { }
AttackGroupSize = 12
AlliedInfantry = { "e1", "e3" }

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@@ -73,8 +73,6 @@ ProductionDelays =
hard = 1
}
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
SendCruiser = function()
if NavalYard2.IsDead or NavalYard2.Owner ~= Greece then
return

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@@ -76,8 +76,6 @@ ProductionDelays =
hard = 1
}
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
SendCruiser = function()
if NavalYard2.IsDead or NavalYard2.Owner ~= Greece then
return

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@@ -37,14 +37,6 @@ TanyaTrigger = { CPos.New(59, 43), CPos.New(60, 43), CPos.New(61, 43), CPos.New(
GreeceHarvestersAreDead = false
AlloyFacilityDestroyed = false
IdleHunt = function(actor)
Trigger.OnIdle(actor, function(a)
if a.IsInWorld then
a.Hunt()
end
end)
end
WorldLoaded = function()
--Players Setup

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@@ -182,14 +182,6 @@ FinishTimer = function()
Trigger.AfterDelay(DateTime.Seconds(10), function() UserInterface.SetMissionText("") end)
end
IdleHunt = function(unit)
Trigger.OnIdle(unit, function(a)
if a.IsInWorld then
a.Hunt()
end
end)
end
SendSovietParadrops = function(table)
local aircraft = powerproxy.TargetParatroopers(table[2].CenterPosition, table[1])
Utils.Do(aircraft, function(a)

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@@ -43,14 +43,6 @@ ParaWaves =
{ delay = AttackTicks * 3, type = "SovietSquad", target = SovietParaDrop1 }
}
IdleHunt = function(unit)
Trigger.OnIdle(unit, function(a)
if a.IsInWorld then
a.Hunt()
end
end)
end
GuardHarvester = function(unit, harvester)
if not unit.IsDead then
unit.Stop()