Port gdi04a to the new Lua API
This commit is contained in:
@@ -1,137 +1,166 @@
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Nod1Template = { {HandOfNod, {"e1", "e1", "e3", "e3"}} }
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Auto1Template = { {HandOfNod, {"e1", "e1", "e3"}} }
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AutoTrigger = { CPos.New(51, 47), CPos.New(52, 47), CPos.New(53, 47), CPos.New(54, 47) }
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GDIHeliTrigger = { CPos.New(27, 55), CPos.New(27, 56), CPos.New(28, 56), CPos.New(28, 57), CPos.New(28, 58), CPos.New(28, 59)}
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Nod1Units = { "e1", "e1", "e3", "e3" }
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Auto1Units = { "e1", "e1", "e3" }
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KillsUntilReinforcements = 12
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HeliDelay = {83, 137, 211}
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HeliDelay = { 83, 137, 211 }
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GDIReinforcements = {"e2", "e2", "e2", "e2"}
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GDIReinforcementsWaypoints = {GDIReinforcementsEntry, GDIReinforcementsWP1}
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GDIReinforcements = { "e2", "e2", "e2", "e2", "e2" }
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GDIReinforcementsWaypoints = { GDIReinforcementsEntry.Location, GDIReinforcementsWP1.Location }
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NodHelis = {
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{Utils.Seconds(HeliDelay[1]), {NodHeliEntry, NodHeliLZ1}, {"e1", "e1", "e3"}},
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{Utils.Seconds(HeliDelay[2]), {NodHeliEntry, NodHeliLZ2}, {"e1", "e1", "e1", "e1"}},
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{Utils.Seconds(HeliDelay[3]), {NodHeliEntry, NodHeliLZ3}, {"e1", "e1", "e3"}}
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{ Utils.Seconds(HeliDelay[1]), { NodHeliEntry.Location, NodHeliLZ1.Location }, { "e1", "e1", "e3" } },
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{ Utils.Seconds(HeliDelay[2]), { NodHeliEntry.Location, NodHeliLZ2.Location }, { "e1", "e1", "e1", "e1" } },
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{ Utils.Seconds(HeliDelay[3]), { NodHeliEntry.Location, NodHeliLZ3.Location }, { "e1", "e1", "e3" } }
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}
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SendHeli = function(heli, func)
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Reinforcements.ReinforceWithCargo(nod, "tran", heli[2], heli[3], func)
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OpenRA.RunAfterDelay(heli[1], function() SendHeli(heli, func) end)
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end
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HeliAction = function(heliActor, team)
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Actor.AfterMove(heliActor)
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Actor.UnloadCargo(heliActor, true)
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Actor.Wait(heliActor, Utils.Seconds(2))
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Actor.ScriptedMove(heliActor, NodHeliEntry.Location)
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Actor.RemoveSelf(heliActor)
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Team.Do(team, function(actor)
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Actor.Hunt(actor)
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Actor.OnIdle(actor, Actor.Hunt)
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Actor.OnKilled(actor, KillCounter)
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SendHeli = function(heli)
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units = Reinforcements.ReinforceWithTransport(nod, "tran", heli[3], heli[2], { heli[2][1] })
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Utils.Do(units[2], function(actor)
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actor.Hunt()
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Trigger.OnIdle(actor, actor.Hunt)
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Trigger.OnKilled(actor, KillCounter)
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end)
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Trigger.AfterDelay(heli[1], function() SendHeli(heli) end)
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end
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SendGDIReinforcements = function()
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Reinforcements.ReinforceWithCargo(player, "apc", GDIReinforcementsWaypoints, GDIReinforcements, function(apc, team)
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Team.Add(team, apc)
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Actor.OnKilled(apc, SendGDIReinforcements)
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Team.Do(team, function(unit) Actor.SetStance(unit, "Defend") end)
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Media.PlaySpeechNotification(gdi, "Reinforce")
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Reinforcements.ReinforceWithTransport(gdi, "apc", GDIReinforcements, GDIReinforcementsWaypoints, nil, function(apc, team)
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table.insert(team, apc)
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Trigger.OnAllKilled(team, function() Trigger.AfterDelay(Utils.Seconds(5), SendGDIReinforcements) end)
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Utils.Do(team, function(unit) unit.Stance = "Defend" end)
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end)
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end
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BuildNod1 = function()
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Production.BuildTeamFromTemplate(nod, Nod1Template, function(team)
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Team.Do(team, function(actor)
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Actor.OnIdle(actor, Actor.Hunt)
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Actor.OnKilled(actor, KillCounter)
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if HandOfNod.IsDead then
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return
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end
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local func = function(team)
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Utils.Do(team, function(actor)
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Trigger.OnIdle(actor, actor.Hunt)
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Trigger.OnKilled(actor, KillCounter)
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end)
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Team.AddEventHandler(team.OnAllKilled, BuildNod1)
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end)
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Trigger.OnAllKilled(team, BuildNod1)
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end
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if not HandOfNod.Build(Nod1Units, func) then
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Trigger.AfterDelay(Utils.Seconds(5), BuildNod1)
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end
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end
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BuildAuto1 = function()
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Production.BuildTeamFromTemplate(nod, Auto1Template, function(team)
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Team.Do(team, function(actor)
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Actor.OnIdle(actor, Actor.Hunt)
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Actor.OnKilled(actor, KillCounter)
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if HandOfNod.IsDead then
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return
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end
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local func = function(team)
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Utils.Do(team, function(actor)
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Trigger.OnIdle(actor, actor.Hunt)
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Trigger.OnKilled(actor, KillCounter)
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end)
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end)
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end
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if not HandOfNod.IsDead and HandOfNod.Build(Auto1Units, func) then
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Trigger.AfterDelay(Utils.Seconds(5), BuildAuto1)
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end
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end
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kills = 0
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KillCounter = function() kills = kills + 1 end
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Auto1Triggered = false
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GDIHeliTriggered = false
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ReinforcementsSent = false
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Tick = function()
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nod.Cash = 1000
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if not ReinforcementsSent and kills >= KillsUntilReinforcements then
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ReinforcementsSent = true
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gdi.MarkCompletedObjective(reinforcementsObjective)
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SendGDIReinforcements()
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end
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if Mission.RequiredUnitsAreDestroyed(player) then
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OpenRA.RunAfterDelay(Utils.Seconds(1), MissionFailed)
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end
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if not Auto1Triggered then
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-- FIXME: replace with cell trigger when available
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local units = Map.FindUnitsInCircle(player, Auto1Trigger, 2)
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if #units > 0 then
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Auto1Triggered = true
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BuildAuto1()
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end
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elseif not GDIHeliTriggered then
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-- FIXME: replace with cell trigger when available
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local units = Map.FindUnitsInCircle(player, GDIHeliLZ, 2)
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if #units > 0 then
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GDIHeliTriggered = true
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Reinforcements.ReinforceWithCargo(player, "tran", {GDIHeliEntry, GDIHeliLZ}, nil, Actor.AfterMove)
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end
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if gdi.HasNoRequiredUnits() then
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Trigger.AfterDelay(Utils.Seconds(1), function() gdi.MarkFailedObjective(gdiObjective) end)
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end
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end
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SetupWorld = function()
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OpenRA.GiveCash(nod, 10000)
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Production.EventHandlers.Setup(nod)
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Utils.Do(Mission.GetGroundAttackersOf(nod), function(unit)
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Actor.OnKilled(unit, KillCounter)
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Utils.Do(nod.GetGroundAttackers(nod), function(unit)
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Trigger.OnKilled(unit, KillCounter)
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end)
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Utils.Do(Mission.GetGroundAttackersOf(player), function(unit)
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Actor.SetStance(unit, "Defend")
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Utils.Do(gdi.GetGroundAttackers(), function(unit)
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unit.Stance = "Defend"
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end)
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Actor.Hunt(Hunter1)
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Actor.Hunt(Hunter2)
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Hunter1.Hunt()
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Hunter2.Hunt()
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Actor.OnRemovedFromWorld(crate, MissionAccomplished)
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Trigger.OnRemovedFromWorld(crate, function() gdi.MarkCompletedObjective(gdiObjective) end)
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end
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WorldLoaded = function()
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Media.PlayMovieFullscreen("bkground.vqa", function() Media.PlayMovieFullscreen("nitejump.vqa") end)
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player = OpenRA.GetPlayer("GDI")
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nod = OpenRA.GetPlayer("Nod")
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gdi = Player.GetPlayer("GDI")
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nod = Player.GetPlayer("Nod")
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SetupWorld()
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OpenRA.RunAfterDelay(1, BuildNod1)
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Utils.Do(NodHelis, function(heli)
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OpenRA.RunAfterDelay(heli[1], function() SendHeli(heli, HeliAction) end)
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Trigger.OnObjectiveAdded(gdi, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
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end)
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Trigger.OnObjectiveCompleted(gdi, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
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end)
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Trigger.OnObjectiveFailed(gdi, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
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end)
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OpenRA.SetViewportCenterPosition(Actor56.CenterPosition)
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end
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Trigger.OnPlayerWon(gdi, function()
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Media.PlaySpeechNotification(gdi, "Win")
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Trigger.AfterDelay(Utils.Seconds(1), function()
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Media.PlayMovieFullscreen("burdet1.vqa")
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end)
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end)
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MissionAccomplished = function()
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Mission.MissionOver({ player }, nil, true)
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Media.PlayMovieFullscreen("burdet1.vqa")
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end
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Trigger.OnPlayerLost(gdi, function()
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Media.PlaySpeechNotification(gdi, "Lose")
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Trigger.AfterDelay(Utils.Seconds(1), function()
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Media.PlayMovieFullscreen("gameover.vqa")
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end)
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end)
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MissionFailed = function()
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Mission.MissionOver(nil, { player }, true)
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Media.PlayMovieFullscreen("gameover.vqa")
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gdiObjective = gdi.AddPrimaryObjective("Retrieve the crate with the stolen rods.")
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reinforcementsObjective = gdi.AddSecondaryObjective("Eliminate " .. KillsUntilReinforcements .. " Nod units for reinforcements.")
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nod.AddPrimaryObjective("Defend against the GDI forces.")
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BuildNod1()
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Utils.Do(NodHelis, function(heli)
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Trigger.AfterDelay(heli[1], function() SendHeli(heli) end)
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end)
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autoTrigger = false
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Trigger.OnEnteredFootprint(AutoTrigger, function(a, id)
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if not autoTrigger and a.Owner == gdi then
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autoTrigger = true
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Trigger.RemoveFootprintTrigger(id)
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BuildAuto1()
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end
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end)
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gdiHeliTrigger = false
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Trigger.OnEnteredFootprint(GDIHeliTrigger, function(a, id)
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if not gdiHeliTrigger and a.Owner == gdi then
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gdiHeliTrigger = true
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Trigger.RemoveFootprintTrigger(id)
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Reinforcements.ReinforceWithTransport(gdi, "tran", nil, { GDIHeliEntry.Location, GDIHeliLZ.Location })
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end
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end)
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Camera.Position = Actor56.CenterPosition
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Media.PlayMovieFullscreen("bkground.vqa", function() Media.PlayMovieFullscreen("nitejump.vqa") end)
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end
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