Annotate campaign.lua
This commit is contained in:
committed by
Matthias Mailänder
parent
96de59f75a
commit
459bbf0025
@@ -9,6 +9,8 @@
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Difficulty = Map.LobbyOptionOrDefault("difficulty", "normal")
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--- Prepare basic messages for a player's win, loss, or objective updates.
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---@param player player
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InitObjectives = function(player)
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Trigger.OnObjectiveCompleted(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), UserInterface.GetFluentMessage("objective-completed"))
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@@ -29,6 +31,12 @@ InitObjectives = function(player)
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end)
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end
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--- Send reinforcements carried by a naval landing craft.
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---@param player player Owner of the landing craft and its passengers.
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---@param units string[] Unit types to spawn and unload.
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---@param transportStart cpos Cell at which the craft spawns and removes itself.
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---@param transportUnload cpos Cell at which passengers unload.
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---@param rallypoint? cpos Cell to which unloaded passengers will move.
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ReinforceWithLandingCraft = function(player, units, transportStart, transportUnload, rallypoint)
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local transport = Actor.Create("lst", true, { Owner = player, Facing = Angle.North, Location = transportStart })
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local subcell = 1
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@@ -61,6 +69,10 @@ ReinforceWithLandingCraft = function(player, units, transportStart, transportUnl
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transport.Destroy()
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end
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--- Schedule repairs for this building once it takes enough damage.
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---@param owner player Owner of the building.
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---@param actor actor Building to be repaired.
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---@param modifier number The repair threshold. Below this health percentage, repairs are started. 1 is full health, while 0.5 is half.
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RepairBuilding = function(owner, actor, modifier)
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Trigger.OnDamaged(actor, function(building)
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if building.Owner == owner and building.Health < building.MaxHealth * modifier then
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@@ -69,6 +81,9 @@ RepairBuilding = function(owner, actor, modifier)
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end)
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end
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--- Schedule repairs for a player's starting buildings.
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---@param owner player Owner of the buildings.
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---@param modifier number The repair threshold. Below this health percentage, repairs are started. 1 is full health, while 0.5 is half.
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RepairNamedActors = function(owner, modifier)
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Utils.Do(Map.NamedActors, function(actor)
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if actor.Owner == owner and actor.HasProperty("StartBuildingRepairs") then
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@@ -77,6 +92,12 @@ RepairNamedActors = function(owner, modifier)
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end)
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end
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--- Schedule production tasks for a factory or other unit producer.
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---@param player player Owner of the factory.
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---@param factory actor The factory itself.
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---@param delay? fun():integer Function that returns a delay until production repeats. If this is absent, production will not repeat.
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---@param toBuild fun():string[] Function that returns a list of unit types to be produced.
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---@param after? fun(actors: actor[]) Function called by each group of built units after their production is finished. Only alive actors are included.
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ProduceUnits = function(player, factory, delay, toBuild, after)
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if factory.IsDead or factory.Owner ~= player then
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return
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@@ -93,6 +114,10 @@ ProduceUnits = function(player, factory, delay, toBuild, after)
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end)
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end
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--- Check if a player currently owns one of each building type in a list.
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---@param player player
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---@param buildingTypes string[]
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---@return boolean
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CheckForBase = function(player, buildingTypes)
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local count = 0
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@@ -105,6 +130,10 @@ CheckForBase = function(player, buildingTypes)
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return count == #buildingTypes
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end
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--- Schedule production of a unit's replacement after its death.
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---@param unit { [1]: actor }
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---@param player player
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---@param factory actor
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RebuildUnit = function(unit, player, factory)
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Trigger.OnKilled(unit[1], function()
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ProduceUnits(player, factory, nil, function() return { unit[1].Type } end, function(actors)
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@@ -113,13 +142,16 @@ RebuildUnit = function(unit, player, factory)
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end)
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end
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MoveAndHunt = function(actors, path)
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--- Order a group to attack-move toward each waypoint in a list, then hunt.
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---@param actors actor[]
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---@param waypoints actor[]
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MoveAndHunt = function(actors, waypoints)
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Utils.Do(actors, function(actor)
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if not actor or actor.IsDead then
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return
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end
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Utils.Do(path, function(point)
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Utils.Do(waypoints, function(point)
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actor.AttackMove(point.Location)
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end)
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@@ -127,19 +159,25 @@ MoveAndHunt = function(actors, path)
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end)
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end
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MoveAndIdle = function(actors, path)
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--- Order a group to move toward each waypoint in a list.
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---@param actors any
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---@param waypoints actor[]
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MoveAndIdle = function(actors, waypoints)
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Utils.Do(actors, function(actor)
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if not actor or actor.IsDead then
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return
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end
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Utils.Do(path, function(point)
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Utils.Do(waypoints, function(point)
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actor.Move(point.Location, 0)
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end)
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end)
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end
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Searches = 0
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--- Get the position of a hostile, mobile actor that is distant from anti-air sites.
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---@param player player Player to be targeted.
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---@return wpos|nil target The chosen airstrike position, if any.
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GetAirstrikeTarget = function(player)
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local list = player.GetGroundAttackers()
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@@ -9,6 +9,8 @@
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Difficulty = Map.LobbyOptionOrDefault("difficulty", "normal")
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--- Prepare basic messages for a player's win, loss, or objective updates.
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---@param player player
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InitObjectives = function(player)
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Trigger.OnObjectiveCompleted(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), UserInterface.GetFluentMessage("objective-completed"))
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@@ -29,11 +31,22 @@ InitObjectives = function(player)
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end)
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end
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---The Dune stand-in for the usual "Battlefield Control" announcer.
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Mentat = UserInterface.GetFluentMessage("mentat")
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SendCarryallReinforcements = function(player, currentWave, totalWaves, delay, pathFunction, unitTypes, customCondition, customHuntFunction, announcementFunction)
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--- Prepare waves of reinforcements to be deployed from Carryalls.
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---@param player player Owner of the reinforcements and Carryalls.
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---@param currentWave integer Current wave count. A typical starting value is 0.
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---@param totalWaves integer Total number of waves to be reinforced.
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---@param delay integer Ticks between each reinforcement.
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---@param pathFunction fun():cpos[] Returns a path for each Carryall's entry flight.
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---@param unitTypes table<integer, string[]> Collection of unit types that will be reinforced. Each group within this collection is keyed to a different wave number.
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---@param haltCondition? fun():boolean Returns true if reinforcements should stop. If this function is absent, assume false.
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---@param customHuntFunction? fun(actors: actor[]) Function called by each unit within a group upon creation. This defaults to IdleHunt. Note that reinforced units will not be in the world until unloaded.
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---@param announcementFunction? fun(currentWave: integer) Function called when a new Carryall is created.
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SendCarryallReinforcements = function(player, currentWave, totalWaves, delay, pathFunction, unitTypes, haltCondition, customHuntFunction, announcementFunction)
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Trigger.AfterDelay(delay, function()
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if customCondition and customCondition() then
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if haltCondition and haltCondition() then
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return
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end
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@@ -54,14 +67,21 @@ SendCarryallReinforcements = function(player, currentWave, totalWaves, delay, pa
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end
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Utils.Do(units, customHuntFunction)
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SendCarryallReinforcements(player, currentWave, totalWaves, delay, pathFunction, unitTypes, customCondition, customHuntFunction)
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SendCarryallReinforcements(player, currentWave, totalWaves, delay, pathFunction, unitTypes, haltCondition, customHuntFunction)
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end)
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end
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TriggerCarryallReinforcements = function(triggeringPlayer, reinforcingPlayer, area, unitTypes, path, customCondition)
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--- Create a one-time area trigger that reinforces attackers with a Carryall.
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---@param triggeringPlayer player
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---@param reinforcingPlayer player
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---@param area cpos[]
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---@param unitTypes string[]
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---@param path cpos[] Returns a path for the Carryall's entry flight.
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---@param pauseCondition? fun():boolean Returns true if this trigger's activation should be paused. If this function is absent, assume false.
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TriggerCarryallReinforcements = function(triggeringPlayer, reinforcingPlayer, area, unitTypes, path, pauseCondition)
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local fired = false
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Trigger.OnEnteredFootprint(area, function(a, id)
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if customCondition and customCondition() then
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if pauseCondition and pauseCondition() then
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return
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end
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@@ -74,17 +94,36 @@ TriggerCarryallReinforcements = function(triggeringPlayer, reinforcingPlayer, ar
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end)
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end
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--- Destroy all non-reinforcement Carryalls owned by a player.
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---@param player player
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DestroyCarryalls = function(player)
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Utils.Do(player.GetActorsByType("carryall"), function(actor) actor.Kill() end)
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end
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-- Used for the AI:
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--- The following tables are used by the campaign AI,
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--- with each value keyed to a different AI player.
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--- Collection of a bot's spare units from production and reinforcement.
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--- These units are used for periodic attacks or base/harvester defense.
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---@type table<player, actor[]>
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IdlingUnits = { }
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--- Is a bot currently using idle units to attack or defend?
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---@type table<player, boolean>
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Attacking = { }
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--- Is a bot's production routine on hold?
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---@type table<player, boolean>
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HoldProduction = { }
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--- Was a bot's last harvester eaten by a sandworm?
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---@type table<player, boolean>
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LastHarvesterEaten = { }
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--- Gather units from a bot's idle unit pool, up to a certain group size.
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---@param owner player
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---@param size integer
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---@return actor[]
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SetupAttackGroup = function(owner, size)
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local units = { }
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@@ -104,6 +143,9 @@ SetupAttackGroup = function(owner, size)
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return units
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end
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--- Order an attack from this bot if one is not already started.
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---@param owner player
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---@param size integer
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SendAttack = function(owner, size)
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if Attacking[owner] then
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return
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@@ -120,6 +162,10 @@ SendAttack = function(owner, size)
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end)
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end
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--- Prepare a unit to call for help if attacked.
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---@param unit actor
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---@param defendingPlayer player
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---@param defenderCount integer
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DefendActor = function(unit, defendingPlayer, defenderCount)
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Trigger.OnDamaged(unit, function(self, attacker)
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if unit.Owner ~= defendingPlayer then
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@@ -154,7 +200,12 @@ DefendActor = function(unit, defendingPlayer, defenderCount)
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end)
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end
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--- Prepare a harvester to call for help when attacked.
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---@param unit actor
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---@param owner player
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---@param defenderCount integer
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ProtectHarvester = function(unit, owner, defenderCount)
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-- Note that worm attacks will not trigger the OnDamaged event for this.
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DefendActor(unit, owner, defenderCount)
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-- Worms don't kill the actor, but dispose it instead.
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@@ -172,6 +223,10 @@ ProtectHarvester = function(unit, owner, defenderCount)
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end)
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end
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--- Schedule repairs for this building once it takes enough damage.
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---@param owner player Owner of the building.
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---@param actor actor Building to be repaired.
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---@param modifier number The repair threshold. Below this health percentage, repairs are started. 1 is full health, while 0.5 is half.
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RepairBuilding = function(owner, actor, modifier)
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Trigger.OnDamaged(actor, function(building)
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if building.Owner == owner and building.Health < building.MaxHealth * modifier then
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@@ -180,6 +235,11 @@ RepairBuilding = function(owner, actor, modifier)
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end)
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end
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--- Prepare buildings to call for help and begin repairs if attacked.
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---@param owner player Owner of the base.
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---@param baseBuildings actor[] Buildings to defend and repair.
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---@param modifier number The repair threshold. Below this health percentage, repairs are started. 1 is full health, while 0.5 is half.
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---@param defenderCount integer Maximum number of defenders to use per counterattack.
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DefendAndRepairBase = function(owner, baseBuildings, modifier, defenderCount)
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Utils.Do(baseBuildings, function(actor)
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if actor.IsDead then
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@@ -191,6 +251,13 @@ DefendAndRepairBase = function(owner, baseBuildings, modifier, defenderCount)
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end)
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end
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--- Schedule production and attacks for a factory or other unit producer.
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---@param player player Owner of the factory.
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---@param factory actor The factory itself.
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---@param delay fun():integer Function that returns a delay until production repeats.
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---@param toBuild fun():string[] Function that returns a list of unit types to be produced.
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---@param attackSize integer Number of units that will form the next attack wave.
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---@param attackThresholdSize integer Number of idle units that will trigger an attack wave.
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ProduceUnits = function(player, factory, delay, toBuild, attackSize, attackThresholdSize)
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if factory.IsDead or factory.Owner ~= player then
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return
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@@ -9,6 +9,8 @@
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Difficulty = Map.LobbyOptionOrDefault("difficulty", "normal")
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--- Prepare basic messages for a player's win, loss, or objective updates.
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---@param player player
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InitObjectives = function(player)
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Trigger.OnObjectiveCompleted(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), UserInterface.GetFluentMessage("objective-completed"))
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@@ -31,6 +33,10 @@ InitObjectives = function(player)
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end
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AttackAircraftTargets = { }
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--- Order an aircraft to seek and attack an enemy player's units whenever idle.
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--- Each target is focused until it can no longer be attacked.
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---@param aircraft actor
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---@param enemyPlayer player
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InitializeAttackAircraft = function(aircraft, enemyPlayer)
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Trigger.OnIdle(aircraft, function()
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local actorId = tostring(aircraft)
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@@ -50,6 +56,10 @@ InitializeAttackAircraft = function(aircraft, enemyPlayer)
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end)
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end
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--- Return a random enemy target for an actor.
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---@param unit actor Actor to be given a target.
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---@param enemyPlayer player Player to be targeted.
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---@return actor|nil
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ChooseRandomTarget = function(unit, enemyPlayer)
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local target = nil
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local enemies = Utils.Where(enemyPlayer.GetActors(), function(self)
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@@ -61,6 +71,9 @@ ChooseRandomTarget = function(unit, enemyPlayer)
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return target
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end
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--- Call a function when one of the actors in a group is damaged. The callback function will be called as func(self: actor, attacker: actor, damage: integer).
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---@param actors actor[]
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---@param func fun(self: actor, attacker: actor, damage: integer)
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OnAnyDamaged = function(actors, func)
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Utils.Do(actors, function(actor)
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Trigger.OnDamaged(actor, func)
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