Reorganize global .lua files.

This commit is contained in:
Matthias Mailänder
2021-10-10 21:50:28 +02:00
committed by abcdefg30
parent a502e85e68
commit 58b105f0d4
127 changed files with 169 additions and 129 deletions

View File

@@ -0,0 +1,164 @@
--[[
Copyright 2007-2021 The OpenRA Developers (see AUTHORS)
This file is part of OpenRA, which is free software. It is made
available to you under the terms of the GNU General Public License
as published by the Free Software Foundation, either version 3 of
the License, or (at your option) any later version. For more
information, see COPYING.
]]
Difficulty = Map.LobbyOption("difficulty")
InitObjectives = function(player)
Trigger.OnObjectiveAdded(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
Trigger.OnObjectiveCompleted(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
end)
Trigger.OnObjectiveFailed(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
end)
Trigger.OnPlayerLost(player, function()
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.PlaySpeechNotification(player, "Lose")
end)
end)
Trigger.OnPlayerWon(player, function()
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.PlaySpeechNotification(player, "Win")
end)
end)
end
ReinforceWithLandingCraft = function(player, units, transportStart, transportUnload, rallypoint)
local transport = Actor.Create("lst", true, { Owner = player, Facing = Angle.North, Location = transportStart })
local subcell = 0
Utils.Do(units, function(a)
transport.LoadPassenger(Actor.Create(a, false, { Owner = transport.Owner, Facing = transport.Facing, Location = transportUnload, SubCell = subcell }))
subcell = subcell + 1
end)
transport.ScriptedMove(transportUnload)
transport.CallFunc(function()
Utils.Do(units, function()
local a = transport.UnloadPassenger()
a.IsInWorld = true
a.MoveIntoWorld(transport.Location - CVec.New(0, 1))
if rallypoint then
a.Move(rallypoint)
end
end)
end)
transport.Wait(5)
transport.ScriptedMove(transportStart)
transport.Destroy()
end
RepairBuilding = function(owner, actor, modifier)
Trigger.OnDamaged(actor, function(building)
if building.Owner == owner and building.Health < building.MaxHealth * modifier then
building.StartBuildingRepairs()
end
end)
end
RepairNamedActors = function(owner, modifier)
Utils.Do(Map.NamedActors, function(actor)
if actor.Owner == owner and actor.HasProperty("StartBuildingRepairs") then
RepairBuilding(owner, actor, modifier)
end
end)
end
ProduceUnits = function(player, factory, delay, toBuild, after)
if factory.IsDead or factory.Owner ~= player then
return
end
factory.Build(toBuild(), function(units)
if delay and delay() > 0 then
Trigger.AfterDelay(delay(), function() ProduceUnits(player, factory, delay, toBuild, after) end)
end
if after then
after(units)
end
end)
end
CheckForBase = function(player, buildingTypes)
local count = 0
Utils.Do(buildingTypes, function(name)
if #player.GetActorsByType(name) > 0 then
count = count + 1
end
end)
return count == #buildingTypes
end
RebuildUnit = function(unit, player, factory)
Trigger.OnKilled(unit[1], function()
ProduceUnits(player, factory, nil, function() return { unit[1].Type } end, function(actors)
RebuildUnit(actors, player, factory)
end)
end)
end
MoveAndHunt = function(actors, path)
Utils.Do(actors, function(actor)
if not actor or actor.IsDead then
return
end
Utils.Do(path, function(point)
actor.AttackMove(point.Location)
end)
IdleHunt(actor)
end)
end
MoveAndIdle = function(actors, path)
Utils.Do(actors, function(actor)
if not actor or actor.IsDead then
return
end
Utils.Do(path, function(point)
actor.Move(point.Location, 0)
end)
end)
end
Searches = 0
GetAirstrikeTarget = function(player)
local list = player.GetGroundAttackers()
if #list == 0 then
return
end
local target = list[DateTime.GameTime % #list + 1].CenterPosition
local sams = Map.ActorsInCircle(target, WDist.New(8 * 1024), function(actor)
return actor.Type == "sam" end)
if #sams == 0 then
Searches = 0
return target
elseif Searches < 6 then
Searches = Searches + 1
return GetAirstrikeTarget(player)
else
Searches = 0
return nil
end
end