Rename some lua files

This commit is contained in:
abcdefg30
2015-10-15 16:31:46 +02:00
parent 426e187a4c
commit 5cc69d7877
14 changed files with 4 additions and 4 deletions

View File

@@ -0,0 +1,159 @@
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
IdlingUnits = function()
local lazyUnits = Map.ActorsInBox(NWIdlePoint.CenterPosition, Map.BottomRight, function(actor)
return actor.HasProperty("Hunt") and (actor.Owner == GoodGuy or actor.Owner == Greece) end)
Utils.Do(lazyUnits, function(unit)
Trigger.OnDamaged(unit, function()
Trigger.ClearAll(unit)
Trigger.AfterDelay(0, function() IdleHunt(unit) end)
end)
end)
end
BaseBuildings = {
{ "powr", CVec.New(3, -2), 300 },
{ "tent", CVec.New(0, 4), 400 },
{ "hbox", CVec.New(3, 6), 600 },
{ "proc", CVec.New(4, 2), 1400 },
{ "powr", CVec.New(5, -3), 300 },
{ "weap", CVec.New(-5, 3), 2000 },
{ "hbox", CVec.New(-6, 5), 600 },
{ "gun", CVec.New(0, 8), 600 },
{ "gun", CVec.New(-4, 7), 600 },
{ "powr", CVec.New(-4, -3), 300 },
{ "proc", CVec.New(-9, 1), 1400 },
{ "powr", CVec.New(-8, -2), 300 },
{ "silo", CVec.New(6, 0), 150 },
{ "agun", CVec.New(-3, 0), 800 },
{ "powr", CVec.New(-6, -2), 300 },
{ "agun", CVec.New(4, 1), 800 },
{ "gun", CVec.New(-9, 5), 600 },
{ "gun", CVec.New(-2, -3), 600 },
{ "powr", CVec.New(4, 6), 300 },
{ "gun", CVec.New(3, -6), 600 },
{ "hbox", CVec.New(3, -4), 600 },
{ "gun", CVec.New(2, 3), 600 }
}
BuildBase = function()
if not CheckForCYard() then
return
end
for i,v in ipairs(BaseBuildings) do
if not v[4] then
BuildBuilding(v)
return
end
end
Trigger.AfterDelay(DateTime.Seconds(5), BuildBase)
end
BuildBuilding = function(building)
Trigger.AfterDelay(Actor.BuildTime(building[1]), function()
local actor = Actor.Create(building[1], true, { Owner = GoodGuy, Location = MCVDeploy.Location + building[2] })
GoodGuy.Cash = GoodGuy.Cash - building[3]
building[4] = true
Trigger.OnKilled(actor, function() building[4] = false end)
Trigger.OnDamaged(actor, function(building)
if building.Owner == GoodGuy and building.Health < building.MaxHealth * 3/4 then
building.StartBuildingRepairs()
end
end)
Trigger.AfterDelay(DateTime.Seconds(1), BuildBase)
end)
end
ProduceInfantry = function()
if Barr.IsDead then
return
end
local delay = Utils.RandomInteger(DateTime.Seconds(3), DateTime.Seconds(9))
local toBuild = { Utils.Random(AlliedInfantryTypes) }
Greece.Build(toBuild, function(unit)
GreeceInfAttack[#GreeceInfAttack + 1] = unit[1]
if #GreeceInfAttack >= 7 then
SendUnits(GreeceInfAttack, InfantryWaypoints)
GreeceInfAttack = { }
Trigger.AfterDelay(DateTime.Minutes(2), ProduceInfantry)
else
Trigger.AfterDelay(delay, ProduceInfantry)
end
end)
end
ProduceShips = function()
if Shipyard.IsDead then
return
end
Greece.Build( {"dd"}, function(unit)
Ships[#Ships + 1] = unit[1]
if #Ships >= 2 then
SendUnits(Ships, ShipWaypoints)
Ships = { }
Trigger.AfterDelay(DateTime.Minutes(6), ProduceShips)
else
Trigger.AfterDelay(Actor.BuildTime("dd"), ProduceShips)
end
end)
end
ProduceInfantryGG = function()
if not BaseBuildings[2][4] then
return
end
local delay = Utils.RandomInteger(DateTime.Seconds(3), DateTime.Seconds(9))
local toBuild = { Utils.Random(AlliedInfantryTypes) }
GoodGuy.Build(toBuild, function(unit)
GGInfAttack[#GGInfAttack + 1] = unit[1]
if #GGInfAttack >= 10 then
SendUnits(GGInfAttack, InfantryGGWaypoints)
GGInfAttack = { }
Trigger.AfterDelay(DateTime.Minutes(2), ProduceInfantryGG)
else
Trigger.AfterDelay(delay, ProduceInfantryGG)
end
end)
end
ProduceTanksGG = function()
if not BaseBuildings[6][4] then
return
end
local delay = Utils.RandomInteger(DateTime.Seconds(12), DateTime.Seconds(17))
local toBuild = { Utils.Random(AlliedTankTypes) }
GoodGuy.Build(toBuild, function(unit)
TankAttackGG[#TankAttackGG + 1] = unit[1]
if #TankAttackGG >= 6 then
SendUnits(TankAttackGG, TanksGGWaypoints)
TankAttackGG = { }
Trigger.AfterDelay(DateTime.Minutes(3), ProduceTanksGG)
else
Trigger.AfterDelay(delay, ProduceTanksGG)
end
end)
end
SendUnits = function(units, waypoints)
Utils.Do(units, function(unit)
if not unit.IsDead then
Utils.Do(waypoints, function(waypoint)
unit.AttackMove(waypoint.Location)
end)
unit.Hunt()
end
end)
end