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 +1,275 @@
CheckForBase = function()
baseBuildings = Map.ActorsInBox(Map.TopLeft, CFBPoint.CenterPosition, function(actor)
return actor.Type == "fact" or actor.Type == "powr"
end)
return #baseBuildings >= 2
end
CheckForCYard = function()
ConYard = Map.ActorsInBox(mcvGGLoadPoint.CenterPosition, ReinfEastPoint.CenterPosition, function(actor)
return actor.Type == "fact" and actor.Owner == GoodGuy
end)
return #ConYard >= 1
end
CheckForSPen = function()
SPens = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor)
return actor.Type == "spen"
end)
return #SPens >=1
end
RunInitialActivities = function()
if Map.Difficulty == "Hard" then
Expand()
ExpansionCheck = true
else
ExpansionCheck = false
end
Trigger.AfterDelay(1, function()
Harvester.FindResources()
Helper.Destroy()
IdlingUnits()
Media.PlaySpeechNotification(player, "ReinforcementsArrived")
local buildings = Map.ActorsInBox(NWIdlePoint.CenterPosition, Map.BottomRight, function(self) return self.Owner == Greece and self.HasProperty("StartBuildingRepairs") end)
Utils.Do(buildings, function(actor)
Trigger.OnDamaged(actor, function(building)
if building.Owner == Greece and building.Health < building.MaxHealth * 3/4 then
building.StartBuildingRepairs()
end
end)
end)
end)
Reinforcements.Reinforce(player, SovietStartReinf, SovietStartToBasePath, 0, function(soldier)
soldier.AttackMove(SovietBasePoint.Location)
end)
Actor.Create("camera", true, { Owner = player, Location = GreeceBasePoint.Location })
Actor.Create("camera", true, { Owner = player, Location = SovietBasePoint.Location })
startmcv.Move(MCVStartMovePoint.Location)
Runner1.Move(RunnerPoint.Location)
Runner2.Move(RunnerPoint.Location)
Runner3.Move(RunnerPoint.Location)
ProduceInfantry()
Trigger.AfterDelay(DateTime.Minutes(2), ProduceShips)
if Map.Difficulty == "Hard" or Map.Difficulty == "Medium" then
Trigger.AfterDelay(DateTime.Seconds(25), ReinfInf)
end
Trigger.AfterDelay(DateTime.Minutes(2), ReinfInf)
Trigger.AfterDelay(DateTime.Minutes(3), BringDDPatrol2)
Trigger.AfterDelay(DateTime.Minutes(5), ReinfInf)
Trigger.AfterDelay(DateTime.Minutes(6), BringDDPatrol1)
end
Expand = function()
if ExpansionCheck then
return
elseif mcvtransport.IsDead then
return
elseif mcvGG.IsDead then
return
end
mcvGG.Move(mcvGGLoadPoint.Location)
mcvtransport.Move(lstBeachPoint.Location)
Reinforcements.Reinforce(GoodGuy, { "dd", "dd" }, ShipArrivePath, 0, function(ddsquad)
ddsquad.AttackMove(NearExpPoint.Location) end)
ExpansionCheck = true
Trigger.ClearAll(mcvGG)
Trigger.ClearAll(mcvtransport)
Trigger.AfterDelay(DateTime.Seconds(3), function()
if mcvtransport.IsDead then
return
elseif mcvGG.IsDead then
return
end
mcvGG.EnterTransport(mcvtransport)
mcvtransport.Move(GGUnloadPoint.Location)
mcvtransport.UnloadPassengers()
Trigger.AfterDelay(DateTime.Seconds(12), function()
if mcvGG.IsDead then
return
end
mcvGG.Move(MCVDeploy.Location)
Trigger.AfterDelay(DateTime.Seconds(4), function()
if not mcvGG.IsDead then
mcvGG.Deploy()
Trigger.AfterDelay(DateTime.Seconds(4), function()
local fact = Map.ActorsInBox(mcvGGLoadPoint.CenterPosition, ReinfEastPoint.CenterPosition, function(actor)
return actor.Type == "fact" and actor.Owner == GoodGuy end)
if #fact == 0 then
return
else
Trigger.OnDamaged(fact[1], function()
if fact[1].Owner == GoodGuy and fact[1].Health < fact[1].MaxHealth * 3/4 then
fact[1].StartBuildingRepairs()
end
end)
end
end)
IslandTroops1()
Trigger.AfterDelay(DateTime.Minutes(3), IslandTroops2)
Trigger.AfterDelay(DateTime.Minutes(6), IslandTroops3)
Trigger.AfterDelay(DateTime.Seconds(7), BuildBase)
end
if not mcvtransport.IsDead then
mcvtransport.Move(ReinfNorthPoint.Location)
mcvtransport.Destroy()
end
end)
end)
end)
end
Tick = function()
if Greece.HasNoRequiredUnits() and GoodGuy.HasNoRequiredUnits() then
player.MarkCompletedObjective(KillAll)
player.MarkCompletedObjective(HoldObjective)
end
if player.HasNoRequiredUnits() then
GoodGuy.MarkCompletedObjective(BeatUSSR)
end
if Greece.Resources >= Greece.ResourceCapacity * 0.75 then
Greece.Cash = Greece.Cash + Greece.Resources - Greece.ResourceCapacity * 0.25
Greece.Resources = Greece.ResourceCapacity * 0.25
end
if GoodGuy.Resources >= GoodGuy.ResourceCapacity * 0.75 then
GoodGuy.Cash = GoodGuy.Cash + GoodGuy.Resources - GoodGuy.ResourceCapacity * 0.25
GoodGuy.Resources = GoodGuy.ResourceCapacity * 0.25
end
if not baseEstablished and CheckForBase() then
baseEstablished = true
Para()
end
if not SPenEstablished and CheckForSPen() then
SPenEstablished = true
local units = Reinforcements.ReinforceWithTransport(Greece, "lst", ArtyReinf, SouthReinfPath, { ReinfEastPoint.Location })[2]
Utils.Do(units, function(unit) IdleHunt(unit) end)
if not ExpansionCheck then
Expand()
ExpansionCheck = true
end
end
if not RCheck then
RCheck = true
if Map.Difficulty == "Easy" and ReinfCheck then
Trigger.AfterDelay(DateTime.Minutes(6), ReinfArmor)
elseif Map.Difficulty == "Medium" then
Trigger.AfterDelay(DateTime.Minutes(4), ReinfArmor)
else
Trigger.AfterDelay(DateTime.Minutes(3), ReinfArmor)
end
end
end
WorldLoaded = function()
player = Player.GetPlayer("USSR")
GoodGuy = Player.GetPlayer("GoodGuy")
Greece = Player.GetPlayer("Greece")
RunInitialActivities()
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")
Media.PlaySpeechNotification(player, "ObjectiveMet")
end)
Trigger.OnObjectiveFailed(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
end)
CaptureObjective = player.AddPrimaryObjective("Capture the Radar Dome.")
KillAll = player.AddPrimaryObjective("Defeat the Allied forces.")
BeatUSSR = GoodGuy.AddPrimaryObjective("Defeat the Soviet forces.")
Trigger.OnDamaged(mcvGG, Expand)
Trigger.OnDamaged(mcvtransport, Expand)
Trigger.OnKilled(Radar, function()
player.MarkFailedObjective(CaptureObjective)
end)
Trigger.OnCapture(Radar, function(self, captor)
if captor.Owner ~= player then
return
end
HoldObjective = player.AddPrimaryObjective("Defend the Radar Dome.")
player.MarkCompletedObjective(CaptureObjective)
if not ExpansionCheck then
Expand()
ExpansionCheck = true
end
Reinforcements.Reinforce(Greece, ArmorReinfGreece, AlliedCrossroadsToRadarPath , 0, function(soldier)
soldier.Hunt()
end)
Trigger.AfterDelay(1, function()
local newRadar = Actor.Create("dome", true, { Owner = player, Location = Radar.Location })
newRadar.Health = Radar.Health
Radar.Destroy()
Trigger.OnKilled(newRadar, function()
player.MarkFailedObjective(HoldObjective)
end)
end)
end)
Trigger.OnEnteredProximityTrigger(USSRExpansionPoint.CenterPosition, WDist.New(4 * 1024), function(unit, id)
if unit.Owner == player and Radar.Owner == player then
Trigger.RemoveProximityTrigger(id)
Para2()
ProduceInfantryGG()
ProduceTanksGG()
local units = Reinforcements.ReinforceWithTransport(player, "lst", SovietMCVReinf, { ReinfSouthPoint.Location, USSRlstPoint.Location }, { ReinfSouthPoint.Location })[2]
Utils.Do(units, function(unit)
Trigger.OnAddedToWorld(unit, function()
if unit.Type == "mcv" then
unit.Move(USSRExpansionPoint.Location)
else
unit.AttackMove(USSRExpansionPoint.Location)
end
end)
end)
Media.PlaySpeechNotification(player, "ReinforcementsArrived")
end
end)
Trigger.OnPlayerLost(player, function()
Media.PlaySpeechNotification(player, "Lose")
end)
Trigger.OnPlayerWon(player, function()
Media.PlaySpeechNotification(player, "Win")
end)
Camera.Position = StartCamPoint.CenterPosition
end