replace GDI/Nod player reference variables with player/enemy

fixes unit production in nod02a and nod02b (killed infantry wouldn't get rebuilt)
This commit is contained in:
clemty
2015-09-27 21:18:10 +02:00
parent 8495c1e2a4
commit 6e315a815c
15 changed files with 463 additions and 463 deletions

View File

@@ -42,7 +42,7 @@ PrimaryTargets = { Tower1, Tower2, Radar, Silo1, Silo2, Silo3, Refinery, Barrack
GDIStartUnits = { }
SendGDIAirstrike = function()
if not Radar.IsDead and Radar.Owner == GDI then
if not Radar.IsDead and Radar.Owner == enemy then
local target = getAirstrikeTarget()
if target then
@@ -57,7 +57,7 @@ end
YyyyTriggerFunction = function()
if not YyyyTriggerSwitch then
for type, count in pairs(Gdi2Units) do
MyActors = Utils.Take(count, GDI.GetActorsByType(type))
MyActors = Utils.Take(count, enemy.GetActorsByType(type))
Utils.Do(MyActors, function(actor)
WaypointMovementAndHunt(actor, Gdi2Waypoints)
end)
@@ -68,7 +68,7 @@ end
ZzzzTriggerFunction = function()
if not ZzzzTriggerSwitch then
for type, count in pairs(Gdi1Units) do
MyActors = Utils.Take(count, GDI.GetActorsByType(type))
MyActors = Utils.Take(count, enemy.GetActorsByType(type))
Utils.Do(MyActors, function(actor)
WaypointMovementAndHunt(actor, Gdi1Waypoints)
end)
@@ -77,19 +77,19 @@ ZzzzTriggerFunction = function()
end
Grd1TriggerFunction = function()
MyActors = Utils.Take(2, GDI.GetActorsByType('jeep'))
MyActors = Utils.Take(2, enemy.GetActorsByType('jeep'))
Utils.Do(MyActors, function(actor)
WaypointMovementAndHunt(actor, Gdi5Waypoints)
end)
end
Atk5TriggerFunction = function()
WaypointMovementAndHunt(GDI.GetActorsByType('mtnk')[1], Gdi12Waypoints)
WaypointMovementAndHunt(enemy.GetActorsByType('mtnk')[1], Gdi12Waypoints)
end
Atk2TriggerFunction = function()
for type, count in pairs(Gdi1Units) do
MyActors = Utils.Take(count, GDI.GetActorsByType(type))
MyActors = Utils.Take(count, enemy.GetActorsByType(type))
Utils.Do(MyActors, function(actor)
WaypointMovementAndHunt(actor, Gdi1Waypoints)
end)
@@ -98,7 +98,7 @@ end
Atk3TriggerFunction = function()
for type, count in pairs(Gdi2Units) do
MyActors = Utils.Take(count, GDI.GetActorsByType(type))
MyActors = Utils.Take(count, enemy.GetActorsByType(type))
Utils.Do(MyActors, function(actor)
WaypointMovementAndHunt(actor, Gdi2Waypoints)
end)
@@ -106,15 +106,15 @@ Atk3TriggerFunction = function()
end
Atk4TriggerFunction = function()
WaypointMovementAndHunt(GDI.GetActorsByType('jeep')[1], Gdi3Waypoints)
WaypointMovementAndHunt(enemy.GetActorsByType('jeep')[1], Gdi3Waypoints)
end
Atk6TriggerFunction = function()
WaypointMovementAndHunt(GDI.GetActorsByType('mtnk')[1], Gdi2Waypoints)
WaypointMovementAndHunt(enemy.GetActorsByType('mtnk')[1], Gdi2Waypoints)
end
Atk1TriggerFunction = function()
Reinforcements.ReinforceWithTransport(GDI, 'tran', GDIReinforceUnits, { waypoint9.Location, waypoint26.Location }, nil,
Reinforcements.ReinforceWithTransport(enemy, 'tran', GDIReinforceUnits, { waypoint9.Location, waypoint26.Location }, nil,
function(transport, cargo)
transport.UnloadPassengers()
Utils.Do(cargo, function(actor)
@@ -128,7 +128,7 @@ AutoTriggerFunction = function()
local waypoints = AllWaypoints[DateTime.GameTime % #AllWaypoints + 1]
for type, count in pairs(units) do
MyActors = Utils.Take(count, GDI.GetActorsByType(type))
MyActors = Utils.Take(count, enemy.GetActorsByType(type))
Utils.Do(MyActors, function(actor)
WaypointMovementAndHunt(actor, waypoints)
end)
@@ -136,7 +136,7 @@ AutoTriggerFunction = function()
end
HuntTriggerFunction = function()
local list = GDI.GetGroundAttackers()
local list = enemy.GetGroundAttackers()
Utils.Do(list, function(unit)
IdleHunt(unit)
end)
@@ -154,58 +154,58 @@ end
InsertNodUnits = function()
Camera.Position = UnitsEntry.CenterPosition
Media.PlaySpeechNotification(Nod, "Reinforce")
Reinforcements.Reinforce(Nod, NodUnitsVehicle, { UnitsEntry.Location, UnitsRallyVehicle.Location }, 1)
Reinforcements.Reinforce(Nod, NodUnitsRocket, { UnitsEntry.Location, UnitsRallyRocket.Location }, 50)
Reinforcements.Reinforce(Nod, NodUnitsGunner, { UnitsEntry.Location, UnitsRallyGunner.Location }, 50)
Media.PlaySpeechNotification(player, "Reinforce")
Reinforcements.Reinforce(player, NodUnitsVehicle, { UnitsEntry.Location, UnitsRallyVehicle.Location }, 1)
Reinforcements.Reinforce(player, NodUnitsRocket, { UnitsEntry.Location, UnitsRallyRocket.Location }, 50)
Reinforcements.Reinforce(player, NodUnitsGunner, { UnitsEntry.Location, UnitsRallyGunner.Location }, 50)
Trigger.AfterDelay(DateTime.Seconds(6), function()
Reinforcements.Reinforce(Nod, { 'mcv' }, { UnitsEntry.Location, UnitsRallyMCV.Location })
Reinforcements.Reinforce(player, { 'mcv' }, { UnitsEntry.Location, UnitsRallyMCV.Location })
end)
end
WorldLoaded = function()
GDI = Player.GetPlayer("GDI")
Nod = Player.GetPlayer("Nod")
player = Player.GetPlayer("Nod")
enemy = Player.GetPlayer("GDI")
InsertNodUnits()
Trigger.OnObjectiveAdded(Nod, function(p, id)
Trigger.OnObjectiveAdded(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
Trigger.OnObjectiveCompleted(Nod, function(p, id)
Trigger.OnObjectiveCompleted(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
end)
Trigger.OnObjectiveFailed(Nod, function(p, id)
Trigger.OnObjectiveFailed(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
end)
Trigger.OnPlayerWon(Nod, function()
Media.PlaySpeechNotification(Nod, "Win")
Trigger.OnPlayerWon(player, function()
Media.PlaySpeechNotification(player, "Win")
end)
Trigger.OnPlayerLost(Nod, function()
Media.PlaySpeechNotification(Nod, "Lose")
Trigger.OnPlayerLost(player, function()
Media.PlaySpeechNotification(player, "Lose")
end)
NodObjective1 = Nod.AddPrimaryObjective("Build 3 SAMs.")
NodObjective2 = Nod.AddPrimaryObjective("Destroy the GDI base.")
GDIObjective = GDI.AddPrimaryObjective("Kill all enemies.")
NodObjective1 = player.AddPrimaryObjective("Build 3 SAMs.")
NodObjective2 = player.AddPrimaryObjective("Destroy the GDI base.")
GDIObjective = enemy.AddPrimaryObjective("Kill all enemies.")
Trigger.AfterDelay(AirstrikeDelay, SendGDIAirstrike)
Trigger.AfterDelay(YyyyTriggerFunctionTime, YyyyTriggerFunction)
Trigger.AfterDelay(ZzzzTriggerFunctionTime, ZzzzTriggerFunction)
Trigger.OnEnteredFootprint(DelyCellTriggerActivator, function(a, id)
if a.Owner == Nod then
if a.Owner == player then
YyyyTriggerSwitch = true
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnEnteredFootprint(DelzCellTriggerActivator, function(a, id)
if a.Owner == Nod then
if a.Owner == player then
ZzzzTriggerSwitch = true
Trigger.RemoveFootprintTrigger(id)
end
@@ -214,7 +214,7 @@ WorldLoaded = function()
Trigger.AfterDelay(Grd1TriggerFunctionTime, Grd1TriggerFunction)
Trigger.OnEnteredFootprint(Atk5CellTriggerActivator, function(a, id)
if a.Owner == Nod then
if a.Owner == player then
Atk5TriggerFunction()
Trigger.RemoveFootprintTrigger(id)
end
@@ -226,7 +226,7 @@ WorldLoaded = function()
Trigger.AfterDelay(Atk6TriggerFunctionTime, Atk6TriggerFunction)
Trigger.OnEnteredFootprint(Atk1CellTriggerActivator, function(a, id)
if a.Owner == Nod then
if a.Owner == player then
Atk1TriggerFunction()
Trigger.RemoveFootprintTrigger(id)
end
@@ -236,7 +236,7 @@ WorldLoaded = function()
Trigger.OnDiscovered(Tower2, AutoTriggerFunction)
Trigger.OnAllKilledOrCaptured(PrimaryTargets, function()
Nod.MarkCompletedObjective(NodObjective2)
player.MarkCompletedObjective(NodObjective2)
HuntTriggerFunction()
end)
@@ -244,18 +244,18 @@ WorldLoaded = function()
end
Tick = function()
if Nod.HasNoRequiredUnits() then
if player.HasNoRequiredUnits() then
if DateTime.GameTime > 2 then
GDI.MarkCompletedObjective(GDIObjective)
enemy.MarkCompletedObjective(GDIObjective)
end
end
if not Nod.IsObjectiveCompleted(NodObjective1) and CheckForSams(Nod) then
Nod.MarkCompletedObjective(NodObjective1)
if not player.IsObjectiveCompleted(NodObjective1) and CheckForSams(player) then
player.MarkCompletedObjective(NodObjective1)
end
if DateTime.GameTime % DateTime.Seconds(3) == 0 then
checkProduction(GDI)
checkProduction(enemy)
end
if DateTime.GameTime % DateTime.Seconds(45) == 0 then
@@ -270,13 +270,13 @@ IdleHunt = function(unit)
end
CheckForSams = function(player)
local sams = Nod.GetActorsByType("sam")
local sams = player.GetActorsByType("sam")
return #sams >= 3
end
checkProduction = function(player)
local Units = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor)
return actor.Owner == GDI
return actor.Owner == enemy
end)
local UnitsType = { }
@@ -293,9 +293,9 @@ checkProduction = function(player)
end
end
if #UnitsType > 0 then
if (type == 'jeep' or type == 'mtnk') and not Factory.IsDead and Factory.Owner == GDI then
if (type == 'jeep' or type == 'mtnk') and not Factory.IsDead and Factory.Owner == enemy then
Factory.Build(UnitsType)
elseif (type == 'e1' or type == 'e2') and not Barracks.IsDead and Barracks.Owner == GDI then
elseif (type == 'e1' or type == 'e2') and not Barracks.IsDead and Barracks.Owner == enemy then
Barracks.Build(UnitsType)
end
end
@@ -305,7 +305,7 @@ end
getStartUnits = function()
local Units = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor)
return actor.Owner == GDI and ( actor.Type == 'e2' or actor.Type == 'e1' or actor.Type == 'jeep' or actor.Type == 'mtnk')
return actor.Owner == enemy and ( actor.Type == 'e2' or actor.Type == 'e1' or actor.Type == 'jeep' or actor.Type == 'mtnk')
end)
Utils.Do(Units, function(unit)
if not GDIStartUnits[unit.Type] then
@@ -318,7 +318,7 @@ end
searches = 0
getAirstrikeTarget = function()
local list = Nod.GetGroundAttackers()
local list = player.GetGroundAttackers()
local target = list[DateTime.GameTime % #list + 1].CenterPosition
local sams = Map.ActorsInCircle(target, WDist.New(8 * 1024), function(actor)