Remove the temperate RA shellmap and port the desert shellmap to Lua.
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@@ -76,7 +76,14 @@ Actor.FlyOffMap = function(actor)
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end
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Actor.Hunt = function(actor)
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actor:QueueActivity(OpenRA.New("Hunt", { actor }))
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if Actor.HasTrait(actor, "AttackBase") and Actor.HasTrait(actor, "IMove") then
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actor:QueueActivity(OpenRA.New("Hunt", { actor }))
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end
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end
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Actor.CargoIsEmpty = function(actor)
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local cargo = Actor.TraitOrDefault(actor, "Cargo")
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return cargo == nil or cargo:IsEmpty(actor)
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end
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Actor.UnloadCargo = function(actor, unloadAll)
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@@ -163,6 +170,14 @@ Actor.OnCaptured = function(actor, eh)
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Actor.Trait(actor, "LuaScriptEvents").OnCaptured:Add(eh)
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end
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Actor.OnIdle = function(actor, eh)
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Actor.Trait(actor, "LuaScriptEvents").OnIdle:Add(eh)
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end
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Actor.OnProduced = function(actor, eh)
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Actor.Trait(actor, "LuaScriptEvents").OnProduced:Add(eh)
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end
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Actor.ActorsWithTrait = function(className)
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local ret = { }
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for item in Utils.Enumerate(Internal.ActorsWithTrait(className)) do
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@@ -12,10 +12,18 @@ Map.GetRandomEdgeCell = function()
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return Internal.GetRandomEdgeCell()
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end
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Map.IsNamedActor = function(actor)
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return Internal.IsNamedActor(actor)
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end
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Map.GetNamedActor = function(actorName)
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return Internal.GetNamedActor(actorName)
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end
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Map.GetNamedActors = function()
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return Internal.GetNamedActors()
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end
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Map.FindActorsInCircle = function(location, radius, func)
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local actors = Internal.FindActorsInCircle(location.CenterPosition, WRange.FromCells(radius))
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return Utils.EnumerableWhere(actors, func)
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@@ -58,6 +66,10 @@ Map.FindIdleUnitsInBox = function(player, topLeft, bottomRight)
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return Map.FindActorsInBox(topLeft, bottomRight, function(a) return Map.__FilterByTraitAndIdle(a, player, "Mobile") end)
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end
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Map.ExpandFootprint = function(cells, allowDiagonal)
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return Utils.EnumerableToTable(Internal.ExpandFootprint(cells, allowDiagonal))
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end
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CPos.New = function(x, y)
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return OpenRA.New("CPos", { { x, "Int32" }, { y, "Int32" } })
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end
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@@ -90,4 +102,4 @@ end
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WRange.FromCells = function(cells)
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return WRange.New(cells * 1024)
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end
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end
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@@ -8,6 +8,14 @@ Production.BuildWithPerFactoryQueue = function(factory, unit, amount)
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Internal.BuildWithPerFactoryQueue(factory, unit, amount or 1)
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end
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Production.SharedQueueIsBusy = function(player, category)
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return Internal.SharedQueueIsBusy(player, category)
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end
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Production.PerFactoryQueueIsBusy = function(factory)
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return Internal.PerFactoryQueueIsBusy(factory)
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end
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Production.SetRallyPoint = function(factory, location)
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Actor.Trait(factory, "RallyPoint").rallyPoint = location.Location
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end
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@@ -2,8 +2,8 @@ SupportPowers = { }
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SupportPowers.Airstrike = function(owner, planeName, enterLocation, bombLocation)
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local facing = { Map.GetFacing(CPos.op_Subtraction(bombLocation, enterLocation), 0), "Int32" }
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local altitude = { Rules.TraitInfo(planeName, "AircraftInfo").CruiseAltitude, "Int32" }
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local plane = Actor.Create(planeName, { Location = enterLocation, Owner = owner, Facing = facing, Altitude = altitude })
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local center = WPos.op_Addition(enterLocation.CenterPosition, WVec.New(0, 0, Rules.InitialAltitude(planeName)))
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local plane = Actor.Create(planeName, { Location = enterLocation, Owner = owner, Facing = facing, CenterPosition = center })
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Actor.Trait(plane, "AttackBomber"):SetTarget(bombLocation.CenterPosition)
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Actor.Fly(plane, bombLocation.CenterPosition)
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Actor.FlyOffMap(plane)
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@@ -13,8 +13,8 @@ end
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SupportPowers.Paradrop = function(owner, planeName, passengerNames, enterLocation, dropLocation)
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local facing = { Map.GetFacing(CPos.op_Subtraction(dropLocation, enterLocation), 0), "Int32" }
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local altitude = { Rules.TraitInfo(planeName, "AircraftInfo").CruiseAltitude, "Int32" }
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local plane = Actor.Create(planeName, { Location = enterLocation, Owner = owner, Facing = facing, Altitude = altitude })
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local center = WPos.op_Addition(enterLocation.CenterPosition, WVec.New(0, 0, Rules.InitialAltitude(planeName)))
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local plane = Actor.Create(planeName, { Location = enterLocation, Owner = owner, Facing = facing, CenterPosition = center })
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Actor.FlyAttackCell(plane, dropLocation)
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Actor.Trait(plane, "ParaDrop"):SetLZ(dropLocation)
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local cargo = Actor.Trait(plane, "Cargo")
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@@ -25,4 +25,17 @@ SupportPowers.Paradrop = function(owner, planeName, passengerNames, enterLocatio
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cargo:Load(plane, passenger)
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end
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return plane, passengers
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end
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SupportPowers.Chronoshift = function(unitLocationPairs, chronosphere, duration, killCargo)
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duration = duration or -1
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killCargo = killCargo or true
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Utils.Do(unitLocationPairs, function(pair)
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local unit = pair[1]
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local cell = pair[2]
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local cs = Actor.TraitOrDefault(unit, "Chronoshiftable")
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if cs ~= nil and cs:CanChronoshiftTo(unit, cell) then
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cs:Teleport(unit, cell, duration, killCargo, chronosphere)
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end
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end)
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end
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@@ -28,6 +28,14 @@ Utils.EnumerableWhere = function(netEnumerable, func)
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return ret
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end
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Utils.EnumerableToTable = function(netEnumerable, func)
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local ret = { }
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for item in Utils.Enumerate(netEnumerable) do
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table.insert(ret, item)
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end
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return ret
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end
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Utils.Where = function(array, func)
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local ret = { }
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for i, item in ipairs(array) do
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154
mods/ra/maps/desert-shellmap/desert-shellmap.lua
Normal file
154
mods/ra/maps/desert-shellmap/desert-shellmap.lua
Normal file
@@ -0,0 +1,154 @@
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local ants = OpenRA.GetRandomInteger(0, 51) == 0
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if ants then
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UnitTypes = { "ant", "ant", "ant" }
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BeachUnitTypes = { "ant", "ant" }
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ParadropUnitTypes = { "ant", "ant", "ant", "ant", "ant" }
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ProducedUnitTypes =
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{
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{ AlliedBarracks1, { "e1", "e3" } },
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{ AlliedBarracks2, { "e1", "e3" } },
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{ SovietBarracks1, { "ant" } },
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{ SovietBarracks2, { "ant" } },
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{ SovietBarracks3, { "ant" } },
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{ AlliedWarFactory1, { "jeep", "1tnk", "2tnk", "arty", "ctnk" } },
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{ SovietWarFactory1, { "3tnk", "4tnk", "v2rl", "ttnk", "apc" } }
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}
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else
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UnitTypes = { "3tnk", "ftrk", "ttnk", "apc" }
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BeachUnitTypes = { "e1", "e2", "e3", "e4", "e1", "e2", "e3", "e4", "e1", "e2", "e3", "e4", "e1", "e2", "e3", "e4" }
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ParadropUnitTypes = { "e1", "e1", "e2", "e3", "e4" }
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ProducedUnitTypes =
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{
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{ AlliedBarracks1, { "e1", "e3" } },
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{ AlliedBarracks2, { "e1", "e3" } },
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{ SovietBarracks1, { "dog", "e1", "e2", "e3", "e4", "shok" } },
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{ SovietBarracks2, { "dog", "e1", "e2", "e3", "e4", "shok" } },
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{ SovietBarracks3, { "dog", "e1", "e2", "e3", "e4", "shok" } },
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{ AlliedWarFactory1, { "jeep", "1tnk", "2tnk", "arty", "ctnk" } },
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{ SovietWarFactory1, { "3tnk", "4tnk", "v2rl", "ttnk", "apc" } }
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}
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end
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ParadropPlaneType = "badr"
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ParadropWaypointCount = 8
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SendSovietUnits = function(entryCell, unitTypes, interval)
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local units = Reinforcements.Reinforce(soviets, unitTypes, entryCell, entryCell, interval)
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local team = Team.New(units)
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Team.AddEventHandler(team.OnAllKilled, function()
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SendSovietUnits(entryCell, unitTypes, interval)
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end)
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Team.Do(team, function(a)
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Actor.OnDamaged(a, function()
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if not Actor.CargoIsEmpty(a) then
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Actor.Stop(a)
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Actor.UnloadCargo(a, true)
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end
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end)
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Actor.OnIdle(a, function() Actor.AttackMove(a, AlliedTechnologyCenter.Location) end)
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end)
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end
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ShipAlliedUnits = function()
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local transport, reinforcements = Reinforcements.Insert(allies, "lst", { "1tnk", "1tnk", "jeep", "2tnk", "2tnk" }, { LstEntry.Location, LstUnload.Location }, { LstEntry.Location })
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Utils.Do(reinforcements, function(a) Actor.OnIdle(a, Actor.Hunt) end)
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OpenRA.RunAfterDelay(60 * 25, ShipAlliedUnits)
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end
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ParadropSovietUnits = function()
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local lz = Map.GetNamedActor("Paradrop" .. OpenRA.GetRandomInteger(1, ParadropWaypointCount - 1)).Location
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local plane, passengers = SupportPowers.Paradrop(soviets, ParadropPlaneType, ParadropUnitTypes, Map.GetRandomEdgeCell(), lz)
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Utils.Do(passengers, function(a) Actor.OnIdle(a, Actor.Hunt) end)
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OpenRA.RunAfterDelay(35 * 25, ParadropSovietUnits)
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end
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ProduceUnits = function()
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Utils.Do(ProducedUnitTypes, function(t)
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local factory = t[1]
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if not Actor.IsDead(factory) and not Production.PerFactoryQueueIsBusy(factory) then
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local unitType = t[2][OpenRA.GetRandomInteger(1, #t[2] + 1)]
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Production.BuildWithPerFactoryQueue(factory, unitType)
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end
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end)
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OpenRA.RunAfterDelay(15, ProduceUnits)
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end
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SetupAlliedUnits = function()
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for a in Utils.Enumerate(Map.GetNamedActors()) do
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if Actor.Owner(a) == allies then
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if Actor.HasTrait(a, "LuaScriptEvents") then
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a:AddTrait(OpenRA.New("Invulnerable")) -- todo: replace
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end
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Actor.SetStance(a, "Defend")
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end
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end
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end
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SetupFactories = function()
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Utils.Do(ProducedUnitTypes, function(pair)
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Actor.OnProduced(pair[1], function(self, other, ex)
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Actor.Hunt(other)
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Actor.OnDamaged(other, function()
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if not Actor.CargoIsEmpty(other) then
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Actor.Stop(other)
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Actor.UnloadCargo(other, true)
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end
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end)
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end)
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end)
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end
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ChronoshiftAlliedUnits = function()
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local cells = Map.ExpandFootprint({ ChronoshiftLocation.Location }, false)
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local units = { }
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for i = 1, #cells do
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local unit = Actor.Create("2tnk", { Owner = allies, Facing = { 0, "Int32" } })
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Actor.OnIdle(unit, Actor.Hunt)
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table.insert(units, { unit, cells[i] })
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end
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SupportPowers.Chronoshift(units, Chronosphere)
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OpenRA.RunAfterDelay(60 * 25, ChronoshiftAlliedUnits)
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end
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ticks = 0
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speed = 5
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Tick = function()
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ticks = ticks + 1
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local t = (ticks + 45) % (360 * speed) * (math.pi / 180) / speed;
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OpenRA.SetViewportCenterPosition(WPos.op_Addition(viewportOrigin, WVec.New(19200 * math.sin(t), 20480 * math.cos(t))))
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if ticks % 150 == 0 then
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Utils.Do(Actor.ActorsWithTrait("AttackBase"), function(a)
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if Actor.IsIdle(a) and not Map.IsNamedActor(a) and not Actor.IsDead(a) and Actor.IsInWorld(a) and (Actor.Owner(a) == soviets or Actor.Owner(a) == allies) then
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Actor.Hunt(a)
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end
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end)
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end
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end
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WorldLoaded = function()
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allies = OpenRA.GetPlayer("Allies")
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soviets = OpenRA.GetPlayer("Soviets")
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viewportOrigin = OpenRA.GetViewportCenterPosition()
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SetupAlliedUnits()
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SetupFactories()
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ProduceUnits()
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ShipAlliedUnits()
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ParadropSovietUnits()
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OpenRA.RunAfterDelay(5 * 25, ChronoshiftAlliedUnits)
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OpenRA.GiveCash(allies, 1000000)
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OpenRA.GiveCash(soviets, 1000000)
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SendSovietUnits(Entry1.Location, UnitTypes, 50)
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SendSovietUnits(Entry2.Location, UnitTypes, 50)
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SendSovietUnits(Entry3.Location, UnitTypes, 50)
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SendSovietUnits(Entry4.Location, UnitTypes, 50)
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SendSovietUnits(Entry5.Location, UnitTypes, 50)
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SendSovietUnits(Entry6.Location, UnitTypes, 50)
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SendSovietUnits(Entry7.Location, BeachUnitTypes, 15)
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end
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