Remove the temperate RA shellmap and port the desert shellmap to Lua.

This commit is contained in:
ScottNZ
2014-03-02 18:47:24 +13:00
parent 79d1a944bc
commit 7d43ecc33f
17 changed files with 858 additions and 2277 deletions

View File

@@ -0,0 +1,154 @@
local ants = OpenRA.GetRandomInteger(0, 51) == 0
if ants then
UnitTypes = { "ant", "ant", "ant" }
BeachUnitTypes = { "ant", "ant" }
ParadropUnitTypes = { "ant", "ant", "ant", "ant", "ant" }
ProducedUnitTypes =
{
{ AlliedBarracks1, { "e1", "e3" } },
{ AlliedBarracks2, { "e1", "e3" } },
{ SovietBarracks1, { "ant" } },
{ SovietBarracks2, { "ant" } },
{ SovietBarracks3, { "ant" } },
{ AlliedWarFactory1, { "jeep", "1tnk", "2tnk", "arty", "ctnk" } },
{ SovietWarFactory1, { "3tnk", "4tnk", "v2rl", "ttnk", "apc" } }
}
else
UnitTypes = { "3tnk", "ftrk", "ttnk", "apc" }
BeachUnitTypes = { "e1", "e2", "e3", "e4", "e1", "e2", "e3", "e4", "e1", "e2", "e3", "e4", "e1", "e2", "e3", "e4" }
ParadropUnitTypes = { "e1", "e1", "e2", "e3", "e4" }
ProducedUnitTypes =
{
{ AlliedBarracks1, { "e1", "e3" } },
{ AlliedBarracks2, { "e1", "e3" } },
{ SovietBarracks1, { "dog", "e1", "e2", "e3", "e4", "shok" } },
{ SovietBarracks2, { "dog", "e1", "e2", "e3", "e4", "shok" } },
{ SovietBarracks3, { "dog", "e1", "e2", "e3", "e4", "shok" } },
{ AlliedWarFactory1, { "jeep", "1tnk", "2tnk", "arty", "ctnk" } },
{ SovietWarFactory1, { "3tnk", "4tnk", "v2rl", "ttnk", "apc" } }
}
end
ParadropPlaneType = "badr"
ParadropWaypointCount = 8
SendSovietUnits = function(entryCell, unitTypes, interval)
local units = Reinforcements.Reinforce(soviets, unitTypes, entryCell, entryCell, interval)
local team = Team.New(units)
Team.AddEventHandler(team.OnAllKilled, function()
SendSovietUnits(entryCell, unitTypes, interval)
end)
Team.Do(team, function(a)
Actor.OnDamaged(a, function()
if not Actor.CargoIsEmpty(a) then
Actor.Stop(a)
Actor.UnloadCargo(a, true)
end
end)
Actor.OnIdle(a, function() Actor.AttackMove(a, AlliedTechnologyCenter.Location) end)
end)
end
ShipAlliedUnits = function()
local transport, reinforcements = Reinforcements.Insert(allies, "lst", { "1tnk", "1tnk", "jeep", "2tnk", "2tnk" }, { LstEntry.Location, LstUnload.Location }, { LstEntry.Location })
Utils.Do(reinforcements, function(a) Actor.OnIdle(a, Actor.Hunt) end)
OpenRA.RunAfterDelay(60 * 25, ShipAlliedUnits)
end
ParadropSovietUnits = function()
local lz = Map.GetNamedActor("Paradrop" .. OpenRA.GetRandomInteger(1, ParadropWaypointCount - 1)).Location
local plane, passengers = SupportPowers.Paradrop(soviets, ParadropPlaneType, ParadropUnitTypes, Map.GetRandomEdgeCell(), lz)
Utils.Do(passengers, function(a) Actor.OnIdle(a, Actor.Hunt) end)
OpenRA.RunAfterDelay(35 * 25, ParadropSovietUnits)
end
ProduceUnits = function()
Utils.Do(ProducedUnitTypes, function(t)
local factory = t[1]
if not Actor.IsDead(factory) and not Production.PerFactoryQueueIsBusy(factory) then
local unitType = t[2][OpenRA.GetRandomInteger(1, #t[2] + 1)]
Production.BuildWithPerFactoryQueue(factory, unitType)
end
end)
OpenRA.RunAfterDelay(15, ProduceUnits)
end
SetupAlliedUnits = function()
for a in Utils.Enumerate(Map.GetNamedActors()) do
if Actor.Owner(a) == allies then
if Actor.HasTrait(a, "LuaScriptEvents") then
a:AddTrait(OpenRA.New("Invulnerable")) -- todo: replace
end
Actor.SetStance(a, "Defend")
end
end
end
SetupFactories = function()
Utils.Do(ProducedUnitTypes, function(pair)
Actor.OnProduced(pair[1], function(self, other, ex)
Actor.Hunt(other)
Actor.OnDamaged(other, function()
if not Actor.CargoIsEmpty(other) then
Actor.Stop(other)
Actor.UnloadCargo(other, true)
end
end)
end)
end)
end
ChronoshiftAlliedUnits = function()
local cells = Map.ExpandFootprint({ ChronoshiftLocation.Location }, false)
local units = { }
for i = 1, #cells do
local unit = Actor.Create("2tnk", { Owner = allies, Facing = { 0, "Int32" } })
Actor.OnIdle(unit, Actor.Hunt)
table.insert(units, { unit, cells[i] })
end
SupportPowers.Chronoshift(units, Chronosphere)
OpenRA.RunAfterDelay(60 * 25, ChronoshiftAlliedUnits)
end
ticks = 0
speed = 5
Tick = function()
ticks = ticks + 1
local t = (ticks + 45) % (360 * speed) * (math.pi / 180) / speed;
OpenRA.SetViewportCenterPosition(WPos.op_Addition(viewportOrigin, WVec.New(19200 * math.sin(t), 20480 * math.cos(t))))
if ticks % 150 == 0 then
Utils.Do(Actor.ActorsWithTrait("AttackBase"), function(a)
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
Actor.Hunt(a)
end
end)
end
end
WorldLoaded = function()
allies = OpenRA.GetPlayer("Allies")
soviets = OpenRA.GetPlayer("Soviets")
viewportOrigin = OpenRA.GetViewportCenterPosition()
SetupAlliedUnits()
SetupFactories()
ProduceUnits()
ShipAlliedUnits()
ParadropSovietUnits()
OpenRA.RunAfterDelay(5 * 25, ChronoshiftAlliedUnits)
OpenRA.GiveCash(allies, 1000000)
OpenRA.GiveCash(soviets, 1000000)
SendSovietUnits(Entry1.Location, UnitTypes, 50)
SendSovietUnits(Entry2.Location, UnitTypes, 50)
SendSovietUnits(Entry3.Location, UnitTypes, 50)
SendSovietUnits(Entry4.Location, UnitTypes, 50)
SendSovietUnits(Entry5.Location, UnitTypes, 50)
SendSovietUnits(Entry6.Location, UnitTypes, 50)
SendSovietUnits(Entry7.Location, BeachUnitTypes, 15)
end