Add a global script for campaign missions in d2k
This commit is contained in:
@@ -6,7 +6,6 @@
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the License, or (at your option) any later version. For more
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information, see COPYING.
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]]
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IdlingUnits = { }
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AttackGroupSize =
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{
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@@ -14,6 +13,7 @@ AttackGroupSize =
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normal = 8,
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hard = 10
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}
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AttackDelays =
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{
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easy = { DateTime.Seconds(4), DateTime.Seconds(9) },
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@@ -23,108 +23,12 @@ AttackDelays =
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HarkonnenInfantryTypes = { "light_inf" }
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AttackOnGoing = false
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HoldProduction = false
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HarvesterKilled = true
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IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
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SetupAttackGroup = function()
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local units = { }
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for i = 0, AttackGroupSize[Map.LobbyOption("difficulty")], 1 do
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if #IdlingUnits == 0 then
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return units
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end
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local number = Utils.RandomInteger(1, #IdlingUnits + 1)
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if IdlingUnits[number] and not IdlingUnits[number].IsDead then
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units[i] = IdlingUnits[number]
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table.remove(IdlingUnits, number)
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end
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end
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return units
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end
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SendAttack = function()
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if Attacking then
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return
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end
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Attacking = true
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HoldProduction = true
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local units = SetupAttackGroup()
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Utils.Do(units, function(unit)
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IdleHunt(unit)
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end)
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Trigger.OnAllRemovedFromWorld(units, function()
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Attacking = false
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HoldProduction = false
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end)
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end
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DefendActor = function(unit)
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Trigger.OnDamaged(unit, function(self, attacker)
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if AttackOnGoing then
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return
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end
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AttackOnGoing = true
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local Guards = SetupAttackGroup()
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if #Guards <= 0 then
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AttackOnGoing = false
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return
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end
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Utils.Do(Guards, function(unit)
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if not self.IsDead then
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unit.AttackMove(self.Location)
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end
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IdleHunt(unit)
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end)
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Trigger.OnAllRemovedFromWorld(Guards, function() AttackOnGoing = false end)
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end)
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end
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InitAIUnits = function()
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Utils.Do(HarkonnenBase, function(actor)
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DefendActor(actor)
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Trigger.OnDamaged(actor, function(building)
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if building.Health < building.MaxHealth * 3/4 then
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building.StartBuildingRepairs()
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end
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end)
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end)
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end
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ProduceInfantry = function()
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if HBarracks.IsDead then
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return
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end
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if HoldProduction then
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Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry)
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return
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end
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local delay = Utils.RandomInteger(AttackDelays[Map.LobbyOption("difficulty")][1], AttackDelays[Map.LobbyOption("difficulty")][2] + 1)
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local toBuild = { Utils.Random(HarkonnenInfantryTypes) }
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harkonnen.Build(toBuild, function(unit)
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IdlingUnits[#IdlingUnits + 1] = unit[1]
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Trigger.AfterDelay(delay, ProduceInfantry)
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if #IdlingUnits >= (AttackGroupSize[Map.LobbyOption("difficulty")] * 2.5) then
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SendAttack()
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end
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end)
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end
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ActivateAI = function()
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InitAIUnits()
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ProduceInfantry()
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IdlingUnits[harkonnen] = { }
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local delay = function() return Utils.RandomInteger(AttackDelays[Difficulty][1], AttackDelays[Difficulty][2] + 1) end
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local toBuild = function() return HarkonnenInfantryTypes end
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local attackThresholdSize = AttackGroupSize[Difficulty] * 2.5
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DefendAndRepairBase(harkonnen, HarkonnenBase, 0.75, AttackGroupSize[Difficulty])
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ProduceUnits(harkonnen, HBarracks, delay, toBuild, AttackGroupSize[Difficulty], attackThresholdSize)
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end
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@@ -10,35 +10,37 @@
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HarkonnenBase = { HConyard, HPower1, HPower2, HBarracks, HOutpost }
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HarkonnenBaseAreaTrigger = { CPos.New(31, 37), CPos.New(32, 37), CPos.New(33, 37), CPos.New(34, 37), CPos.New(35, 37), CPos.New(36, 37), CPos.New(37, 37), CPos.New(38, 37), CPos.New(39, 37), CPos.New(40, 37), CPos.New(41, 37), CPos.New(42, 37), CPos.New(42, 38), CPos.New(42, 39), CPos.New(42, 40), CPos.New(42, 41), CPos.New(42, 42), CPos.New(42, 43), CPos.New(42, 44), CPos.New(42, 45), CPos.New(42, 46), CPos.New(42, 47), CPos.New(42, 48), CPos.New(42, 49) }
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HarkonnenReinforcements = { }
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HarkonnenReinforcements["easy"] =
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HarkonnenReinforcements =
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{
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{ "light_inf", "trike" },
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{ "light_inf", "trike" },
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{ "light_inf", "light_inf", "light_inf", "trike", "trike" }
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}
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easy =
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{
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{ "light_inf", "trike" },
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{ "light_inf", "trike" },
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{ "light_inf", "light_inf", "light_inf", "trike", "trike" }
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},
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HarkonnenReinforcements["normal"] =
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{
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{ "light_inf", "trike" },
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{ "light_inf", "trike" },
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{ "light_inf", "light_inf", "light_inf", "trike", "trike" },
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{ "light_inf", "light_inf" },
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{ "light_inf", "light_inf", "light_inf" },
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{ "light_inf", "trike" },
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}
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normal =
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{
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{ "light_inf", "trike" },
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{ "light_inf", "trike" },
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{ "light_inf", "light_inf", "light_inf", "trike", "trike" },
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{ "light_inf", "light_inf" },
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{ "light_inf", "light_inf", "light_inf" },
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{ "light_inf", "trike" }
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},
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HarkonnenReinforcements["hard"] =
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{
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{ "trike", "trike" },
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{ "light_inf", "trike" },
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{ "light_inf", "trike" },
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{ "light_inf", "light_inf", "light_inf", "trike", "trike" },
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{ "light_inf", "light_inf" },
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{ "trike", "trike" },
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{ "light_inf", "light_inf", "light_inf" },
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{ "light_inf", "trike" },
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{ "trike", "trike" }
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hard =
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{
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{ "trike", "trike" },
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{ "light_inf", "trike" },
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{ "light_inf", "trike" },
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{ "light_inf", "light_inf", "light_inf", "trike", "trike" },
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{ "light_inf", "light_inf" },
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{ "trike", "trike" },
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{ "light_inf", "light_inf", "light_inf" },
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{ "light_inf", "trike" },
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{ "trike", "trike" }
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}
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}
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HarkonnenAttackPaths =
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@@ -61,49 +63,23 @@ InitialHarkonnenReinforcements =
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{ "light_inf", "light_inf" }
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}
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HarkonnenAttackDelay = { }
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HarkonnenAttackDelay["easy"] = DateTime.Minutes(5)
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HarkonnenAttackDelay["normal"] = DateTime.Minutes(2) + DateTime.Seconds(40)
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HarkonnenAttackDelay["hard"] = DateTime.Minutes(1) + DateTime.Seconds(20)
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HarkonnenAttackDelay =
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{
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easy = DateTime.Minutes(5),
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normal = DateTime.Minutes(2) + DateTime.Seconds(40),
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hard = DateTime.Minutes(1) + DateTime.Seconds(20)
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}
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HarkonnenAttackWaves = { }
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HarkonnenAttackWaves["easy"] = 3
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HarkonnenAttackWaves["normal"] = 6
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HarkonnenAttackWaves["hard"] = 9
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HarkonnenAttackWaves =
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{
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easy = 3,
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normal = 6,
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hard = 9
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}
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OrdosReinforcements = { "light_inf", "light_inf", "raider" }
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OrdosEntryPath = { OrdosEntry.Location, OrdosRally.Location }
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wave = 0
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SendHarkonnen = function()
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Trigger.AfterDelay(HarkonnenAttackDelay[Map.LobbyOption("difficulty")], function()
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wave = wave + 1
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if wave > HarkonnenAttackWaves[Map.LobbyOption("difficulty")] then
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return
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end
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local path = Utils.Random(HarkonnenAttackPaths)
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local units = Reinforcements.ReinforceWithTransport(harkonnen, "carryall.reinforce", HarkonnenReinforcements[Map.LobbyOption("difficulty")][wave], path, { path[1] })[2]
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Utils.Do(units, IdleHunt)
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SendHarkonnen()
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end)
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end
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IdleHunt = function(unit)
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Trigger.OnIdle(unit, unit.Hunt)
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end
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SendInitialUnits = function(areaTrigger, unit, path, check)
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Trigger.OnEnteredFootprint(areaTrigger, function(a, id)
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if not check and a.Owner == player then
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local units = Reinforcements.ReinforceWithTransport(harkonnen, "carryall.reinforce", unit, path, { path[1] })[2]
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Utils.Do(units, IdleHunt)
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check = true
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end
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end)
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end
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Tick = function()
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if player.HasNoRequiredUnits() then
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harkonnen.MarkCompletedObjective(KillOrdos)
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@@ -119,7 +95,9 @@ WorldLoaded = function()
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harkonnen = Player.GetPlayer("Harkonnen")
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player = Player.GetPlayer("Ordos")
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InitObjectives()
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InitObjectives(player)
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KillOrdos = harkonnen.AddPrimaryObjective("Kill all Ordos units.")
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KillHarkonnen = player.AddPrimaryObjective("Destroy all Harkonnen forces.")
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Camera.Position = OConyard.CenterPosition
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@@ -132,36 +110,10 @@ WorldLoaded = function()
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Reinforcements.ReinforceWithTransport(player, "carryall.reinforce", OrdosReinforcements, OrdosEntryPath, { OrdosEntryPath[1] })
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end)
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SendInitialUnits(HarkonnenBaseAreaTrigger, InitialHarkonnenReinforcements[1], InitialHarkonnenReinforcementsPaths[1], InitialReinforcementsSent1)
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SendInitialUnits(HarkonnenBaseAreaTrigger, InitialHarkonnenReinforcements[2], InitialHarkonnenReinforcementsPaths[2], InitialReinforcementsSent2)
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TriggerCarryallReinforcements(player, harkonnen, HarkonnenBaseAreaTrigger, InitialHarkonnenReinforcements[1], InitialHarkonnenReinforcementsPaths[1])
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TriggerCarryallReinforcements(player, harkonnen, HarkonnenBaseAreaTrigger, InitialHarkonnenReinforcements[2], InitialHarkonnenReinforcementsPaths[2])
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SendHarkonnen()
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local path = function() return Utils.Random(HarkonnenAttackPaths) end
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SendCarryallReinforcements(harkonnen, 0, HarkonnenAttackWaves[Difficulty], HarkonnenAttackDelay[Difficulty], path, HarkonnenReinforcements[Difficulty])
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Trigger.AfterDelay(0, ActivateAI)
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end
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InitObjectives = function()
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Trigger.OnObjectiveAdded(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
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end)
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KillOrdos = harkonnen.AddPrimaryObjective("Kill all Ordos units.")
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KillHarkonnen = player.AddPrimaryObjective("Destroy all Harkonnen forces.")
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Trigger.OnObjectiveCompleted(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
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end)
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Trigger.OnObjectiveFailed(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
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end)
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Trigger.OnPlayerLost(player, function()
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Media.PlaySpeechNotification(player, "Lose")
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end)
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end)
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Trigger.OnPlayerWon(player, function()
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Media.PlaySpeechNotification(player, "Win")
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end)
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end)
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end
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@@ -4,7 +4,7 @@ Player:
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World:
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LuaScript:
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Scripts: ordos02a.lua, ordos02a-AI.lua
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Scripts: campaign-global.lua, ordos02a.lua, ordos02a-AI.lua
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MissionData:
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Briefing: Harkonnen forces are weakened in the Imperial Basin. Use the sensors in our Outpost to find them. Strike hard and destroy everything.\n
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BriefingVideo: O_BR02_E.VQA
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