Add a global script for campaign missions in d2k

This commit is contained in:
abcdefg30
2017-06-21 16:25:53 +02:00
committed by reaperrr
parent 7f0c7cee0d
commit a942ca8f57
63 changed files with 1168 additions and 3476 deletions

View File

@@ -6,7 +6,6 @@
the License, or (at your option) any later version. For more
information, see COPYING.
]]
IdlingUnits = { }
AttackGroupSize =
{
@@ -14,6 +13,7 @@ AttackGroupSize =
normal = 8,
hard = 10
}
AttackDelays =
{
easy = { DateTime.Seconds(4), DateTime.Seconds(9) },
@@ -23,108 +23,12 @@ AttackDelays =
HarkonnenInfantryTypes = { "light_inf" }
AttackOnGoing = false
HoldProduction = false
HarvesterKilled = true
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
SetupAttackGroup = function()
local units = { }
for i = 0, AttackGroupSize[Map.LobbyOption("difficulty")], 1 do
if #IdlingUnits == 0 then
return units
end
local number = Utils.RandomInteger(1, #IdlingUnits + 1)
if IdlingUnits[number] and not IdlingUnits[number].IsDead then
units[i] = IdlingUnits[number]
table.remove(IdlingUnits, number)
end
end
return units
end
SendAttack = function()
if Attacking then
return
end
Attacking = true
HoldProduction = true
local units = SetupAttackGroup()
Utils.Do(units, function(unit)
IdleHunt(unit)
end)
Trigger.OnAllRemovedFromWorld(units, function()
Attacking = false
HoldProduction = false
end)
end
DefendActor = function(unit)
Trigger.OnDamaged(unit, function(self, attacker)
if AttackOnGoing then
return
end
AttackOnGoing = true
local Guards = SetupAttackGroup()
if #Guards <= 0 then
AttackOnGoing = false
return
end
Utils.Do(Guards, function(unit)
if not self.IsDead then
unit.AttackMove(self.Location)
end
IdleHunt(unit)
end)
Trigger.OnAllRemovedFromWorld(Guards, function() AttackOnGoing = false end)
end)
end
InitAIUnits = function()
Utils.Do(HarkonnenBase, function(actor)
DefendActor(actor)
Trigger.OnDamaged(actor, function(building)
if building.Health < building.MaxHealth * 3/4 then
building.StartBuildingRepairs()
end
end)
end)
end
ProduceInfantry = function()
if HBarracks.IsDead then
return
end
if HoldProduction then
Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry)
return
end
local delay = Utils.RandomInteger(AttackDelays[Map.LobbyOption("difficulty")][1], AttackDelays[Map.LobbyOption("difficulty")][2] + 1)
local toBuild = { Utils.Random(HarkonnenInfantryTypes) }
harkonnen.Build(toBuild, function(unit)
IdlingUnits[#IdlingUnits + 1] = unit[1]
Trigger.AfterDelay(delay, ProduceInfantry)
if #IdlingUnits >= (AttackGroupSize[Map.LobbyOption("difficulty")] * 2.5) then
SendAttack()
end
end)
end
ActivateAI = function()
InitAIUnits()
ProduceInfantry()
IdlingUnits[harkonnen] = { }
local delay = function() return Utils.RandomInteger(AttackDelays[Difficulty][1], AttackDelays[Difficulty][2] + 1) end
local toBuild = function() return HarkonnenInfantryTypes end
local attackThresholdSize = AttackGroupSize[Difficulty] * 2.5
DefendAndRepairBase(harkonnen, HarkonnenBase, 0.75, AttackGroupSize[Difficulty])
ProduceUnits(harkonnen, HBarracks, delay, toBuild, AttackGroupSize[Difficulty], attackThresholdSize)
end