Use a global script in Tiberian Dawn

This commit is contained in:
abcdefg30
2019-05-01 23:13:39 +02:00
committed by reaperrr
parent dbe73a06ad
commit b1f6c69fce
71 changed files with 2001 additions and 3877 deletions

View File

@@ -6,6 +6,7 @@
the License, or (at your option) any later version. For more
information, see COPYING.
]]
MCVReinforcements = { "mcv" }
InfantryReinforcements = { "e1", "e1", "e1" }
VehicleReinforcements = { "jeep" }
@@ -13,83 +14,28 @@ NodPatrol = { "e1", "e1" }
GDIBaseBuildings = { "pyle", "fact", "nuke" }
SendNodPatrol = function()
Reinforcements.Reinforce(enemy, NodPatrol, { nod0.Location, nod1.Location }, 15, function(soldier)
Reinforcements.Reinforce(Nod, NodPatrol, { nod0.Location, nod1.Location }, 15, function(soldier)
soldier.AttackMove(nod2.Location)
soldier.Move(nod3.Location)
soldier.Hunt()
soldier.AttackMove(nod3.Location)
IdleHunt(soldier)
end)
end
ReinforceWithLandingCraft = function(units, transportStart, transportUnload, rallypoint)
local transport = Actor.Create("oldlst", true, { Owner = player, Facing = 0, Location = transportStart })
local subcell = 0
Utils.Do(units, function(a)
transport.LoadPassenger(Actor.Create(a, false, { Owner = transport.Owner, Facing = transport.Facing, Location = transportUnload, SubCell = subcell }))
subcell = subcell + 1
end)
transport.ScriptedMove(transportUnload)
transport.CallFunc(function()
Utils.Do(units, function()
local a = transport.UnloadPassenger()
a.IsInWorld = true
a.MoveIntoWorld(transport.Location - CVec.New(0, 1))
if rallypoint ~= nil then
a.Move(rallypoint)
end
end)
end)
transport.Wait(5)
transport.ScriptedMove(transportStart)
transport.Destroy()
end
Reinforce = function(units)
Media.PlaySpeechNotification(player, "Reinforce")
ReinforceWithLandingCraft(units, lstStart.Location, lstEnd.Location, reinforcementsTarget.Location)
end
CheckForBase = function(player)
local buildings = 0
Utils.Do(GDIBaseBuildings, function(name)
if #player.GetActorsByType(name) > 0 then
buildings = buildings + 1
end
end)
return buildings == #GDIBaseBuildings
Media.PlaySpeechNotification(GDI, "Reinforce")
ReinforceWithLandingCraft(GDI, units, lstStart.Location, lstEnd.Location, reinforcementsTarget.Location)
end
WorldLoaded = function()
player = Player.GetPlayer("GDI")
enemy = Player.GetPlayer("Nod")
GDI = Player.GetPlayer("GDI")
Nod = Player.GetPlayer("Nod")
Trigger.OnObjectiveAdded(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
Trigger.OnObjectiveCompleted(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
end)
Trigger.OnObjectiveFailed(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
end)
InitObjectives(GDI)
Trigger.OnPlayerWon(player, function()
Media.PlaySpeechNotification(player, "Win")
end)
secureAreaObjective = GDI.AddObjective("Eliminate all Nod forces in the area.")
beachheadObjective = GDI.AddObjective("Establish a beachhead.", "Secondary", false)
Trigger.OnPlayerLost(player, function()
Media.PlaySpeechNotification(player, "Lose")
end)
secureAreaObjective = player.AddPrimaryObjective("Eliminate all Nod forces in the area.")
beachheadObjective = player.AddSecondaryObjective("Establish a beachhead.")
ReinforceWithLandingCraft(MCVReinforcements, lstStart.Location + CVec.New(2, 0), lstEnd.Location + CVec.New(2, 0), mcvTarget.Location)
ReinforceWithLandingCraft(GDI, MCVReinforcements, lstStart.Location + CVec.New(2, 0), lstEnd.Location + CVec.New(2, 0), mcvTarget.Location)
Reinforce(InfantryReinforcements)
SendNodPatrol()
@@ -99,16 +45,16 @@ WorldLoaded = function()
end
Tick = function()
if enemy.HasNoRequiredUnits() then
player.MarkCompletedObjective(secureAreaObjective)
if Nod.HasNoRequiredUnits() then
GDI.MarkCompletedObjective(secureAreaObjective)
end
if DateTime.GameTime > DateTime.Seconds(5) and player.HasNoRequiredUnits() then
player.MarkFailedObjective(beachheadObjective)
player.MarkFailedObjective(secureAreaObjective)
if DateTime.GameTime > DateTime.Seconds(5) and GDI.HasNoRequiredUnits() then
GDI.MarkFailedObjective(beachheadObjective)
GDI.MarkFailedObjective(secureAreaObjective)
end
if DateTime.GameTime % DateTime.Seconds(1) == 0 and not player.IsObjectiveCompleted(beachheadObjective) and CheckForBase(player) then
player.MarkCompletedObjective(beachheadObjective)
if DateTime.GameTime % DateTime.Seconds(1) == 0 and not GDI.IsObjectiveCompleted(beachheadObjective) and CheckForBase(GDI, GDIBaseBuildings) then
GDI.MarkCompletedObjective(beachheadObjective)
end
end