Merge pull request #11361 from abcdefg30/newLua

Add new lua functions and fix the air attacks in allies05a
This commit is contained in:
Oliver Brakmann
2016-07-09 14:59:47 +02:00
committed by GitHub
5 changed files with 116 additions and 10 deletions

View File

@@ -196,6 +196,7 @@
<Compile Include="Lint\LintExts.cs" />
<Compile Include="LoadScreens\ModChooserLoadScreen.cs" />
<Compile Include="ActorInitializer.cs" />
<Compile Include="Scripting\Properties\AmmoPoolProperties.cs" />
<Compile Include="ShroudExts.cs" />
<Compile Include="Orders\BeaconOrderGenerator.cs" />
<Compile Include="Orders\DeployOrderTargeter.cs" />

View File

@@ -46,5 +46,19 @@ namespace OpenRA.Mods.Common.Scripting
else
Self.QueueActivity(new HeliReturnToBase(Self));
}
[ScriptActorPropertyActivity]
[Desc("Queues a landing activity on the specififed actor.")]
public void Land(Actor landOn)
{
Self.QueueActivity(new Land(Self, Target.FromActor(landOn)));
}
[ScriptActorPropertyActivity]
[Desc("Starts the resupplying activity when being on a host building.")]
public void Resupply()
{
Self.QueueActivity(new ResupplyAircraft(Self));
}
}
}

View File

@@ -0,0 +1,75 @@
#region Copyright & License Information
/*
* Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Linq;
using Eluant;
using OpenRA.Mods.Common.Traits;
using OpenRA.Scripting;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Scripting
{
[ScriptPropertyGroup("AmmoPool")]
public class AmmoPoolProperties : ScriptActorProperties, Requires<AmmoPoolInfo>
{
readonly Actor self;
readonly AmmoPool[] ammoPools;
public AmmoPoolProperties(ScriptContext context, Actor self)
: base(context, self)
{
this.self = self;
ammoPools = self.TraitsImplementing<AmmoPool>().ToArray();
}
[Desc("Returns the count of the actor's specified ammopool.")]
public int AmmoCount(string poolName = "primary")
{
var pool = ammoPools.FirstOrDefault(a => a.Info.Name == poolName);
if (pool == null)
throw new LuaException("Invalid ammopool name {0} queried on actor {1}.".F(poolName, self));
return pool.GetAmmoCount();
}
[Desc("Returns the maximum count of ammo the actor can load.")]
public int MaximumAmmoCount(string poolName = "primary")
{
var pool = ammoPools.FirstOrDefault(a => a.Info.Name == poolName);
if (pool == null)
throw new LuaException("Invalid ammopool name {0} queried on actor {1}.".F(poolName, self));
return pool.Info.Ammo;
}
[Desc("Adds the specified amount of ammo to the specified ammopool.",
"(Use a negative amount to remove ammo.)")]
public void Reload(string poolName = "primary", int amount = 1)
{
var pool = ammoPools.FirstOrDefault(a => a.Info.Name == poolName);
if (pool == null)
throw new LuaException("Invalid ammopool name {0} queried on actor {1}.".F(poolName, self));
if (amount > 0)
{
while (amount-- > 0)
if (!pool.GiveAmmo())
return;
}
else
{
while (amount++ < 0)
if (!pool.TakeAmmo())
return;
}
}
}
}

View File

@@ -23,13 +23,11 @@ namespace OpenRA.Mods.Common.Scripting
public class CombatProperties : ScriptActorProperties, Requires<AttackBaseInfo>, Requires<IMoveInfo>
{
readonly IMove move;
readonly AttackBase attackBase;
public CombatProperties(ScriptContext context, Actor self)
: base(context, self)
{
move = self.Trait<IMove>();
attackBase = self.Trait<AttackBase>();
}
[ScriptActorPropertyActivity]
@@ -75,6 +73,18 @@ namespace OpenRA.Mods.Common.Scripting
using (var f = func.CopyReference() as LuaFunction)
Self.QueueActivity(new CallFunc(() => PatrolUntil(waypoints, f, wait)));
}
}
[ScriptPropertyGroup("Combat")]
public class GeneralCombatProperties : ScriptActorProperties, Requires<AttackBaseInfo>
{
readonly AttackBase attackBase;
public GeneralCombatProperties(ScriptContext context, Actor self)
: base(context, self)
{
attackBase = self.Trait<AttackBase>();
}
[Desc("Attack the target actor. The target actor needs to be visible.")]
public void Attack(Actor targetActor, bool allowMove = true, bool forceAttack = false)

View File

@@ -243,25 +243,31 @@ ProduceAircraft = function()
end
ussr.Build(SovietAircraftType, function(units)
Yaks[#Yaks + 1] = units[1]
local yak = units[1]
Yaks[#Yaks + 1] = yak
if #Yaks == 2 then
Trigger.OnKilled(units[1], ProduceAircraft)
else
Trigger.OnKilled(yak, ProduceAircraft)
if #Yaks == 1 then
Trigger.AfterDelay(DateTime.Minutes(1), ProduceAircraft)
end
local target = nil
Trigger.OnIdle(units[1], function()
Trigger.OnIdle(yak, function()
if not target or target.IsDead or (not target.IsInWorld) then
local enemies = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == greece and self.HasProperty("Health") end)
if #enemies > 0 then
target = Utils.Random(enemies)
units[1].Attack(target)
else
yak.Wait(DateTime.Seconds(5))
end
end
if target and yak.AmmoCount() > 0 then
yak.Attack(target)
else
units[1].Attack(target)
yak.ReturnToBase()
yak.Resupply()
end
end)
end)
@@ -276,7 +282,7 @@ ActivateAI = function()
Trigger.AfterDelay(DateTime.Minutes(5), function()
ProduceInfantry()
ProduceVehicles()
if false and AirAttacks then -- disable air strikes for now since they are broken
if AirAttacks then
Trigger.AfterDelay(DateTime.Minutes(3), ProduceAircraft)
end
end)