From d08a8eb1f695eebc96a6b1c1f9a10f4fae9b87cd Mon Sep 17 00:00:00 2001 From: Paul Chote Date: Sun, 12 Jun 2016 20:43:54 +0100 Subject: [PATCH] Replace Map.Difficulty with Map.LobbyOption in scripts. --- mods/cnc/maps/funpark01/scj01ea.lua | 2 +- mods/cnc/maps/gdi05a/gdi05a.lua | 34 +++++++++--------- mods/cnc/maps/gdi06/gdi06.lua | 4 +-- mods/cnc/maps/nod09/nod09.lua | 4 +-- mods/d2k/maps/atreides-01a/atreides01a.lua | 28 +++++++-------- mods/d2k/maps/atreides-01b/atreides01b.lua | 28 +++++++-------- mods/d2k/maps/atreides-02a/atreides02a.lua | 24 ++++++------- mods/d2k/maps/atreides-02b/atreides02b.lua | 24 ++++++------- mods/d2k/maps/atreides-03a/atreides03a-AI.lua | 22 ++++++------ mods/d2k/maps/atreides-03a/atreides03a.lua | 36 +++++++++---------- mods/ra/maps/allies-02/allies02.lua | 8 ++--- mods/ra/maps/allies-02/rules.yaml | 2 +- mods/ra/maps/allies-03a/allies03a.lua | 2 +- mods/ra/maps/allies-03b/allies03b.lua | 2 +- mods/ra/maps/allies-05a/allies05a-AI.lua | 2 +- mods/ra/maps/allies-05a/allies05a.lua | 12 +++---- mods/ra/maps/allies-05a/rules.yaml | 2 +- mods/ra/maps/evacuation/evacuation.lua | 28 +++++++-------- mods/ra/maps/fort-lonestar/fort-lonestar.lua | 12 +++---- mods/ra/maps/fort-lonestar/rules.yaml | 14 ++++---- mods/ra/maps/intervention/intervention.lua | 4 +-- mods/ra/maps/soviet-03/soviet03.lua | 10 +++--- .../soviet04a-reinforcements_teams.lua | 6 ++-- mods/ra/maps/soviet-04a/soviet04a.lua | 6 ++-- .../soviet04b-reinforcements_teams.lua | 6 ++-- mods/ra/maps/soviet-04b/soviet04b.lua | 6 ++-- .../soviet05-reinforcements_teams.lua | 18 +++++----- mods/ra/maps/soviet-05/soviet05.lua | 8 ++--- .../soviet06a-reinforcements_teams.lua | 18 +++++----- .../soviet06b-reinforcements_teams.lua | 18 +++++----- mods/ra/maps/soviet-07/soviet07.lua | 8 ++--- mods/ra/maps/survival01/survival01.lua | 8 ++--- 32 files changed, 203 insertions(+), 203 deletions(-) diff --git a/mods/cnc/maps/funpark01/scj01ea.lua b/mods/cnc/maps/funpark01/scj01ea.lua index 1df9c1a0e6..9b23938982 100644 --- a/mods/cnc/maps/funpark01/scj01ea.lua +++ b/mods/cnc/maps/funpark01/scj01ea.lua @@ -79,7 +79,7 @@ WorldLoaded = function() Trigger.AfterDelay(DateTime.Seconds(1), function() InitialUnitsArrived = true end) Trigger.AfterDelay(DateTime.Seconds(15), function() ReinforceWithLandingCraft(BazookaReinforcments, SeaEntryB.Location, BeachReinforceB.Location, BeachReinforceB.Location) end) - if Map.Difficulty == "Easy" then + if Map.LobbyOption("difficulty") == "easy" then Trigger.AfterDelay(DateTime.Seconds(25), function() ReinforceWithLandingCraft(BikeReinforcments, SeaEntryA.Location, BeachReinforceA.Location, BeachReinforceA.Location) end) Trigger.AfterDelay(DateTime.Seconds(30), function() ReinforceWithLandingCraft(BikeReinforcments, SeaEntryB.Location, BeachReinforceB.Location, BeachReinforceB.Location) end) end diff --git a/mods/cnc/maps/gdi05a/gdi05a.lua b/mods/cnc/maps/gdi05a/gdi05a.lua index c50a4c9d6d..1d7174e8f2 100644 --- a/mods/cnc/maps/gdi05a/gdi05a.lua +++ b/mods/cnc/maps/gdi05a/gdi05a.lua @@ -1,10 +1,10 @@ -RepairThreshold = { Easy = 0.3, Normal = 0.6, Hard = 0.9 } +RepairThreshold = { easy = 0.3, normal = 0.6, hard = 0.9 } ActorRemovals = { - Easy = { Actor167, Actor168, Actor190, Actor191, Actor193, Actor194, Actor196, Actor198, Actor200 }, - Normal = { Actor167, Actor194, Actor196, Actor197 }, - Hard = { }, + easy = { Actor167, Actor168, Actor190, Actor191, Actor193, Actor194, Actor196, Actor198, Actor200 }, + normal = { Actor167, Actor194, Actor196, Actor197 }, + hard = { }, } GdiTanks = { "mtnk", "mtnk" } @@ -16,31 +16,31 @@ CoreNodBase = { NodConYard, NodRefinery, HandOfNod, Airfield } Grd1UnitTypes = { "bggy" } Grd1Path = { waypoint4.Location, waypoint5.Location, waypoint10.Location } -Grd1Delay = { Easy = DateTime.Minutes(2), Normal = DateTime.Minutes(1), Hard = DateTime.Seconds(30) } +Grd1Delay = { easy = DateTime.Minutes(2), normal = DateTime.Minutes(1), hard = DateTime.Seconds(30) } Grd2UnitTypes = { "bggy" } Grd2Path = { waypoint0.Location, waypoint1.Location, waypoint2.Location } Grd3Units = { GuardTank1, GuardTank2 } Grd3Path = { waypoint4.Location, waypoint5.Location, waypoint9.Location } -AttackDelayMin = { Easy = DateTime.Minutes(1), Normal = DateTime.Seconds(45), Hard = DateTime.Seconds(30) } -AttackDelayMax = { Easy = DateTime.Minutes(2), Normal = DateTime.Seconds(90), Hard = DateTime.Minutes(1) } +AttackDelayMin = { easy = DateTime.Minutes(1), normal = DateTime.Seconds(45), hard = DateTime.Seconds(30) } +AttackDelayMax = { easy = DateTime.Minutes(2), normal = DateTime.Seconds(90), hard = DateTime.Minutes(1) } AttackUnitTypes = { - Easy = + easy = { { factory = HandOfNod, types = { "e1", "e1" } }, { factory = HandOfNod, types = { "e1", "e3" } }, { factory = HandOfNod, types = { "e1", "e1", "e3" } }, { factory = HandOfNod, types = { "e1", "e3", "e3" } }, }, - Normal = + normal = { { factory = HandOfNod, types = { "e1", "e1", "e3" } }, { factory = HandOfNod, types = { "e1", "e3", "e3" } }, { factory = HandOfNod, types = { "e1", "e1", "e3", "e3" } }, { factory = Airfield, types = { "bggy" } }, }, - Hard = + hard = { { factory = HandOfNod, types = { "e1", "e1", "e3", "e3" } }, { factory = HandOfNod, types = { "e1", "e1", "e1", "e3", "e3" } }, @@ -68,7 +68,7 @@ Build = function(factory, units, action) end Attack = function() - local production = Utils.Random(AttackUnitTypes[Map.Difficulty]) + local production = Utils.Random(AttackUnitTypes[Map.LobbyOption("difficulty")]) local path = Utils.Random(AttackPaths) Build(production.factory, production.types, function(units) Utils.Do(units, function(unit) @@ -78,7 +78,7 @@ Attack = function() end) end) - Trigger.AfterDelay(Utils.RandomInteger(AttackDelayMin[Map.Difficulty], AttackDelayMax[Map.Difficulty]), Attack) + Trigger.AfterDelay(Utils.RandomInteger(AttackDelayMin[Map.LobbyOption("difficulty")], AttackDelayMax[Map.LobbyOption("difficulty")]), Attack) end Grd1Action = function() @@ -86,7 +86,7 @@ Grd1Action = function() Utils.Do(units, function(unit) if unit.Owner ~= enemy then return end Trigger.OnKilled(unit, function() - Trigger.AfterDelay(Grd1Delay[Map.Difficulty], Grd1Action) + Trigger.AfterDelay(Grd1Delay[Map.LobbyOption("difficulty")], Grd1Action) end) unit.Patrol(Grd1Path, true, DateTime.Seconds(7)) end) @@ -138,7 +138,7 @@ DiscoverGdiBase = function(actor, discoverer) end SetupWorld = function() - Utils.Do(ActorRemovals[Map.Difficulty], function(unit) + Utils.Do(ActorRemovals[Map.LobbyOption("difficulty")], function(unit) unit.Destroy() end) @@ -152,7 +152,7 @@ SetupWorld = function() Utils.Do(Map.NamedActors, function(actor) if actor.Owner == enemy and actor.HasProperty("StartBuildingRepairs") then Trigger.OnDamaged(actor, function(building) - if building.Owner == enemy and building.Health < RepairThreshold[Map.Difficulty] * building.MaxHealth then + if building.Owner == enemy and building.Health < RepairThreshold[Map.LobbyOption("difficulty")] * building.MaxHealth then building.StartBuildingRepairs() end end) @@ -166,11 +166,11 @@ SetupWorld = function() GdiHarv.Stop() NodHarv.FindResources() - if Map.Difficulty ~= "Easy" then + if Map.LobbyOption("difficulty") ~= "easy" then Trigger.OnDamaged(NodHarv, function() Utils.Do(enemy.GetGroundAttackers(), function(unit) unit.AttackMove(NodHarv.Location) - if Map.Difficulty == "Hard" then + if Map.LobbyOption("difficulty") == "hard" then unit.Hunt() end end) diff --git a/mods/cnc/maps/gdi06/gdi06.lua b/mods/cnc/maps/gdi06/gdi06.lua index 0a92ec89f2..3999562337 100644 --- a/mods/cnc/maps/gdi06/gdi06.lua +++ b/mods/cnc/maps/gdi06/gdi06.lua @@ -89,10 +89,10 @@ WorldLoaded = function() Media.PlaySpeechNotification(player, "Lose") end) - if Map.Difficulty == "Easy" then + if Map.LobbyOption("difficulty") == "easy" then CommandoType = "rmbo.easy" KillCounterHuntThreshold = 30 - elseif Map.Difficulty == "Hard" then + elseif Map.LobbyOption("difficulty") == "hard" then CommandoType = "rmbo.hard" KillCounterHuntThreshold = 15 else diff --git a/mods/cnc/maps/nod09/nod09.lua b/mods/cnc/maps/nod09/nod09.lua index 4219c1e381..9ba3b51703 100644 --- a/mods/cnc/maps/nod09/nod09.lua +++ b/mods/cnc/maps/nod09/nod09.lua @@ -1,6 +1,6 @@ -if Map.Difficulty == "Easy" then +if Map.LobbyOption("difficulty") == "easy" then Rambo = "rmbo.easy" -elseif Map.Difficulty == "Hard" then +elseif Map.LobbyOption("difficulty") == "hard" then Rambo = "rmbo.hard" else Rambo = "rmbo" diff --git a/mods/d2k/maps/atreides-01a/atreides01a.lua b/mods/d2k/maps/atreides-01a/atreides01a.lua index e5dd723ba8..908c43ebfc 100644 --- a/mods/d2k/maps/atreides-01a/atreides01a.lua +++ b/mods/d2k/maps/atreides-01a/atreides01a.lua @@ -1,18 +1,18 @@ HarkonnenReinforcements = { } -HarkonnenReinforcements["Easy"] = +HarkonnenReinforcements["easy"] = { { "light_inf", "light_inf" } } -HarkonnenReinforcements["Normal"] = +HarkonnenReinforcements["normal"] = { { "light_inf", "light_inf" }, { "light_inf", "light_inf", "light_inf" }, { "light_inf", "trike" }, } -HarkonnenReinforcements["Hard"] = +HarkonnenReinforcements["hard"] = { { "light_inf", "light_inf" }, { "trike", "trike" }, @@ -25,14 +25,14 @@ HarkonnenEntryWaypoints = { HarkonnenWaypoint1.Location, HarkonnenWaypoint2.Loca HarkonnenAttackDelay = DateTime.Seconds(30) HarkonnenAttackWaves = { } -HarkonnenAttackWaves["Easy"] = 1 -HarkonnenAttackWaves["Normal"] = 5 -HarkonnenAttackWaves["Hard"] = 12 +HarkonnenAttackWaves["easy"] = 1 +HarkonnenAttackWaves["normal"] = 5 +HarkonnenAttackWaves["hard"] = 12 ToHarvest = { } -ToHarvest["Easy"] = 2500 -ToHarvest["Normal"] = 3000 -ToHarvest["Hard"] = 3500 +ToHarvest["easy"] = 2500 +ToHarvest["normal"] = 3000 +ToHarvest["hard"] = 3500 AtreidesReinforcements = { "light_inf", "light_inf", "light_inf" } AtreidesEntryPath = { AtreidesWaypoint.Location, AtreidesRally.Location } @@ -57,7 +57,7 @@ Tick = function() player.MarkCompletedObjective(KillHarkonnen) end - if player.Resources > ToHarvest[Map.Difficulty] - 1 then + if player.Resources > ToHarvest[Map.LobbyOption("difficulty")] - 1 then player.MarkCompletedObjective(GatherSpice) end @@ -78,7 +78,7 @@ Tick = function() Media.DisplayMessage(Messages[4], "Mentat") end - UserInterface.SetMissionText("Harvested resources: " .. player.Resources .. "/" .. ToHarvest[Map.Difficulty], player.Color) + UserInterface.SetMissionText("Harvested resources: " .. player.Resources .. "/" .. ToHarvest[Map.LobbyOption("difficulty")], player.Color) end WorldLoaded = function() @@ -106,12 +106,12 @@ WorldLoaded = function() Reinforcements.Reinforce(player, AtreidesReinforcements, AtreidesEntryPath) end) - WavesLeft = HarkonnenAttackWaves[Map.Difficulty] + WavesLeft = HarkonnenAttackWaves[Map.LobbyOption("difficulty")] SendReinforcements() end SendReinforcements = function() - local units = HarkonnenReinforcements[Map.Difficulty] + local units = HarkonnenReinforcements[Map.LobbyOption("difficulty")] local delay = Utils.RandomInteger(HarkonnenAttackDelay - DateTime.Seconds(2), HarkonnenAttackDelay) HarkonnenAttackDelay = HarkonnenAttackDelay - (#units * 3 - 3 - WavesLeft) * DateTime.Seconds(1) if HarkonnenAttackDelay < 0 then HarkonnenAttackDelay = 0 end @@ -134,7 +134,7 @@ InitObjectives = function() end) KillAtreides = harkonnen.AddPrimaryObjective("Kill all Atreides units.") - GatherSpice = player.AddPrimaryObjective("Harvest " .. tostring(ToHarvest[Map.Difficulty]) .. " Solaris worth of Spice.") + GatherSpice = player.AddPrimaryObjective("Harvest " .. tostring(ToHarvest[Map.LobbyOption("difficulty")]) .. " Solaris worth of Spice.") KillHarkonnen = player.AddSecondaryObjective("Eliminate all Harkonnen units and reinforcements\nin the area.") Trigger.OnObjectiveCompleted(player, function(p, id) diff --git a/mods/d2k/maps/atreides-01b/atreides01b.lua b/mods/d2k/maps/atreides-01b/atreides01b.lua index 13b7497f1d..7afd5e005b 100644 --- a/mods/d2k/maps/atreides-01b/atreides01b.lua +++ b/mods/d2k/maps/atreides-01b/atreides01b.lua @@ -1,18 +1,18 @@ HarkonnenReinforcements = { } -HarkonnenReinforcements["Easy"] = +HarkonnenReinforcements["easy"] = { { "light_inf", "light_inf" } } -HarkonnenReinforcements["Normal"] = +HarkonnenReinforcements["normal"] = { { "light_inf", "light_inf" }, { "light_inf", "light_inf", "light_inf" }, { "light_inf", "trike" }, } -HarkonnenReinforcements["Hard"] = +HarkonnenReinforcements["hard"] = { { "light_inf", "light_inf" }, { "trike", "trike" }, @@ -25,14 +25,14 @@ HarkonnenEntryWaypoints = { HarkonnenWaypoint1.Location, HarkonnenWaypoint2.Loca HarkonnenAttackDelay = DateTime.Seconds(30) HarkonnenAttackWaves = { } -HarkonnenAttackWaves["Easy"] = 1 -HarkonnenAttackWaves["Normal"] = 5 -HarkonnenAttackWaves["Hard"] = 12 +HarkonnenAttackWaves["easy"] = 1 +HarkonnenAttackWaves["normal"] = 5 +HarkonnenAttackWaves["hard"] = 12 ToHarvest = { } -ToHarvest["Easy"] = 2500 -ToHarvest["Normal"] = 3000 -ToHarvest["Hard"] = 3500 +ToHarvest["easy"] = 2500 +ToHarvest["normal"] = 3000 +ToHarvest["hard"] = 3500 AtreidesReinforcements = { "light_inf", "light_inf", "light_inf", "light_inf" } AtreidesEntryPath = { AtreidesWaypoint.Location, AtreidesRally.Location } @@ -57,7 +57,7 @@ Tick = function() player.MarkCompletedObjective(KillHarkonnen) end - if player.Resources > ToHarvest[Map.Difficulty] - 1 then + if player.Resources > ToHarvest[Map.LobbyOption("difficulty")] - 1 then player.MarkCompletedObjective(GatherSpice) end @@ -78,7 +78,7 @@ Tick = function() Media.DisplayMessage(Messages[4], "Mentat") end - UserInterface.SetMissionText("Harvested resources: " .. player.Resources .. "/" .. ToHarvest[Map.Difficulty], player.Color) + UserInterface.SetMissionText("Harvested resources: " .. player.Resources .. "/" .. ToHarvest[Map.LobbyOption("difficulty")], player.Color) end WorldLoaded = function() @@ -106,12 +106,12 @@ WorldLoaded = function() Reinforcements.Reinforce(player, AtreidesReinforcements, AtreidesEntryPath) end) - WavesLeft = HarkonnenAttackWaves[Map.Difficulty] + WavesLeft = HarkonnenAttackWaves[Map.LobbyOption("difficulty")] SendReinforcements() end SendReinforcements = function() - local units = HarkonnenReinforcements[Map.Difficulty] + local units = HarkonnenReinforcements[Map.LobbyOption("difficulty")] local delay = Utils.RandomInteger(HarkonnenAttackDelay - DateTime.Seconds(2), HarkonnenAttackDelay) HarkonnenAttackDelay = HarkonnenAttackDelay - (#units * 3 - 3 - WavesLeft) * DateTime.Seconds(1) if HarkonnenAttackDelay < 0 then HarkonnenAttackDelay = 0 end @@ -134,7 +134,7 @@ InitObjectives = function() end) KillAtreides = harkonnen.AddPrimaryObjective("Kill all Atreides units.") - GatherSpice = player.AddPrimaryObjective("Harvest " .. tostring(ToHarvest[Map.Difficulty]) .. " Solaris worth of Spice.") + GatherSpice = player.AddPrimaryObjective("Harvest " .. tostring(ToHarvest[Map.LobbyOption("difficulty")]) .. " Solaris worth of Spice.") KillHarkonnen = player.AddSecondaryObjective("Eliminate all Harkonnen units and reinforcements\nin the area.") Trigger.OnObjectiveCompleted(player, function(p, id) diff --git a/mods/d2k/maps/atreides-02a/atreides02a.lua b/mods/d2k/maps/atreides-02a/atreides02a.lua index f144160a00..606cf7aba4 100644 --- a/mods/d2k/maps/atreides-02a/atreides02a.lua +++ b/mods/d2k/maps/atreides-02a/atreides02a.lua @@ -2,14 +2,14 @@ HarkonnenBase = { HConyard, HPower1, HPower2, HBarracks } HarkonnenReinforcements = { } -HarkonnenReinforcements["Easy"] = +HarkonnenReinforcements["easy"] = { { "light_inf", "trike" }, { "light_inf", "trike" }, { "light_inf", "light_inf", "light_inf", "trike", "trike" } } -HarkonnenReinforcements["Normal"] = +HarkonnenReinforcements["normal"] = { { "light_inf", "trike" }, { "light_inf", "trike" }, @@ -19,7 +19,7 @@ HarkonnenReinforcements["Normal"] = { "light_inf", "trike" }, } -HarkonnenReinforcements["Hard"] = +HarkonnenReinforcements["hard"] = { { "trike", "trike" }, { "light_inf", "trike" }, @@ -41,25 +41,25 @@ HarkonnenAttackPaths = } HarkonnenAttackDelay = { } -HarkonnenAttackDelay["Easy"] = DateTime.Minutes(5) -HarkonnenAttackDelay["Normal"] = DateTime.Minutes(2) + DateTime.Seconds(40) -HarkonnenAttackDelay["Hard"] = DateTime.Minutes(1) + DateTime.Seconds(20) +HarkonnenAttackDelay["easy"] = DateTime.Minutes(5) +HarkonnenAttackDelay["normal"] = DateTime.Minutes(2) + DateTime.Seconds(40) +HarkonnenAttackDelay["hard"] = DateTime.Minutes(1) + DateTime.Seconds(20) HarkonnenAttackWaves = { } -HarkonnenAttackWaves["Easy"] = 3 -HarkonnenAttackWaves["Normal"] = 6 -HarkonnenAttackWaves["Hard"] = 9 +HarkonnenAttackWaves["easy"] = 3 +HarkonnenAttackWaves["normal"] = 6 +HarkonnenAttackWaves["hard"] = 9 wave = 0 SendHarkonnen = function() - Trigger.AfterDelay(HarkonnenAttackDelay[Map.Difficulty], function() + Trigger.AfterDelay(HarkonnenAttackDelay[Map.LobbyOption("difficulty")], function() wave = wave + 1 - if wave > HarkonnenAttackWaves[Map.Difficulty] then + if wave > HarkonnenAttackWaves[Map.LobbyOption("difficulty")] then return end local path = Utils.Random(HarkonnenAttackPaths) - local units = Reinforcements.ReinforceWithTransport(harkonnen, "carryall.reinforce", HarkonnenReinforcements[Map.Difficulty][wave], path, { path[1] })[2] + local units = Reinforcements.ReinforceWithTransport(harkonnen, "carryall.reinforce", HarkonnenReinforcements[Map.LobbyOption("difficulty")][wave], path, { path[1] })[2] Utils.Do(units, IdleHunt) SendHarkonnen() diff --git a/mods/d2k/maps/atreides-02b/atreides02b.lua b/mods/d2k/maps/atreides-02b/atreides02b.lua index 5fb446fc0d..bb29c1f3ab 100644 --- a/mods/d2k/maps/atreides-02b/atreides02b.lua +++ b/mods/d2k/maps/atreides-02b/atreides02b.lua @@ -2,14 +2,14 @@ HarkonnenBase = { HConyard, HOutpost, HBarracks } HarkonnenReinforcements = { } -HarkonnenReinforcements["Easy"] = +HarkonnenReinforcements["easy"] = { { "light_inf", "trike" }, { "light_inf", "trike" }, { "light_inf", "light_inf", "light_inf", "trike", "trike" } } -HarkonnenReinforcements["Normal"] = +HarkonnenReinforcements["normal"] = { { "light_inf", "trike" }, { "light_inf", "trike" }, @@ -19,7 +19,7 @@ HarkonnenReinforcements["Normal"] = { "light_inf", "trike" }, } -HarkonnenReinforcements["Hard"] = +HarkonnenReinforcements["hard"] = { { "trike", "trike" }, { "light_inf", "trike" }, @@ -42,28 +42,28 @@ HarkonnenAttackPaths = HarkonnenAttackDelay = { - Easy = DateTime.Minutes(5), - Normal = DateTime.Minutes(2) + DateTime.Seconds(40), - Hard = DateTime.Minutes(1) + DateTime.Seconds(20) + easy = DateTime.Minutes(5), + normal = DateTime.Minutes(2) + DateTime.Seconds(40), + hard = DateTime.Minutes(1) + DateTime.Seconds(20) } HarkonnenAttackWaves = { - Easy = 3, - Normal = 6, - Hard = 9 + easy = 3, + normal = 6, + hard = 9 } wave = 0 SendHarkonnen = function() - Trigger.AfterDelay(HarkonnenAttackDelay[Map.Difficulty], function() + Trigger.AfterDelay(HarkonnenAttackDelay[Map.LobbyOption("difficulty")], function() wave = wave + 1 - if wave > HarkonnenAttackWaves[Map.Difficulty] then + if wave > HarkonnenAttackWaves[Map.LobbyOption("difficulty")] then return end local path = Utils.Random(HarkonnenAttackPaths) - local units = Reinforcements.ReinforceWithTransport(harkonnen, "carryall.reinforce", HarkonnenReinforcements[Map.Difficulty][wave], path, { path[1] })[2] + local units = Reinforcements.ReinforceWithTransport(harkonnen, "carryall.reinforce", HarkonnenReinforcements[Map.LobbyOption("difficulty")][wave], path, { path[1] })[2] Utils.Do(units, IdleHunt) SendHarkonnen() diff --git a/mods/d2k/maps/atreides-03a/atreides03a-AI.lua b/mods/d2k/maps/atreides-03a/atreides03a-AI.lua index 5480ffc3a1..f95d2f21f2 100644 --- a/mods/d2k/maps/atreides-03a/atreides03a-AI.lua +++ b/mods/d2k/maps/atreides-03a/atreides03a-AI.lua @@ -2,15 +2,15 @@ IdlingUnits = { } AttackGroupSize = { - Easy = 6, - Normal = 8, - Hard = 10 + easy = 6, + normal = 8, + hard = 10 } AttackDelays = { - Easy = { DateTime.Seconds(4), DateTime.Seconds(9) }, - Normal = { DateTime.Seconds(2), DateTime.Seconds(7) }, - Hard = { DateTime.Seconds(1), DateTime.Seconds(5) } + easy = { DateTime.Seconds(4), DateTime.Seconds(9) }, + normal = { DateTime.Seconds(2), DateTime.Seconds(7) }, + hard = { DateTime.Seconds(1), DateTime.Seconds(5) } } OrdosInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" } @@ -25,7 +25,7 @@ IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt SetupAttackGroup = function() local units = { } - for i = 0, AttackGroupSize[Map.Difficulty], 1 do + for i = 0, AttackGroupSize[Map.LobbyOption("difficulty")], 1 do if #IdlingUnits == 0 then return units end @@ -115,13 +115,13 @@ ProduceInfantry = function() return end - local delay = Utils.RandomInteger(AttackDelays[Map.Difficulty][1], AttackDelays[Map.Difficulty][2] + 1) + local delay = Utils.RandomInteger(AttackDelays[Map.LobbyOption("difficulty")][1], AttackDelays[Map.LobbyOption("difficulty")][2] + 1) local toBuild = { Utils.Random(OrdosInfantryTypes) } ordos.Build(toBuild, function(unit) IdlingUnits[#IdlingUnits + 1] = unit[1] Trigger.AfterDelay(delay, ProduceInfantry) - if #IdlingUnits >= (AttackGroupSize[Map.Difficulty] * 2.5) then + if #IdlingUnits >= (AttackGroupSize[Map.LobbyOption("difficulty")] * 2.5) then SendAttack() end end) @@ -137,13 +137,13 @@ ProduceVehicles = function() return end - local delay = Utils.RandomInteger(AttackDelays[Map.Difficulty][1], AttackDelays[Map.Difficulty][2] + 1) + local delay = Utils.RandomInteger(AttackDelays[Map.LobbyOption("difficulty")][1], AttackDelays[Map.LobbyOption("difficulty")][2] + 1) local toBuild = { Utils.Random(OrdosVehicleTypes) } ordos.Build(toBuild, function(unit) IdlingUnits[#IdlingUnits + 1] = unit[1] Trigger.AfterDelay(delay, ProduceVehicles) - if #IdlingUnits >= (AttackGroupSize[Map.Difficulty] * 2.5) then + if #IdlingUnits >= (AttackGroupSize[Map.LobbyOption("difficulty")] * 2.5) then SendAttack() end end) diff --git a/mods/d2k/maps/atreides-03a/atreides03a.lua b/mods/d2k/maps/atreides-03a/atreides03a.lua index f8a7c5d775..a365a072d3 100644 --- a/mods/d2k/maps/atreides-03a/atreides03a.lua +++ b/mods/d2k/maps/atreides-03a/atreides03a.lua @@ -2,14 +2,14 @@ OrdosBase = { OBarracks, OWindTrap1, OWindTrap2, OWindTrap3, OWindTrap4, OLightF OrdosReinforcements = { - Easy = + easy = { { "light_inf", "raider", "trooper" }, { "light_inf", "raider", "quad" }, { "light_inf", "light_inf", "trooper", "raider", "raider", "quad" } }, - Normal = + normal = { { "light_inf", "raider", "trooper" }, { "light_inf", "raider", "raider" }, @@ -19,7 +19,7 @@ OrdosReinforcements = { "light_inf", "raider", "quad", "quad" } }, - Hard = + hard = { { "raider", "raider", "quad" }, { "light_inf", "raider", "raider" }, @@ -35,23 +35,23 @@ OrdosReinforcements = OrdosAttackDelay = { - Easy = DateTime.Minutes(5), - Normal = DateTime.Minutes(2) + DateTime.Seconds(40), - Hard = DateTime.Minutes(1) + DateTime.Seconds(20) + easy = DateTime.Minutes(5), + normal = DateTime.Minutes(2) + DateTime.Seconds(40), + hard = DateTime.Minutes(1) + DateTime.Seconds(20) } OrdosAttackWaves = { - Easy = 3, - Normal = 6, - Hard = 9 + easy = 3, + normal = 6, + hard = 9 } ToHarvest = { - Easy = 5000, - Normal = 6000, - Hard = 7000 + easy = 5000, + normal = 6000, + hard = 7000 } InitialOrdosReinforcements = { "light_inf", "light_inf", "quad", "quad", "raider", "raider", "trooper", "trooper" } @@ -70,17 +70,17 @@ AtreidesUpgrades = { "upgrade.barracks", "upgrade.light" } wave = 0 SendOrdos = function() - Trigger.AfterDelay(OrdosAttackDelay[Map.Difficulty], function() + Trigger.AfterDelay(OrdosAttackDelay[Map.LobbyOption("difficulty")], function() if player.IsObjectiveCompleted(KillOrdos) then return end wave = wave + 1 - if wave > OrdosAttackWaves[Map.Difficulty] then + if wave > OrdosAttackWaves[Map.LobbyOption("difficulty")] then return end - local units = Reinforcements.ReinforceWithTransport(ordos, "carryall.reinforce", OrdosReinforcements[Map.Difficulty][wave], OrdosPaths[1], { OrdosPaths[1][1] })[2] + local units = Reinforcements.ReinforceWithTransport(ordos, "carryall.reinforce", OrdosReinforcements[Map.LobbyOption("difficulty")][wave], OrdosPaths[1], { OrdosPaths[1][1] })[2] Utils.Do(units, IdleHunt) SendOrdos() @@ -110,7 +110,7 @@ Tick = function() end end - if player.Resources > ToHarvest[Map.Difficulty] - 1 then + if player.Resources > ToHarvest[Map.LobbyOption("difficulty")] - 1 then player.MarkCompletedObjective(GatherSpice) end @@ -118,7 +118,7 @@ Tick = function() Media.DisplayMessage("Upgrade barracks and light factory to produce more advanced units.", "Mentat") end - UserInterface.SetMissionText("Harvested resources: " .. player.Resources .. "/" .. ToHarvest[Map.Difficulty], player.Color) + UserInterface.SetMissionText("Harvested resources: " .. player.Resources .. "/" .. ToHarvest[Map.LobbyOption("difficulty")], player.Color) end WorldLoaded = function() @@ -147,7 +147,7 @@ InitObjectives = function() end) KillAtreides = ordos.AddPrimaryObjective("Kill all Atreides units.") - GatherSpice = player.AddPrimaryObjective("Harvest " .. tostring(ToHarvest[Map.Difficulty]) .. " Solaris worth of Spice.") + GatherSpice = player.AddPrimaryObjective("Harvest " .. tostring(ToHarvest[Map.LobbyOption("difficulty")]) .. " Solaris worth of Spice.") KillOrdos = player.AddSecondaryObjective("Eliminate all Ordos units and reinforcements\nin the area.") Trigger.OnObjectiveCompleted(player, function(p, id) diff --git a/mods/ra/maps/allies-02/allies02.lua b/mods/ra/maps/allies-02/allies02.lua index c437514f7b..bc06dfbf0f 100644 --- a/mods/ra/maps/allies-02/allies02.lua +++ b/mods/ra/maps/allies-02/allies02.lua @@ -11,7 +11,7 @@ PathGuards = { PathGuard1, PathGuard2, PathGuard3, PathGuard4, PathGuard5, PathG IdlingUnits = { } -if Map.Difficulty == "Easy" then +if Map.LobbyOption("difficulty") == "easy" then TimerTicks = DateTime.Minutes(10) Announcements = { @@ -23,7 +23,7 @@ if Map.Difficulty == "Easy" then { speech = "WarningOneMinuteRemaining", delay = DateTime.Minutes(9) } } -elseif Map.Difficulty == "Normal" then +elseif Map.LobbyOption("difficulty") == "normal" then TimerTicks = DateTime.Minutes(5) Announcements = { @@ -38,7 +38,7 @@ elseif Map.Difficulty == "Normal" then InfantryDelay = DateTime.Seconds(18) AttackGroupSize = 5 -elseif Map.Difficulty == "Hard" then +elseif Map.LobbyOption("difficulty") == "hard" then TimerTicks = DateTime.Minutes(3) Announcements = { @@ -146,7 +146,7 @@ SendAttack = function() end Utils.Do(units, function(unit) - if Map.Difficulty ~= "Real tough guy" then + if Map.LobbyOption("difficulty") ~= "tough" then unit.AttackMove(DeployPoint.Location) end Trigger.OnIdle(unit, unit.Hunt) diff --git a/mods/ra/maps/allies-02/rules.yaml b/mods/ra/maps/allies-02/rules.yaml index 2a36600d53..7d3b0e5bce 100644 --- a/mods/ra/maps/allies-02/rules.yaml +++ b/mods/ra/maps/allies-02/rules.yaml @@ -22,7 +22,7 @@ World: easy: Easy normal: Normal hard: Hard - realtoughguy: Real tough guy + tough: Real tough guy Default: easy HARV: diff --git a/mods/ra/maps/allies-03a/allies03a.lua b/mods/ra/maps/allies-03a/allies03a.lua index 6bbfe58b0c..3c26514cca 100644 --- a/mods/ra/maps/allies-03a/allies03a.lua +++ b/mods/ra/maps/allies-03a/allies03a.lua @@ -9,7 +9,7 @@ WaterTransportTriggerArea = { CPos.New(39, 54), CPos.New(40, 54), CPos.New(41, 5 ParadropTriggerArea = { CPos.New(81, 60), CPos.New(82, 60), CPos.New(83, 60), CPos.New(63, 63), CPos.New(64, 63), CPos.New(65, 63), CPos.New(66, 63), CPos.New(67, 63), CPos.New(68, 63), CPos.New(69, 63), CPos.New(70, 63), CPos.New(71, 63), CPos.New(72, 63) } ReinforcementsTriggerArea = { CPos.New(96, 55), CPos.New(97, 55), CPos.New(97, 56), CPos.New(98, 56) } -if Map.Difficulty == "Easy" then +if Map.LobbyOption("difficulty") == "easy" then TanyaType = "e7" else TanyaType = "e7.noautotarget" diff --git a/mods/ra/maps/allies-03b/allies03b.lua b/mods/ra/maps/allies-03b/allies03b.lua index 53d1396dee..0b1ab0cca8 100644 --- a/mods/ra/maps/allies-03b/allies03b.lua +++ b/mods/ra/maps/allies-03b/allies03b.lua @@ -20,7 +20,7 @@ GuardTanks = { Heavy1, Heavy2, Heavy3 } CheckpointGuards = { USSRCheckpointGuard1, USSRCheckpointGuard2 } CheckpointGuardWaypoints = { CheckpointGuardWaypoint1, CheckpointGuardWaypoint2 } -if Map.Difficulty == "Easy" then +if Map.LobbyOption("difficulty") == "easy" then TanyaType = "e7" else TanyaType = "e7.noautotarget" diff --git a/mods/ra/maps/allies-05a/allies05a-AI.lua b/mods/ra/maps/allies-05a/allies05a-AI.lua index 2244404ed0..987868f509 100644 --- a/mods/ra/maps/allies-05a/allies05a-AI.lua +++ b/mods/ra/maps/allies-05a/allies05a-AI.lua @@ -158,7 +158,7 @@ InitProductionBuildings = function() end) end - if Map.Difficulty ~= "Easy" then + if Map.LobbyOption("difficulty") ~= "easy" then if not Airfield1.IsDead then Trigger.OnKilled(Airfield1, function() diff --git a/mods/ra/maps/allies-05a/allies05a.lua b/mods/ra/maps/allies-05a/allies05a.lua index db78fba1a9..c89c33169b 100644 --- a/mods/ra/maps/allies-05a/allies05a.lua +++ b/mods/ra/maps/allies-05a/allies05a.lua @@ -1,9 +1,9 @@ -if Map.Difficulty == "Easy" then +if Map.LobbyOption("difficulty") == "easy" then TanyaType = "e7" ReinforceCash = 5000 HoldAITime = DateTime.Minutes(3) SpecialCameras = true -elseif Map.Difficulty == "Normal" then +elseif Map.LobbyOption("difficulty") == "normal" then TanyaType = "e7.noautotarget" ChangeStance = true ReinforceCash = 2250 @@ -83,7 +83,7 @@ Tick = function() end if ussr.HasNoRequiredUnits() then - if not greece.IsObjectiveCompleted(KillAll) and Map.Difficulty == "Real tough guy" then + if not greece.IsObjectiveCompleted(KillAll) and Map.LobbyOption("difficulty") == "tough" then SendWaterExtraction() end greece.MarkCompletedObjective(KillAll) @@ -186,7 +186,7 @@ FreeTanya = function() Trigger.OnKilled(Tanya, function() ussr.MarkCompletedObjective(ussrObj) end) - if Map.Difficulty == "Real tough guy" then + if Map.LobbyOption("difficulty") == "tough" then KillSams = greece.AddPrimaryObjective("Destroy all four SAM Sites that block\nour reinforcements' helicopter.") greece.MarkCompletedObjective(mainObj) @@ -272,7 +272,7 @@ InitTriggers = function() end end) - if Map.Difficulty ~= "Real tough guy" then + if Map.LobbyOption("difficulty") ~= "tough" then Trigger.OnKilled(Mammoth, function() Trigger.AfterDelay(HoldAITime - DateTime.Seconds(45), function() HoldProduction = false end) Trigger.AfterDelay(HoldAITime, function() Attacking = true end) @@ -294,7 +294,7 @@ InitTriggers = function() Trigger.AfterDelay(DateTime.Seconds(7), flare.Destroy) Media.PlaySpeechNotification(greece, "SignalFlare") - if Map.Difficulty == "Real tough guy" then + if Map.LobbyOption("difficulty") == "tough" then Reinforcements.ReinforceWithTransport(greece, InsertionHeliType, HeliReinforcements, ExtractionPath, { ExtractionPath[1] }) if not Harvester.IsDead then Harvester.FindResources() diff --git a/mods/ra/maps/allies-05a/rules.yaml b/mods/ra/maps/allies-05a/rules.yaml index 66430303e6..511cc3c0ac 100644 --- a/mods/ra/maps/allies-05a/rules.yaml +++ b/mods/ra/maps/allies-05a/rules.yaml @@ -16,7 +16,7 @@ World: easy: Easy normal: Normal hard: Hard - realtoughguy: Real tough guy + tough: Real tough guy Default: easy Camera.Truk: diff --git a/mods/ra/maps/evacuation/evacuation.lua b/mods/ra/maps/evacuation/evacuation.lua index 72634e0587..f82257cbb1 100644 --- a/mods/ra/maps/evacuation/evacuation.lua +++ b/mods/ra/maps/evacuation/evacuation.lua @@ -1,20 +1,20 @@ DeathThreshold = { - Easy = 200, - Normal = 100, + easy = 200, + normal = 100, } TanyaType = "e7" TanyaStance = "AttackAnything" -if Map.Difficulty ~= "Easy" then +if Map.LobbyOption("difficulty") ~= "easy" then TanyaType = "e7.noautotarget" TanyaStance = "HoldFire" end RepairTriggerThreshold = { - Easy = 50, - Normal = 75, + easy = 50, + normal = 75, } Sams = { Sam1, Sam2, Sam3, Sam4 } @@ -58,8 +58,8 @@ SovietVehicles = } ProductionInterval = { - Easy = DateTime.Seconds(10), - Normal = DateTime.Seconds(2), + easy = DateTime.Seconds(10), + normal = DateTime.Seconds(2), } ReinforcementsDelay = DateTime.Minutes(16) @@ -144,7 +144,7 @@ ProduceInfantry = function() soviets.Build({ Utils.Random(SovietInfantry) }, function(units) table.insert(AttackGroup, units[1]) SendAttackGroup() - Trigger.AfterDelay(ProductionInterval[Map.Difficulty], ProduceInfantry) + Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceInfantry) end) end @@ -156,7 +156,7 @@ ProduceVehicles = function() soviets.Build({ Utils.Random(SovietVehicles[SovietVehicleType]) }, function(units) table.insert(AttackGroup, units[1]) SendAttackGroup() - Trigger.AfterDelay(ProductionInterval[Map.Difficulty], ProduceVehicles) + Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceVehicles) end) end @@ -177,7 +177,7 @@ Tick = function() allies2.MarkCompletedObjective(objCutSovietPower) end - if not allies2.IsObjectiveCompleted(objLimitLosses) and allies2.UnitsLost > DeathThreshold[Map.Difficulty] then + if not allies2.IsObjectiveCompleted(objLimitLosses) and allies2.UnitsLost > DeathThreshold[Map.LobbyOption("difficulty")] then allies2.MarkFailedObjective(objLimitLosses) end @@ -191,7 +191,7 @@ end SetupSoviets = function() soviets.Cash = 1000 - if Map.Difficulty == "Easy" then + if Map.LobbyOption("difficulty") == "easy" then Utils.Do(Sams, function(sam) local camera = Actor.Create("Camera.SAM", true, { Owner = allies1, Location = sam.Location }) Trigger.OnKilledOrCaptured(sam, function() @@ -203,7 +203,7 @@ SetupSoviets = function() local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == soviets and self.HasProperty("StartBuildingRepairs") end) Utils.Do(buildings, function(actor) Trigger.OnDamaged(actor, function(building) - if building.Owner == soviets and building.Health < (building.MaxHealth * RepairTriggerThreshold[Map.Difficulty] / 100) then + if building.Owner == soviets and building.Health < (building.MaxHealth * RepairTriggerThreshold[Map.LobbyOption("difficulty")] / 100) then building.StartBuildingRepairs() end end) @@ -283,7 +283,7 @@ SpawnTanya = function() Tanya = Actor.Create(TanyaType, true, { Owner = allies1, Location = TanyaLocation.Location }) Tanya.Stance = TanyaStance - if Map.Difficulty ~= "Easy" and allies1.IsLocalPlayer then + if Map.LobbyOption("difficulty") ~= "easy" and allies1.IsLocalPlayer then Trigger.AfterDelay(DateTime.Seconds(2), function() Media.DisplayMessage("According to the rules of engagement I need your explicit orders to fire, Commander!", "Tanya") end) @@ -355,7 +355,7 @@ WorldLoaded = function() objDestroySamSites = allies1.AddPrimaryObjective("Destroy the SAM sites.") objHoldPosition = allies2.AddPrimaryObjective("Hold your position and protect the base.") - objLimitLosses = allies2.AddSecondaryObjective("Do not lose more than " .. DeathThreshold[Map.Difficulty] .. " units.") + objLimitLosses = allies2.AddSecondaryObjective("Do not lose more than " .. DeathThreshold[Map.LobbyOption("difficulty")] .. " units.") objCutSovietPower = allies2.AddSecondaryObjective("Take out the Soviet power grid.") SetupTriggers() diff --git a/mods/ra/maps/fort-lonestar/fort-lonestar.lua b/mods/ra/maps/fort-lonestar/fort-lonestar.lua index 6c0ba9bfa0..4a13adae72 100644 --- a/mods/ra/maps/fort-lonestar/fort-lonestar.lua +++ b/mods/ra/maps/fort-lonestar/fort-lonestar.lua @@ -13,7 +13,7 @@ Walls = { WallBottomRight1, WallBottomRight2, WallBottomRight3, WallBottomRight4, WallBottomRight5, WallBottomRight6, WallBottomRight7, WallBottomRight8, WallBottomRight9 } } -if Map.Difficulty == "Very Easy (1P)" then +if Map.LobbyOption("difficulty") == "veryeasy" then ParaChance = 20 Patrol = { "e1", "e2", "e1" } Infantry = { "e4", "e1", "e1", "e2", "e2" } @@ -22,7 +22,7 @@ if Map.Difficulty == "Very Easy (1P)" then LongRange = { "arty" } Boss = { "v2rl" } Swarm = { "shok", "shok", "shok" } -elseif Map.Difficulty == "Easy (2P)" then +elseif Map.LobbyOption("difficulty") == "easy" then ParaChance = 25 Patrol = { "e1", "e2", "e1" } Infantry = { "e4", "e1", "e1", "e2", "e1", "e2", "e1" } @@ -31,7 +31,7 @@ elseif Map.Difficulty == "Easy (2P)" then LongRange = { "v2rl" } Boss = { "4tnk" } Swarm = { "shok", "shok", "shok", "shok", "ttnk" } -elseif Map.Difficulty == "Normal (3P)" then +elseif Map.LobbyOption("difficulty") == "normal" then ParaChance = 30 Patrol = { "e1", "e2", "e1", "e1" } Infantry = { "e4", "e1", "e1", "e2", "e1", "e2", "e1" } @@ -40,7 +40,7 @@ elseif Map.Difficulty == "Normal (3P)" then LongRange = { "v2rl" } Boss = { "4tnk" } Swarm = { "shok", "shok", "shok", "shok", "ttnk", "ttnk", "ttnk" } -elseif Map.Difficulty == "Hard (4P)" then +elseif Map.LobbyOption("difficulty") == "hard" then ParaChance = 35 Patrol = { "e1", "e2", "e1", "e1", "e4" } Infantry = { "e4", "e1", "e1", "e2", "e1", "e2", "e1" } @@ -77,7 +77,7 @@ Waves = } -- Now do some adjustments to the waves -if Map.Difficulty == "Real tough guy" or Map.Difficulty == "Endless mode" then +if Map.LobbyOption("difficulty") == "tough" or Map.LobbyOption("difficulty") == "endless" then Waves[8] = { delay = 1500, units = { Infantry, Infantry, Patrol, Infantry, Infantry, Infantry }, ironUnits = { LongRange } } Waves[9] = { delay = 1500, units = { Infantry, Infantry, Patrol, Infantry, Infantry, Infantry, Infantry, Infantry, LongRange, LongRange, Vehicles, Tank }, ironUnits = { Tank } } Waves[11] = { delay = 1500, units = { Vehicles, Infantry, Patrol, Patrol, Patrol, Infantry, LongRange, Tank, Boss, Infantry, Infantry, Patrol } } @@ -145,7 +145,7 @@ SendWave = function() SendWave() end else - if Map.Difficulty == "Endless mode" then + if Map.LobbyOption("difficulty") == "endless" then Wave = 0 IncreaseDifficulty() SendWave() diff --git a/mods/ra/maps/fort-lonestar/rules.yaml b/mods/ra/maps/fort-lonestar/rules.yaml index 235fe5dc42..1a6f7fb8e6 100644 --- a/mods/ra/maps/fort-lonestar/rules.yaml +++ b/mods/ra/maps/fort-lonestar/rules.yaml @@ -44,13 +44,13 @@ World: ID: difficulty Label: Difficulty Values: - hard(4p): Hard (4P) - normal(3p): Normal (3P) - easy(2p): Easy (2P) - veryeasy(1p): Very Easy (1P) - realtoughguy: Real tough guy - endlessmode: Endless mode - Default: hard(4p) + hard: Hard (4P) + normal: Normal (3P) + easy: Easy (2P) + veryeasy: Very Easy (1P) + tough: Real tough guy + endless: Endless mode + Default: hard FORTCRATE: Inherits: ^Crate diff --git a/mods/ra/maps/intervention/intervention.lua b/mods/ra/maps/intervention/intervention.lua index a7f4a6667e..1836930055 100644 --- a/mods/ra/maps/intervention/intervention.lua +++ b/mods/ra/maps/intervention/intervention.lua @@ -9,9 +9,9 @@ BeachheadTrigger = CPos.New(137, 104), CPos.New(137, 105), CPos.New(137, 106), CPos.New(136, 106), CPos.New(136, 107) } -Difficulty = Map.Difficulty +Difficulty = Map.LobbyOption("difficulty") -if Difficulty == "Medium" then +if Difficulty == "medium" then BaseRaidInterval = DateTime.Minutes(3) BaseFrontAttackInterval = DateTime.Minutes(3) + DateTime.Seconds(30) BaseRearAttackInterval = DateTime.Minutes(8) diff --git a/mods/ra/maps/soviet-03/soviet03.lua b/mods/ra/maps/soviet-03/soviet03.lua index d0c072d610..a4ffadd375 100644 --- a/mods/ra/maps/soviet-03/soviet03.lua +++ b/mods/ra/maps/soviet-03/soviet03.lua @@ -1,8 +1,8 @@ -if Map.Difficulty == "Easy" then +if Map.LobbyOption("difficulty") == "easy" then remainingTime = DateTime.Minutes(7) -elseif Map.Difficulty == "Normal" then +elseif Map.LobbyOption("difficulty") == "normal" then remainingTime = DateTime.Minutes(6) -elseif Map.Difficulty == "Hard" then +elseif Map.LobbyOption("difficulty") == "hard" then remainingTime = DateTime.Minutes(5) end @@ -256,7 +256,7 @@ end) Trigger.OnEnteredFootprint(SpyHideout3Trigger, function(a, id) if not spyHideout3Trigger and a.Owner == player then spyHideout3Trigger = true - if Map.Difficulty ~= "Hard" then + if Map.LobbyOption("difficulty") ~= "hard" then Reinforcements.Reinforce(player, USSRReinforcements2, { ReinforcementSpawn.Location, CameraSpyHideout33.Location }, 0) Media.PlaySpeechNotification(player, "ReinforcementsArrived") end @@ -363,7 +363,7 @@ Tick = function() if not SpyHideout4.IsDead and SpyHideout4.HasPassengers then spyReachedHideout4 = true end - if remainingTime == DateTime.Minutes(5) and Map.Difficulty ~= "Hard" then + if remainingTime == DateTime.Minutes(5) and Map.LobbyOption("difficulty") ~= "hard" then Media.PlaySpeechNotification(player, "WarningFiveMinutesRemaining") elseif remainingTime == DateTime.Minutes(4) then Media.PlaySpeechNotification(player, "WarningFourMinutesRemaining") diff --git a/mods/ra/maps/soviet-04a/soviet04a-reinforcements_teams.lua b/mods/ra/maps/soviet-04a/soviet04a-reinforcements_teams.lua index f549fc2a30..bd5d27d625 100644 --- a/mods/ra/maps/soviet-04a/soviet04a-reinforcements_teams.lua +++ b/mods/ra/maps/soviet-04a/soviet04a-reinforcements_teams.lua @@ -18,7 +18,7 @@ Patrol2Path = { BridgeEntrancePoint.Location, NERoadTurnPoint.Location, Crossroa VillageCamArea = { CPos.New(68, 75),CPos.New(68, 76),CPos.New(68, 77),CPos.New(68, 78),CPos.New(68, 79), CPos.New(68, 80), CPos.New(68, 81), CPos.New(68, 82) } -if Map.Difficulty == "Easy" then +if Map.LobbyOption("difficulty") == "easy" then ArmorReinfGreece = { "jeep", "1tnk", "1tnk" } else ArmorReinfGreece = { "jeep", "jeep", "1tnk", "1tnk", "1tnk" } @@ -60,7 +60,7 @@ BringPatrol1 = function() end) Trigger.OnAllKilled(units, function() - if Map.Difficulty == "Hard" then + if Map.LobbyOption("difficulty") == "hard" then Trigger.AfterDelay(DateTime.Minutes(4), BringPatrol1) else Trigger.AfterDelay(DateTime.Minutes(7), BringPatrol1) @@ -79,7 +79,7 @@ BringPatrol2 = function() end) Trigger.OnAllKilled(units, function() - if Map.Difficulty == "Hard" then + if Map.LobbyOption("difficulty") == "hard" then Trigger.AfterDelay(DateTime.Minutes(4), BringPatrol2) else Trigger.AfterDelay(DateTime.Minutes(7), BringPatrol2) diff --git a/mods/ra/maps/soviet-04a/soviet04a.lua b/mods/ra/maps/soviet-04a/soviet04a.lua index 1e63a5054d..52604888dc 100644 --- a/mods/ra/maps/soviet-04a/soviet04a.lua +++ b/mods/ra/maps/soviet-04a/soviet04a.lua @@ -83,7 +83,7 @@ RunInitialActivities = function() Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry) Trigger.AfterDelay(DateTime.Minutes(2), ProduceArmor) - if Map.Difficulty == "Hard" or Map.Difficulty == "Medium" then + if Map.LobbyOption("difficulty") == "hard" or Map.LobbyOption("difficulty") == "normal" then Trigger.AfterDelay(DateTime.Seconds(15), ReinfInf) end Trigger.AfterDelay(DateTime.Minutes(1), ReinfInf) @@ -108,9 +108,9 @@ Tick = function() if RCheck then RCheck = false - if Map.Difficulty == "Hard" then + if Map.LobbyOption("difficulty") == "hard" then Trigger.AfterDelay(DateTime.Seconds(150), ReinfArmor) - elseif Map.Difficulty == "Medium" then + elseif Map.LobbyOption("difficulty") == "normal" then Trigger.AfterDelay(DateTime.Minutes(5), ReinfArmor) else Trigger.AfterDelay(DateTime.Minutes(8), ReinfArmor) diff --git a/mods/ra/maps/soviet-04b/soviet04b-reinforcements_teams.lua b/mods/ra/maps/soviet-04b/soviet04b-reinforcements_teams.lua index 462a4519a6..697d617a71 100644 --- a/mods/ra/maps/soviet-04b/soviet04b-reinforcements_teams.lua +++ b/mods/ra/maps/soviet-04b/soviet04b-reinforcements_teams.lua @@ -17,7 +17,7 @@ Patrol2Path = { EntranceSouthPoint.Location, ToRadarBridgePoint.Location, Island VillageCamArea = { CPos.New(37, 58),CPos.New(37, 59),CPos.New(37, 60),CPos.New(38, 60),CPos.New(39, 60), CPos.New(40, 60), CPos.New(41, 60), CPos.New(35, 57), CPos.New(34, 57), CPos.New(33, 57), CPos.New(32, 57) } -if Map.Difficulty == "Easy" then +if Map.LobbyOption("difficulty") == "easy" then ArmorReinfGreece = { "jeep", "1tnk", "1tnk" } else ArmorReinfGreece = { "jeep", "jeep", "1tnk", "1tnk", "1tnk" } @@ -60,7 +60,7 @@ BringPatrol1 = function() end) Trigger.OnAllKilled(units, function() - if Map.Difficulty == "Hard" then + if Map.LobbyOption("difficulty") == "hard" then Trigger.AfterDelay(DateTime.Minutes(4), BringPatrol1) else Trigger.AfterDelay(DateTime.Minutes(7), BringPatrol1) @@ -79,7 +79,7 @@ BringPatrol2 = function() end) Trigger.OnAllKilled(units, function() - if Map.Difficulty == "Hard" then + if Map.LobbyOption("difficulty") == "hard" then Trigger.AfterDelay(DateTime.Minutes(4), BringPatrol2) else Trigger.AfterDelay(DateTime.Minutes(7), BringPatrol2) diff --git a/mods/ra/maps/soviet-04b/soviet04b.lua b/mods/ra/maps/soviet-04b/soviet04b.lua index eb0e47d6ff..6e9c5531c8 100644 --- a/mods/ra/maps/soviet-04b/soviet04b.lua +++ b/mods/ra/maps/soviet-04b/soviet04b.lua @@ -68,7 +68,7 @@ RunInitialActivities = function() Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry) Trigger.AfterDelay(DateTime.Minutes(2), ProduceArmor) - if Map.Difficulty == "Hard" or Map.Difficulty == "Medium" then + if Map.LobbyOption("difficulty") == "hard" or Map.LobbyOption("difficulty") == "medium" then Trigger.AfterDelay(DateTime.Seconds(5), ReinfInf) end Trigger.AfterDelay(DateTime.Minutes(1), ReinfInf) @@ -93,9 +93,9 @@ Tick = function() if RCheck then RCheck = false - if Map.Difficulty == "Hard" then + if Map.LobbyOption("difficulty") == "hard" then Trigger.AfterDelay(DateTime.Seconds(150), ReinfArmor) - elseif Map.Difficulty == "Medium" then + elseif Map.LobbyOption("difficulty") == "medium" then Trigger.AfterDelay(DateTime.Minutes(5), ReinfArmor) else Trigger.AfterDelay(DateTime.Minutes(8), ReinfArmor) diff --git a/mods/ra/maps/soviet-05/soviet05-reinforcements_teams.lua b/mods/ra/maps/soviet-05/soviet05-reinforcements_teams.lua index 68025ab5ed..8b2a0452ca 100644 --- a/mods/ra/maps/soviet-05/soviet05-reinforcements_teams.lua +++ b/mods/ra/maps/soviet-05/soviet05-reinforcements_teams.lua @@ -3,7 +3,7 @@ SovietStartToBasePath = { StartPoint.Location, SovietBasePoint.Location } SovietMCVReinf = { "mcv", "3tnk", "3tnk", "e1", "e1" } SovExpansionPointGuard = { "2tnk", "2tnk", "e3", "e3", "e3" } -if Map.Difficulty == "Easy" then +if Map.LobbyOption("difficulty") == "easy" then ArmorReinfGreece = { "jeep", "1tnk", "1tnk" } else ArmorReinfGreece = { "jeep", "jeep", "1tnk", "1tnk", "1tnk" } @@ -70,11 +70,11 @@ IslandTroops1 = function() end) if not CheckForCYard() then return - elseif Map.Difficulty == "Easy" then + elseif Map.LobbyOption("difficulty") == "easy" then return else Trigger.OnAllKilled(units, function() - if Map.Difficulty == "Hard" then + if Map.LobbyOption("difficulty") == "hard" then Trigger.AfterDelay(DateTime.Minutes(3), IslandTroops1) else Trigger.AfterDelay(DateTime.Minutes(5), IslandTroops1) @@ -92,11 +92,11 @@ IslandTroops2 = function() end) if not CheckForCYard() then return - elseif Map.Difficulty == "Easy" then + elseif Map.LobbyOption("difficulty") == "easy" then return else Trigger.OnAllKilled(units, function() - if Map.Difficulty == "Hard" then + if Map.LobbyOption("difficulty") == "hard" then Trigger.AfterDelay(DateTime.Minutes(3), IslandTroops2) else Trigger.AfterDelay(DateTime.Minutes(5), IslandTroops2) @@ -114,11 +114,11 @@ IslandTroops3 = function() end) if not CheckForCYard() then return - elseif Map.Difficulty == "Easy" then + elseif Map.LobbyOption("difficulty") == "easy" then return else Trigger.OnAllKilled(units, function() - if Map.Difficulty == "Hard" then + if Map.LobbyOption("difficulty") == "hard" then Trigger.AfterDelay(DateTime.Minutes(3), IslandTroops3) else Trigger.AfterDelay(DateTime.Minutes(5), IslandTroops3) @@ -138,7 +138,7 @@ BringDDPatrol1 = function() return else Trigger.OnAllKilled(units, function() - if Map.Difficulty == "Hard" then + if Map.LobbyOption("difficulty") == "hard" then Trigger.AfterDelay(DateTime.Minutes(4), BringDDPatrol1) else Trigger.AfterDelay(DateTime.Minutes(7), BringDDPatrol1) @@ -158,7 +158,7 @@ BringDDPatrol2 = function() return else Trigger.OnAllKilled(units, function() - if Map.Difficulty == "Hard" then + if Map.LobbyOption("difficulty") == "hard" then Trigger.AfterDelay(DateTime.Minutes(4), BringDDPatrol2) else Trigger.AfterDelay(DateTime.Minutes(7), BringDDPatrol2) diff --git a/mods/ra/maps/soviet-05/soviet05.lua b/mods/ra/maps/soviet-05/soviet05.lua index 5f5acb14ee..d7593ea116 100644 --- a/mods/ra/maps/soviet-05/soviet05.lua +++ b/mods/ra/maps/soviet-05/soviet05.lua @@ -19,7 +19,7 @@ CheckForSPen = function() end RunInitialActivities = function() - if Map.Difficulty == "Hard" then + if Map.LobbyOption("difficulty") == "hard" then Expand() ExpansionCheck = true else @@ -57,7 +57,7 @@ RunInitialActivities = function() ProduceInfantry() Trigger.AfterDelay(DateTime.Minutes(2), ProduceShips) - if Map.Difficulty == "Hard" or Map.Difficulty == "Medium" then + if Map.LobbyOption("difficulty") == "hard" or Map.LobbyOption("difficulty") == "medium" then Trigger.AfterDelay(DateTime.Seconds(25), ReinfInf) end Trigger.AfterDelay(DateTime.Minutes(2), ReinfInf) @@ -170,9 +170,9 @@ Tick = function() if not RCheck then RCheck = true - if Map.Difficulty == "Easy" and ReinfCheck then + if Map.LobbyOption("difficulty") == "easy" and ReinfCheck then Trigger.AfterDelay(DateTime.Minutes(6), ReinfArmor) - elseif Map.Difficulty == "Medium" then + elseif Map.LobbyOption("difficulty") == "medium" then Trigger.AfterDelay(DateTime.Minutes(4), ReinfArmor) else Trigger.AfterDelay(DateTime.Minutes(3), ReinfArmor) diff --git a/mods/ra/maps/soviet-06a/soviet06a-reinforcements_teams.lua b/mods/ra/maps/soviet-06a/soviet06a-reinforcements_teams.lua index 0c5cb91ca7..5c4e3c8db2 100644 --- a/mods/ra/maps/soviet-06a/soviet06a-reinforcements_teams.lua +++ b/mods/ra/maps/soviet-06a/soviet06a-reinforcements_teams.lua @@ -1,20 +1,20 @@ EnemyReinforcements = { - Easy = + easy = { { "e1", "e1", "e3" }, { "e1", "e3", "jeep" }, { "e1", "jeep", "1tnk" } }, - Normal = + normal = { { "e1", "e1", "e3", "e3" }, { "e1", "e3", "jeep", "jeep" }, { "e1", "jeep", "1tnk", "2tnk" } }, - Hard = + hard = { { "e1", "e1", "e3", "e3", "e1" }, { "e1", "e3", "jeep", "jeep", "1tnk" }, @@ -24,9 +24,9 @@ EnemyReinforcements = EnemyAttackDelay = { - Easy = DateTime.Minutes(5), - Normal = DateTime.Minutes(2) + DateTime.Seconds(40), - Hard = DateTime.Minutes(1) + DateTime.Seconds(30) + easy = DateTime.Minutes(5), + normal = DateTime.Minutes(2) + DateTime.Seconds(40), + hard = DateTime.Minutes(1) + DateTime.Seconds(30) } EnemyPaths = @@ -37,7 +37,7 @@ EnemyPaths = wave = 0 SendEnemies = function() - Trigger.AfterDelay(EnemyAttackDelay[Map.Difficulty], function() + Trigger.AfterDelay(EnemyAttackDelay[Map.LobbyOption("difficulty")], function() wave = wave + 1 if wave > 3 then @@ -45,10 +45,10 @@ SendEnemies = function() end if wave == 1 then - local units = Reinforcements.ReinforceWithTransport(enemy, "tran", EnemyReinforcements[Map.Difficulty][wave], EnemyPaths[1], { EnemyPaths[1][1] })[2] + local units = Reinforcements.ReinforceWithTransport(enemy, "tran", EnemyReinforcements[Map.LobbyOption("difficulty")][wave], EnemyPaths[1], { EnemyPaths[1][1] })[2] Utils.Do(units, IdleHunt) else - local units = Reinforcements.ReinforceWithTransport(enemy, "lst", EnemyReinforcements[Map.Difficulty][wave], EnemyPaths[2], { EnemyPaths[2][1] })[2] + local units = Reinforcements.ReinforceWithTransport(enemy, "lst", EnemyReinforcements[Map.LobbyOption("difficulty")][wave], EnemyPaths[2], { EnemyPaths[2][1] })[2] Utils.Do(units, IdleHunt) end diff --git a/mods/ra/maps/soviet-06b/soviet06b-reinforcements_teams.lua b/mods/ra/maps/soviet-06b/soviet06b-reinforcements_teams.lua index 0c5cb91ca7..5c4e3c8db2 100644 --- a/mods/ra/maps/soviet-06b/soviet06b-reinforcements_teams.lua +++ b/mods/ra/maps/soviet-06b/soviet06b-reinforcements_teams.lua @@ -1,20 +1,20 @@ EnemyReinforcements = { - Easy = + easy = { { "e1", "e1", "e3" }, { "e1", "e3", "jeep" }, { "e1", "jeep", "1tnk" } }, - Normal = + normal = { { "e1", "e1", "e3", "e3" }, { "e1", "e3", "jeep", "jeep" }, { "e1", "jeep", "1tnk", "2tnk" } }, - Hard = + hard = { { "e1", "e1", "e3", "e3", "e1" }, { "e1", "e3", "jeep", "jeep", "1tnk" }, @@ -24,9 +24,9 @@ EnemyReinforcements = EnemyAttackDelay = { - Easy = DateTime.Minutes(5), - Normal = DateTime.Minutes(2) + DateTime.Seconds(40), - Hard = DateTime.Minutes(1) + DateTime.Seconds(30) + easy = DateTime.Minutes(5), + normal = DateTime.Minutes(2) + DateTime.Seconds(40), + hard = DateTime.Minutes(1) + DateTime.Seconds(30) } EnemyPaths = @@ -37,7 +37,7 @@ EnemyPaths = wave = 0 SendEnemies = function() - Trigger.AfterDelay(EnemyAttackDelay[Map.Difficulty], function() + Trigger.AfterDelay(EnemyAttackDelay[Map.LobbyOption("difficulty")], function() wave = wave + 1 if wave > 3 then @@ -45,10 +45,10 @@ SendEnemies = function() end if wave == 1 then - local units = Reinforcements.ReinforceWithTransport(enemy, "tran", EnemyReinforcements[Map.Difficulty][wave], EnemyPaths[1], { EnemyPaths[1][1] })[2] + local units = Reinforcements.ReinforceWithTransport(enemy, "tran", EnemyReinforcements[Map.LobbyOption("difficulty")][wave], EnemyPaths[1], { EnemyPaths[1][1] })[2] Utils.Do(units, IdleHunt) else - local units = Reinforcements.ReinforceWithTransport(enemy, "lst", EnemyReinforcements[Map.Difficulty][wave], EnemyPaths[2], { EnemyPaths[2][1] })[2] + local units = Reinforcements.ReinforceWithTransport(enemy, "lst", EnemyReinforcements[Map.LobbyOption("difficulty")][wave], EnemyPaths[2], { EnemyPaths[2][1] })[2] Utils.Do(units, IdleHunt) end diff --git a/mods/ra/maps/soviet-07/soviet07.lua b/mods/ra/maps/soviet-07/soviet07.lua index bfab5395ae..1a92c623d3 100644 --- a/mods/ra/maps/soviet-07/soviet07.lua +++ b/mods/ra/maps/soviet-07/soviet07.lua @@ -1,8 +1,8 @@ -if Map.Difficulty == "Easy" then +if Map.LobbyOption("difficulty") == "easy" then remainingTime = DateTime.Minutes(7) -elseif Map.Difficulty == "Normal" then +elseif Map.LobbyOption("difficulty") == "normal" then remainingTime = DateTime.Minutes(6) -elseif Map.Difficulty == "Hard" then +elseif Map.LobbyOption("difficulty") == "hard" then remainingTime = DateTime.Minutes(5) end @@ -299,7 +299,7 @@ Tick = function() enemy.MarkCompletedObjective(alliedObjective) end - if remainingTime == DateTime.Minutes(5) and Map.Difficulty ~= "Hard" then + if remainingTime == DateTime.Minutes(5) and Map.LobbyOption("difficulty") ~= "hard" then Media.PlaySpeechNotification(player, "WarningFiveMinutesRemaining") elseif remainingTime == DateTime.Minutes(4) then Media.PlaySpeechNotification(player, "WarningFourMinutesRemaining") diff --git a/mods/ra/maps/survival01/survival01.lua b/mods/ra/maps/survival01/survival01.lua index 104dce037d..b38a661be7 100644 --- a/mods/ra/maps/survival01/survival01.lua +++ b/mods/ra/maps/survival01/survival01.lua @@ -1,6 +1,6 @@ -Difficulty = Map.Difficulty +Difficulty = Map.LobbyOption("difficulty") -if Difficulty == "Easy" then +if Difficulty == "easy" then AttackAtFrameIncrement = DateTime.Seconds(22) AttackAtFrameIncrementInf = DateTime.Seconds(16) TimerTicks = DateTime.Minutes(15) @@ -8,7 +8,7 @@ if Difficulty == "Easy" then DamageModifier = 0.5 LongBowReinforcements = { "heli", "heli" } ParadropArtillery = true -elseif Difficulty == "Medium" then +elseif Difficulty == "medium" then AttackAtFrameIncrement = DateTime.Seconds(18) AttackAtFrameIncrementInf = DateTime.Seconds(12) TimerTicks = DateTime.Minutes(20) @@ -16,7 +16,7 @@ elseif Difficulty == "Medium" then MoreParas = true DamageModifier = 0.75 LongBowReinforcements = { "heli", "heli" } -else --Difficulty == "Hard" +else --Difficulty == "hard" AttackAtFrameIncrement = DateTime.Seconds(14) AttackAtFrameIncrementInf = DateTime.Seconds(8) TimerTicks = DateTime.Minutes(25)