Add new shellmap to D2K
This commit is contained in:
192
mods/d2k/maps/shellmap/d2k-shellmap.lua
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192
mods/d2k/maps/shellmap/d2k-shellmap.lua
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AttackGroupSize = {8}
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AttackDelay = { DateTime.Seconds(2), DateTime.Seconds(4) }
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IdlingUnits =
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{
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Atreides = { },
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Harkonnen = { },
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Ordos = { },
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Emperor = { }
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}
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HoldProduction =
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{
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Atreides = false,
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Harkonnen = false,
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Ordos = false,
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Emperor = false
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}
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IsAttacking =
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{
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Atreides = false,
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Harkonnen = false,
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Ordos = false,
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Emperor = false
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}
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AtreidesInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper", "grenadier", "grenadier" }
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AtreidesVehicleTypes = { "trike", "trike", "quad" }
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AtreidesTankTypes = { "combat_tank_a", "combat_tank_a", "combat_tank_a", "siege_tank" }
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AtreidesStarportTypes = { "trike.starport", "quad.starport", "siege_tank.starport", "missile_tank.starport", "combat_tank_a.starport" }
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HarkonnenInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper", "sardaukar" }
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HarkonnenVehicleTypes = { "trike", "quad", "quad" }
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HarkonnenTankTypes = { "combat_tank_h", "combat_tank_h", "combat_tank_h", "siege_tank" }
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HarkonnenStarportTypes = { "trike.starport", "quad.starport", "siege_tank.starport", "missile_tank.starport", "combat_tank_h.starport" }
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OrdosInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" }
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OrdosVehicleTypes = { "raider", "raider", "quad", "stealth_raider" }
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OrdosTankTypes = { "combat_tank_o", "combat_tank_o", "combat_tank_o", "siege_tank" }
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OrdosStarportTypes = { "trike.starport", "quad.starport", "siege_tank.starport", "missile_tank.starport", "combat_tank_o.starport" }
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EmperorInfantryTypes = { "light_inf", "trooper", "sardaukar", "sardaukar", "sardaukar", "sardaukar" }
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EmperorVehicleTypes = { "trike", "quad", "quad" }
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EmperorTankTypes = { "combat_tank_h", "combat_tank_h", "combat_tank_h", "siege_tank" }
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EmperorStarportTypes = { "trike.starport", "quad.starport", "siege_tank.starport", "missile_tank.starport", "combat_tank_h.starport" }
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Upgrades = { "upgrade.barracks", "upgrade.light", "upgrade.conyard", "upgrade.heavy", "upgrade.hightech" }
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Harvester = { "harvester" }
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AtrCarryHarvWaypoints = { atr_harvcarry_2.Location, atr_harvcarry_1.Location }
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HarCarryHarvWaypoints = { har_harvcarry_2.Location, har_harvcarry_1.Location }
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OrdCarryHarvWaypoints = { ord_harvcarry_2.Location, ord_harvcarry_1.Location }
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EmpCarryHarvWaypoints = { emp_harvcarry_2.Location, emp_harvcarry_1.Location }
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SmgCarryHarvWaypoints = { smg_harvcarry_2.Location, smg_harvcarry_1.Location }
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IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
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Produce = function(house, units)
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if HoldProduction[house.Name] then
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Trigger.AfterDelay(DateTime.Minutes(1), function() Produce(house, units) end)
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return
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end
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local delay = Utils.RandomInteger(AttackDelay[1], AttackDelay[2])
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local toBuild = { Utils.Random(units) }
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house.Build(toBuild, function(unit)
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local unitCount = 1
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if IdlingUnits[house.Name] then
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unitCount = 1 + #IdlingUnits[house.Name]
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end
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IdlingUnits[house.Name][unitCount] = unit[1]
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Trigger.AfterDelay(delay, function() Produce(house, units) end)
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if unitCount >= (AttackGroupSize[1] * 2) then
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SendAttack(house)
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end
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end)
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end
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SetupAttackGroup = function(house)
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local units = { }
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for i = 0, AttackGroupSize[1], 1 do
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if #IdlingUnits[house.Name] == 0 then
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return units
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end
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local number = Utils.RandomInteger(1, #IdlingUnits[house.Name])
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if IdlingUnits[house.Name][number] and not IdlingUnits[house.Name][number].IsDead then
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units[i] = IdlingUnits[house.Name][number]
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table.remove(IdlingUnits[house.Name], 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(house)
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if IsAttacking[house.Name] then
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return
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end
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IsAttacking[house.Name] = true
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HoldProduction[house.Name] = true
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local units = SetupAttackGroup(house)
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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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IsAttacking[house.Name] = false
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HoldProduction[house.Name] = false
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end)
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end
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SendNewHarv = function(house, waypoint, count)
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local harvs = house.GetActorsByType("harvester")
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if #harvs < count then
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local harvesters = Reinforcements.ReinforceWithTransport(house, "carryall.reinforce", Harvester, waypoint, { waypoint[1] })[2]
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Utils.Do(harvesters, function(harvester)
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Trigger.OnAddedToWorld(harvester, function()
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InitializeHarvester(harvester)
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SendNewHarv(house, waypoint, count)
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end)
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end)
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end
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end
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InitializeHarvester = function(harvester)
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harvester.FindResources()
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end
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ticks = 0
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speed = 5
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Tick = function()
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ticks = ticks + 1
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local t = (ticks + 45) % (360 * speed) * (math.pi / 180) / speed;
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Camera.Position = viewportOrigin + WVec.New(19200 * math.sin(t), 28800 * math.cos(t), 0)
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end
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WorldLoaded = function()
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atreides = Player.GetPlayer("Atreides")
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harkonnen = Player.GetPlayer("Harkonnen")
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ordos = Player.GetPlayer("Ordos")
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emperor = Player.GetPlayer("Emperor")
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smugglers = Player.GetPlayer("Smugglers")
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viewportOrigin = Camera.Position
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Utils.Do(Utils.Take(4, Upgrades), function(upgrade)
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atr_cyard.Produce(upgrade)
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har_cyard.Produce(upgrade)
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ord_cyard.Produce(upgrade)
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emp_cyard.Produce(upgrade)
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end)
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atr_cyard.Produce(Upgrades[5])
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Trigger.AfterDelay(DateTime.Seconds(45), function()
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SendNewHarv(atreides, AtrCarryHarvWaypoints, 3)
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SendNewHarv(harkonnen, HarCarryHarvWaypoints, 3)
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SendNewHarv(ordos, OrdCarryHarvWaypoints, 3)
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SendNewHarv(emperor, EmpCarryHarvWaypoints, 3)
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SendNewHarv(smugglers, SmgCarryHarvWaypoints, 1)
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end)
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Produce(atreides, AtreidesInfantryTypes)
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Produce(atreides, AtreidesVehicleTypes)
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Produce(atreides, AtreidesTankTypes)
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Produce(atreides, AtreidesStarportTypes)
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Produce(harkonnen, HarkonnenInfantryTypes)
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Produce(harkonnen, HarkonnenVehicleTypes)
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Produce(harkonnen, HarkonnenTankTypes)
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Produce(harkonnen, HarkonnenStarportTypes)
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Produce(ordos, OrdosInfantryTypes)
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Produce(ordos, OrdosVehicleTypes)
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Produce(ordos, OrdosTankTypes)
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Produce(ordos, OrdosStarportTypes)
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Produce(emperor, EmperorInfantryTypes)
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Produce(emperor, EmperorVehicleTypes)
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Produce(emperor, EmperorTankTypes)
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Produce(emperor, EmperorStarportTypes)
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end)
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end
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