Using the glory of regex, we can scrape any Lua script files that a map includes and locate calls to the UserInterface.Translate method. We can then treat them in the same way as C# fields marked with a TranslationReferenceAttribute. This allows the lint check to validate the translation invoked in the .lua script has a matching entry in the translation .ftl files, with all the required arguments (if any). We can also locate any calls to AddPrimaryObjective or AddSecondaryObjective defined by the utils.lua script, which also accept translation keys. The are a couple of restrictions: - When linting the map, we don't check for keys in the ftl file that are unused. This is because the linter doesn't load all the keys when checking maps. - In order to validate translation arguments with the regex, we require the Lua script to pass the table of arguments inline at the callsite. If it does not, we raise a warning so the user can adjust the code.
267 lines
8.5 KiB
Lua
267 lines
8.5 KiB
Lua
--[[
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Copyright (c) The OpenRA Developers and Contributors
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This file is part of OpenRA, which is free software. It is made
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available to you under the terms of the GNU General Public License
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as published by the Free Software Foundation, either version 3 of
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the License, or (at your option) any later version. For more
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information, see COPYING.
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]]
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AlliedReinforcementsA = { "jeep", "jeep" }
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AlliedReinforcementsB = { "e1", "e1", "e1", "e3", "e3" }
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AlliedReinforcementsC = { "jeep", "mcv" }
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IslandPatrol = { SubPatrol1.Location, SubPatrol2.Location, SubPatrol3.Location, SubPatrol4.Location }
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Submarines = { Sub1, Sub2, Sub3, Sub4, Sub5, Sub6, Sub7, Sub8 }
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RifleSquad = { Rifle1, Rifle2, Rifle3 }
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NWVillageTrigger = { CPos.New(31, 64), CPos.New(32, 64), CPos.New(34, 51), CPos.New(35, 51), CPos.New(36, 51) }
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SWVillageTrigger = { CPos.New(44, 97), CPos.New(45, 97), CPos.New(46, 97), CPos.New(47, 97) }
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MiddleVillageTrigger = { CPos.New(52, 70), CPos.New(53, 70), CPos.New(54, 70) }
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EastVillageTrigger = { CPos.New(78, 61), CPos.New(79, 61), CPos.New(80, 61), CPos.New(81, 61), CPos.New(82, 61) }
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CivilianTypes = { "c2", "c3", "c4", "c5", "c6", "c8", "c9", "c10", "c11" }
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NWVillage = { NWChurch, NWHouse1, NWHouse2, NWHouse3 }
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SWVillage = { SWChurch, SWHouse1, SWHouse2, SWHouse3, SWHouse4 }
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MiddleVillage = { MiddleChurch, MiddleHouse1, MiddleHouse2, MiddleHouse3, MiddleHouse4 }
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EastVillage = { EastChurch, EastHouse1, EastHouse2, EastHouse3 }
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MissionStart = function()
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Reinforcements.Reinforce(Allies, AlliedReinforcementsA, { AlliedSpawn.Location, AlliedBase.Location }, 5)
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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AlliesArrived = true
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Reinforcements.Reinforce(Allies, AlliedReinforcementsB, { AlliedSpawn.Location, AlliedBase.Location }, 2)
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Utils.Do(RifleSquad, function(actor)
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if not actor.IsDead then
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actor.AttackMove(AlliedBase.Location)
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actor.Hunt()
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end
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end)
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end)
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Sub1.Patrol(IslandPatrol, true, 1)
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Trigger.AfterDelay(DateTime.Seconds(5), function()
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Reinforcements.Reinforce(Allies, AlliedReinforcementsC, { AlliedSpawn.Location, AlliedBase.Location }, 5)
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end)
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Trigger.OnKilled(NWChurch, function()
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if not NWChurchEmpty then
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CiviliansKilled = CiviliansKilled + 5
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end
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end)
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Trigger.OnKilled(EastChurch, function()
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if not EastChurchEmpty then
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CiviliansKilled = CiviliansKilled + 5
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end
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end)
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Trigger.OnKilled(MiddleChurch, function()
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if not MiddleChurchEmpty then
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CiviliansKilled = CiviliansKilled + 5
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end
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end)
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Trigger.OnKilled(SWChurch, function()
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if not SWChurchEmpty then
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CiviliansKilled = CiviliansKilled + 5
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end
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end)
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Trigger.OnAllKilled(Submarines, function()
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Allies.MarkCompletedObjective(ClearWaterway)
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end)
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end
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VillageSetup = function()
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local foot1Triggered
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Trigger.OnEnteredFootprint(NWVillageTrigger, function(actor, id)
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if actor.Owner == Allies and not foot1Triggered then
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Trigger.RemoveFootprintTrigger(id)
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foot1Triggered = true
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Utils.Do(NWVillage, function(building)
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building.Owner = Allies
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end)
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Civs1 = Reinforcements.Reinforce(Allies, Utils.Take(5, Utils.Shuffle(CivilianTypes)), { ChurchNorthwest.Location, VillageNorthwest.Location }, 0)
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if not NWChurch.IsDead then
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Utils.Do(Civs1, function(civ)
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Trigger.OnKilled(civ, function()
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CiviliansKilled = CiviliansKilled + 1
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end)
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end)
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NWChurchEmpty = true
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end
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end
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Trigger.AfterDelay(DateTime.Seconds(30), function()
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local nwAttackers = Reinforcements.Reinforce(USSR, { "3tnk", "3tnk", "3tnk" }, { NWVillageAttack.Location, VillageNorthwest.Location }, 20)
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Utils.Do(nwAttackers, IdleHunt)
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end)
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end)
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local foot2Triggered
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Trigger.OnEnteredFootprint(EastVillageTrigger, function(actor, id)
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if actor.Owner == Allies and not foot2Triggered then
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Trigger.RemoveFootprintTrigger(id)
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foot2Triggered = true
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Utils.Do(EastVillage, function(building)
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building.Owner = Allies
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end)
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Civs2 = Reinforcements.Reinforce(Allies, Utils.Take(5, Utils.Shuffle(CivilianTypes)), { ChurchEast.Location, VillageEast.Location }, 0)
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if not EastChurch.IsDead then
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Utils.Do(Civs2, function(civ)
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Trigger.OnKilled(civ, function()
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CiviliansKilled = CiviliansKilled + 1
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end)
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end)
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EastChurchEmpty = true
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end
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local villageDrop = FlamerDrop.TargetParatroopers(VillageEast.CenterPosition, Angle.North)
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Utils.Do(villageDrop, function(a)
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Trigger.OnPassengerExited(a, function(t, p)
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IdleHunt(p)
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end)
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end)
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end
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end)
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local foot3Triggered
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Trigger.OnEnteredFootprint(MiddleVillageTrigger, function(actor, id)
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if actor.Owner == Allies and not foot3Triggered then
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Trigger.RemoveFootprintTrigger(id)
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foot3Triggered = true
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Utils.Do(MiddleVillage, function(building)
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building.Owner = Allies
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end)
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Civs3 = Reinforcements.Reinforce(Allies, Utils.Take(5, Utils.Shuffle(CivilianTypes)), { ChurchMiddle.Location, VillageMiddle.Location }, 0)
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if not MiddleChurch.IsDead then
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Utils.Do(Civs3, function(civ)
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Trigger.OnKilled(civ, function()
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CiviliansKilled = CiviliansKilled + 1
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end)
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end)
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MiddleChurchEmpty = true
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end
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local proxy = Actor.Create("powerproxy.parabombs", false, { Owner = USSR })
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proxy.TargetAirstrike(ChurchMiddle.CenterPosition, Angle.NorthWest)
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end
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end)
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local foot4Triggered
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Trigger.OnEnteredFootprint(SWVillageTrigger, function(actor, id)
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if actor.Owner == Allies and not foot4Triggered then
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Trigger.RemoveFootprintTrigger(id)
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foot4Triggered = true
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Utils.Do(SWVillage, function(building)
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building.Owner = Allies
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end)
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Civs4 = Reinforcements.Reinforce(Allies, Utils.Take(5, Utils.Shuffle(CivilianTypes)), { ChurchSouthwest.Location, VillageSouthwest.Location }, 0)
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if not SWChurch.IsDead then
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Utils.Do(Civs4, function(civ)
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Trigger.OnKilled(civ, function()
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CiviliansKilled = CiviliansKilled + 1
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end)
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end)
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SWChurchEmpty = true
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end
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end
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Trigger.AfterDelay(DateTime.Seconds(30), function()
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local swAttackers = Reinforcements.Reinforce(USSR, { "3tnk", "3tnk", "3tnk", "ttnk", "e4", "e4", "e4" }, { SWVillageAttack.Location, VillageSouthwest.Location }, 20)
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Utils.Do(swAttackers, IdleHunt)
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end)
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end)
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end
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SetCivilianEvacuatedText = function()
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local civiliansEvacuated = UserInterface.Translate("civilians-evacuated",
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{ ["evacuated"] = CiviliansEvacuated, ["threshold"] = CiviliansEvacuatedThreshold })
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UserInterface.SetMissionText(civiliansEvacuated, TextColor)
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end
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CiviliansEvacuatedThreshold =
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{
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hard = 20,
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normal = 15,
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easy = 10
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}
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CiviliansKilledThreshold =
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{
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hard = 1,
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normal = 6,
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easy = 11
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}
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CiviliansEvacuated = 0
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CiviliansKilled = 0
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EvacuateCivilians = function()
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Trigger.OnInfiltrated(SafeHouse, function()
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CiviliansEvacuated = CiviliansEvacuated + 1
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SetCivilianEvacuatedText()
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end)
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Trigger.OnKilled(SafeHouse, function()
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USSR.MarkCompletedObjective(SovietObj)
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end)
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local enemyBase = Utils.Where(USSR.GetActors(), function(actor)
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return
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actor.HasProperty("Sell") and
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actor.Type ~= "brik"
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end)
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Trigger.OnAllKilled(enemyBase, function()
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Media.PlaySoundNotification(Allies, "AlertBleep")
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Media.DisplayMessage(UserInterface.Translate("chinook-assist-evacuation"), UserInterface.Translate("chinook-pilot"))
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Reinforcements.Reinforce(Allies, { "tran" }, { ChinookEntry.Location, ChinookLZ.Location })
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end)
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end
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Tick = function()
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USSR.Cash = 10000
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if CiviliansEvacuated >= CiviliansEvacuatedThreshold then
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Allies.MarkCompletedObjective(RescueCivilians)
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end
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if CiviliansKilled >= CiviliansKilledThreshold then
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Allies.MarkFailedObjective(RescueCivilians)
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end
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if AlliesArrived and Allies.HasNoRequiredUnits() then
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USSR.MarkCompletedObjective(SovietObj)
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end
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end
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WorldLoaded = function()
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Allies = Player.GetPlayer("Allies")
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USSR = Player.GetPlayer("USSR")
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InitObjectives(Allies)
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if Difficulty == "easy" then
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RescueCivilians = AddPrimaryObjective(Allies, "rescue-civlians-island-shelter-easy")
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elseif Difficulty == "normal" then
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RescueCivilians = AddPrimaryObjective(Allies, "rescue-civlians-island-shelter-normal")
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else
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RescueCivilians = AddPrimaryObjective(Allies, "rescue-civlians-island-shelter-hard")
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end
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ClearWaterway = AddSecondaryObjective(Allies, "clear-enemy-submarines")
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SovietObj = AddPrimaryObjective(USSR, "")
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CiviliansEvacuatedThreshold = CiviliansEvacuatedThreshold[Difficulty]
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CiviliansKilledThreshold = CiviliansKilledThreshold[Difficulty]
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TextColor = Allies.Color
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SetCivilianEvacuatedText()
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StandardDrop = Actor.Create("paradrop", false, { Owner = USSR })
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FlamerDrop = Actor.Create("flamerdrop", false, { Owner = USSR })
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Camera.Position = DefaultCameraPosition.CenterPosition
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MissionStart()
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VillageSetup()
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EvacuateCivilians()
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ActivateAI()
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end
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