Files
OpenRA/mods/d2k/bits/scripts/campaign-global.lua
2017-08-17 19:05:38 +02:00

193 lines
5.3 KiB
Lua

--[[
Copyright 2007-2017 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.
]]
Difficulty = Map.LobbyOption("difficulty")
IdleHunt = function(actor)
if not actor.IsDead then
Trigger.OnIdle(actor, actor.Hunt)
end
end
InitObjectives = function(player)
Trigger.OnObjectiveAdded(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
Trigger.OnObjectiveCompleted(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
end)
Trigger.OnObjectiveFailed(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
end)
Trigger.OnPlayerLost(player, function()
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.PlaySpeechNotification(player, "Lose")
end)
end)
Trigger.OnPlayerWon(player, function()
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.PlaySpeechNotification(player, "Win")
end)
end)
end
SendCarryallReinforcements = function(player, currentWave, totalWaves, delay, pathFunction, unitTypes, customCondition, customHuntFunction)
Trigger.AfterDelay(delay, function()
if customCondition and customCondition() then
return
end
currentWave = currentWave + 1
if currentWave > totalWaves then
return
end
local path = pathFunction()
local units = Reinforcements.ReinforceWithTransport(player, "carryall.reinforce", unitTypes[currentWave], path, { path[1] })[2]
if not customHuntFunction then
customHuntFunction = IdleHunt
end
Utils.Do(units, customHuntFunction)
SendCarryallReinforcements(player, currentWave, totalWaves, delay, pathFunction, unitTypes, customCondition, customHuntFunction)
end)
end
TriggerCarryallReinforcements = function(triggeringPlayer, reinforcingPlayer, area, unitTypes, path, customCondition)
local fired = false
Trigger.OnEnteredFootprint(area, function(a, id)
if customCondition and customCondition() then
return
end
if not fired and a.Owner == triggeringPlayer and a.Type ~= "carryall" then
fired = true
Trigger.RemoveFootprintTrigger(id)
local units = Reinforcements.ReinforceWithTransport(reinforcingPlayer, "carryall.reinforce", unitTypes, path, { path[1] })[2]
Utils.Do(units, IdleHunt)
end
end)
end
-- Used for the AI:
IdlingUnits = { }
Attacking = { }
HoldProduction = { }
HarvesterKilled = { }
SetupAttackGroup = function(owner, size)
local units = { }
for i = 0, size, 1 do
if #IdlingUnits[owner] == 0 then
return units
end
local number = Utils.RandomInteger(1, #IdlingUnits[owner] + 1)
if IdlingUnits[owner][number] and not IdlingUnits[owner][number].IsDead then
units[i] = IdlingUnits[owner][number]
table.remove(IdlingUnits[owner], number)
end
end
return units
end
SendAttack = function(owner, size)
if Attacking[owner] then
return
end
Attacking[owner] = true
HoldProduction[owner] = true
local units = SetupAttackGroup(owner, size)
Utils.Do(units, IdleHunt)
Trigger.OnAllRemovedFromWorld(units, function()
Attacking[owner] = false
HoldProduction[owner] = false
end)
end
DefendActor = function(unit, defendingPlayer, defenderCount)
Trigger.OnDamaged(unit, function(self, attacker)
-- Don't try to attack spiceblooms
if attacker and attacker.Type == "spicebloom" then
return
end
if Attacking[defendingPlayer] then
return
end
Attacking[defendingPlayer] = true
local Guards = SetupAttackGroup(defendingPlayer, defenderCount)
if #Guards <= 0 then
Attacking[defendingPlayer] = false
return
end
Utils.Do(Guards, function(unit)
if not self.IsDead then
unit.AttackMove(self.Location)
end
IdleHunt(unit)
end)
Trigger.OnAllRemovedFromWorld(Guards, function() Attacking[defendingPlayer] = false end)
end)
end
ProtectHarvester = function(unit, owner, defenderCount)
DefendActor(unit, owner, defenderCount)
Trigger.OnKilled(unit, function() HarvesterKilled[unit.Owner] = true end)
end
RepairBuilding = function(owner, actor, modifier)
Trigger.OnDamaged(actor, function(building)
if building.Owner == owner and building.Health < building.MaxHealth * modifier then
building.StartBuildingRepairs()
end
end)
end
DefendAndRepairBase = function(owner, baseBuildings, modifier, defenderCount)
Utils.Do(baseBuildings, function(actor)
DefendActor(actor, owner, defenderCount)
RepairBuilding(owner, actor, modifier)
end)
end
ProduceUnits = function(player, factory, delay, toBuild, attackSize, attackThresholdSize)
if factory.IsDead or factory.Owner ~= player then
return
end
if HoldProduction[player] then
Trigger.AfterDelay(DateTime.Minutes(1), function() ProduceUnits(player, factory, delay, toBuild, attackSize, attackThresholdSize) end)
return
end
player.Build(toBuild(), function(unit)
IdlingUnits[player][#IdlingUnits[player] + 1] = unit[1]
Trigger.AfterDelay(delay(), function() ProduceUnits(player, factory, delay, toBuild, attackSize, attackThresholdSize) end)
if #IdlingUnits[player] >= attackThresholdSize then
SendAttack(player, attackSize)
end
end)
end