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.
229 lines
8.5 KiB
Lua
229 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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Base =
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{
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AtreidesMainBase = { AConyard, APower1, APower2, APower3, ABarracks1, ARefinery1, ALightFactory, AHeavyFactory, AGunt1, AGunt2, AGunt3, AGunt4, AGunt5 },
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AtreidesSmallBase1 = { APower4, APower5, ABarracks2, ARefinery2, AGunt6, AGunt7 },
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AtreidesSmallBase2 = { APower6, APower7, ABarracks3, AGunt8, AGunt9, AGunt10 },
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AtreidesSmallBase3 = { APower8, APower9, AStarport, AGunt11, AGunt12 }
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}
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AtreidesReinforcements =
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{
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easy =
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{
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{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "quad", "trike", "combat_tank_a"},
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{ "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper" },
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{ "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper" },
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{ "combat_tank_a", "combat_tank_a", "quad" },
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{ "quad", "quad", "trooper", "quad", "quad", "trooper" },
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{ "combat_tank_a", "combat_tank_a", "combat_tank_a", "quad", "siege_tank", "missile_tank" },
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{ "quad", "quad", "quad", "trooper", "trooper", "trooper", "trooper" }
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},
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normal =
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{
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{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "quad", "trike", "trike", "combat_tank_a"},
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{ "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper", "trooper" },
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{ "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper", "trooper" },
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{ "combat_tank_a", "combat_tank_a", "combat_tank_a" },
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{ "quad", "quad", "quad", "quad", "quad", "quad" },
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{ "combat_tank_a", "combat_tank_a", "combat_tank_a", "combat_tank_a", "quad", "siege_tank", "missile_tank" },
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{ "quad", "quad", "quad", "trooper", "trooper", "trooper", "trooper", "trooper" }
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},
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hard =
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{
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{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "quad", "quad", "trike", "trike", "combat_tank_a"},
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{ "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper", "trooper", "trooper" },
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{ "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper", "trooper", "trooper" },
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{ "combat_tank_a", "combat_tank_a", "combat_tank_a", "quad" },
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{ "quad", "quad", "quad", "trooper", "quad", "quad", "quad", "trooper" },
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{ "combat_tank_a", "combat_tank_a", "combat_tank_a", "combat_tank_a", "quad", "siege_tank", "siege_tank", "missile_tank" },
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{ "quad", "quad", "quad", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper" }
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}
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}
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AtreidesAttackDelay =
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{
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easy = DateTime.Minutes(3) + DateTime.Seconds(15),
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normal = DateTime.Minutes(2) + DateTime.Seconds(15),
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hard = DateTime.Minutes(1) + DateTime.Seconds(15)
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}
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AtreidesPaths =
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{
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{ AtreidesEntry4.Location, AtreidesRally4.Location },
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{ AtreidesEntry5.Location, AtreidesRally5.Location },
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{ AtreidesEntry6.Location, AtreidesRally6.Location },
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{ AtreidesEntry7.Location, AtreidesRally7.Location },
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{ AtreidesEntry8.Location, AtreidesRally8.Location }
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}
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InitialReinforcements =
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{
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AtreidesMainBase = { "combat_tank_a", "combat_tank_a", "quad", "quad", "trike", "light_inf", "light_inf", "light_inf", "light_inf" },
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AtreidesSmallBase1 = { "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf" },
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AtreidesSmallBase2 = { "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf" }
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}
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InitialReinforcementsPaths =
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{
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AtreidesMainBase = { AtreidesEntry1.Location, AtreidesRally1.Location },
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AtreidesSmallBase1 = { ABarracks2.Location, AtreidesRally2.Location },
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AtreidesSmallBase2 = { ABarracks3.Location, AtreidesRally3.Location }
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}
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ToHarvest =
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{
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easy = 12500,
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normal = 15000,
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hard = 20000
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}
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Hunt = function(house)
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Trigger.OnAllKilledOrCaptured(Base[house.InternalName], function()
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Utils.Do(house.GetGroundAttackers(), IdleHunt)
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end)
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end
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CheckHarvester = function(house)
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if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[house] then
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local units = house.GetActorsByType("harvester")
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if #units > 0 then
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LastHarvesterEaten[house] = false
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ProtectHarvester(units[1], house, AttackGroupSize[Difficulty])
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end
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end
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end
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CachedResources = -1
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Tick = function()
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if Ordos.Resources > SpiceToHarvest - 1 then
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Ordos.MarkCompletedObjective(GatherSpice)
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end
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if Ordos.HasNoRequiredUnits() then
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AtreidesMain.MarkCompletedObjective(KillOrdos1)
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AtreidesSmall1.MarkCompletedObjective(KillOrdos2)
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AtreidesSmall2.MarkCompletedObjective(KillOrdos3)
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AtreidesSmall3.MarkCompletedObjective(KillOrdos4)
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end
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if AtreidesMain.HasNoRequiredUnits() and AtreidesSmall1.HasNoRequiredUnits() and AtreidesSmall2.HasNoRequiredUnits() and AtreidesSmall3.HasNoRequiredUnits() and not Ordos.IsObjectiveCompleted(KillAtreides) then
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Media.DisplayMessage(UserInterface.Translate("atreides-annihilated"), Mentat)
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Ordos.MarkCompletedObjective(KillAtreides)
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end
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if #Ordos.GetActorsByType("engineer") == 0 and not Ordos.IsObjectiveCompleted(CaptureStarport) then
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Ordos.MarkFailedObjective(CaptureStarport)
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end
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if Ordos.IsObjectiveCompleted(CaptureStarport) then
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if Ordos.Resources ~= CachedResources then
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local harvestedResources = UserInterface.Translate("harvested-resources",
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{ ["harvested"] = Ordos.Resources, ["goal"] = SpiceToHarvest })
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UserInterface.SetMissionText(harvestedResources)
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CachedResources = Ordos.Resources
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end
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end
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CheckHarvester(AtreidesMain)
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CheckHarvester(AtreidesSmall1)
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end
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WorldLoaded = function()
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AtreidesMain = Player.GetPlayer("AtreidesMainBase")
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AtreidesSmall1 = Player.GetPlayer("AtreidesSmallBase1")
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AtreidesSmall2 = Player.GetPlayer("AtreidesSmallBase2")
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AtreidesSmall3 = Player.GetPlayer("AtreidesSmallBase3")
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Ordos = Player.GetPlayer("Ordos")
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SpiceToHarvest = ToHarvest[Difficulty]
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InitObjectives(Ordos)
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KillOrdos1 = AddPrimaryObjective(AtreidesMain, "")
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KillOrdos2 = AddPrimaryObjective(AtreidesSmall1, "")
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KillOrdos3 = AddPrimaryObjective(AtreidesSmall2, "")
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KillOrdos4 = AddPrimaryObjective(AtreidesSmall3, "")
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CaptureStarport = AddPrimaryObjective(Ordos, "capture-atreides-starport-establish-base")
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local harvestSpice = UserInterface.Translate("harvest-spice", { ["spice"] = SpiceToHarvest })
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GatherSpice = AddPrimaryObjective(Ordos, harvestSpice)
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KillAtreides = AddSecondaryObjective(Ordos, "destroy-atreides")
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Camera.Position = OEngi1.CenterPosition
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AtreidesAttackLocation = OEngi1.Location
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if Difficulty ~= "easy" then
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OTrooper3.Destroy()
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end
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if Difficulty == "hard" then
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OTrooper4.Destroy()
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OCombat2.Destroy()
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end
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Hunt(AtreidesMain)
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Hunt(AtreidesSmall1)
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Hunt(AtreidesSmall2)
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Hunt(AtreidesSmall3)
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local path = function() return Utils.Random(AtreidesPaths) end
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local waveCondition = function() return Ordos.IsObjectiveCompleted(KillAtreides) end
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local huntFunction = function(unit)
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unit.AttackMove(AtreidesAttackLocation)
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IdleHunt(unit)
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end
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SendCarryallReinforcements(AtreidesMain, 0, 8, AtreidesAttackDelay[Difficulty], path, AtreidesReinforcements[Difficulty], waveCondition, huntFunction)
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Actor.Create("upgrade.barracks", true, { Owner = AtreidesMain })
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Actor.Create("upgrade.light", true, { Owner = AtreidesMain })
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Actor.Create("upgrade.heavy", true, { Owner = AtreidesMain })
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Actor.Create("upgrade.barracks", true, { Owner = AtreidesSmall1 })
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Actor.Create("upgrade.barracks", true, { Owner = AtreidesSmall2 })
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Trigger.AfterDelay(0, ActivateAI)
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Trigger.OnKilled(AStarport, function()
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if not Ordos.IsObjectiveCompleted(CaptureStarport) then
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Ordos.MarkFailedObjective(CaptureStarport)
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end
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end)
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Trigger.OnCapture(AStarport, function()
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Ordos.MarkCompletedObjective(CaptureStarport)
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if not AIProductionActivated then
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ActivateAIProduction()
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end
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Reinforcements.ReinforceWithTransport(Ordos, "frigate", { "mcv" }, { OrdosStarportEntry.Location, AStarport.Location + CVec.New(1, 1) }, { OrdosStarportExit.Location })
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if APower8.Owner ~= Ordos and not APower8.IsDead then
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APower8.Sell()
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end
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if APower9.Owner ~= Ordos and not APower9.IsDead then
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APower9.Sell()
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end
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end)
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Trigger.OnKilledOrCaptured(APower8, function()
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if not AIProductionActivated then
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ActivateAIProduction()
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end
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end)
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Trigger.OnKilledOrCaptured(APower9, function()
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if not AIProductionActivated then
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ActivateAIProduction()
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end
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end)
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end
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