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.
279 lines
9.5 KiB
Lua
279 lines
9.5 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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Atreides = { AConyard, APower1, APower2, APower3, APower4, APower5, APower6, APower7, APower8, APower9, APower10, APower11, APower12, ABarracks, ARefinery, ALightFactory, AHeavyFactory, ARepair, AResearch, AGunt1, AGunt2, ARock1, ARock2, ARock3, ARock4 },
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Harkonnen = { HConyard, HPower1, HPower2, HPower3, HPower4, HPower5, HPower6, HPower7, HPower8, HPower9, HPower10, HBarracks, HRefinery, HOutpost, HHeavyFactory, HGunt1, HGunt2, HGunt3, HGunt4, HRock, HSilo1, HSilo2, HSilo3 }
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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", "trooper", "trooper" },
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{ "quad", "quad", "combat_tank_a" },
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{ "light_inf", "light_inf", "light_inf", "trooper", "trooper", "quad", "quad" }
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},
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normal =
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{
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{ "light_inf", "light_inf", "light_inf", "trooper", "trooper", "quad", "quad" },
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{ "quad", "quad", "combat_tank_a", "combat_tank_a" },
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{ "light_inf", "light_inf", "light_inf", "trooper", "trooper", "quad", "quad", "quad" },
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{ "combat_tank_a", "combat_tank_a", "combat_tank_a" }
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},
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hard =
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{
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{ "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper", "quad", "quad" },
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{ "quad", "quad", "quad", "combat_tank_a", "combat_tank_a" },
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{ "light_inf", "light_inf", "light_inf", "trooper", "trooper", "quad", "quad", "quad", "quad" },
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{ "combat_tank_a", "combat_tank_a", "combat_tank_a", "quad" },
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{ "combat_tank_a", "combat_tank_a", "missile_tank", "siege_tank" }
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}
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}
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HarkonnenReinforcements =
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{
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easy =
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{
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{ "quad", "trike", "trike" },
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{ "light_inf", "light_inf", "light_inf", "trooper", "trooper" },
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{ "combat_tank_h", "quad" },
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{ "trooper", "trooper", "trooper", "trooper", "trooper" }
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},
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normal =
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{
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{ "combat_tank_h", "combat_tank_h", "trike", "trike" },
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{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper" },
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{ "combat_tank_h", "quad", "quad" },
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{ "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper" },
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{ "trike", "trike", "quad", "siege_tank" }
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},
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hard =
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{
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{ "combat_tank_h", "combat_tank_h", "trike", "trike", "trike" },
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{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper" },
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{ "combat_tank_h", "combat_tank_h", "quad", "quad" },
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{ "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper" },
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{ "trike", "trike", "quad", "quad", "siege_tank" },
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{ "missile_tank", "missile_tank", "missile_tank", "missile_tank" }
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}
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}
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IxianReinforcements =
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{
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easy = { "deviator", "deviator", "missile_tank", "missile_tank", "missile_tank", "siege_tank", "siege_tank", "combat_tank_o", "combat_tank_o" },
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normal = { "deviator", "deviator", "missile_tank", "missile_tank", "missile_tank", "siege_tank", "siege_tank", "combat_tank_o" },
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hard = { "deviator", "deviator", "missile_tank", "missile_tank", "siege_tank", "siege_tank", "combat_tank_o" }
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}
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EnemyAttackDelay =
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{
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easy = DateTime.Minutes(5) + DateTime.Seconds(15),
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normal = DateTime.Minutes(3) + DateTime.Seconds(15),
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hard = DateTime.Minutes(1) + DateTime.Seconds(30)
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}
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AtreidesPaths =
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{
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{ AtreidesEntry2.Location, AtreidesRally2.Location },
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{ AtreidesEntry3.Location, AtreidesRally3.Location },
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{ AtreidesEntry4.Location, AtreidesRally4.Location }
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}
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HarkonnenPaths =
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{
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{ HarkonnenEntry2.Location, HarkonnenRally2.Location },
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{ HarkonnenEntry3.Location, HarkonnenRally3.Location },
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{ HarkonnenEntry4.Location, HarkonnenRally4.Location },
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{ HarkonnenEntry5.Location, HarkonnenRally5.Location },
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{ HarkonnenEntry6.Location, HarkonnenRally6.Location },
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{ HarkonnenEntry7.Location, HarkonnenRally7.Location }
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}
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AtreidesAttackWaves =
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{
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easy = 3,
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normal = 4,
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hard = 5
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}
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HarkonnenAttackWaves =
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{
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easy = 4,
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normal = 5,
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hard = 6
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}
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InitialReinforcements =
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{
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Atreides = { "combat_tank_a", "quad", "quad", "trike", "trike" },
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Harkonnen = { "trooper", "trooper", "trooper", "trooper", "trooper", "combat_tank_h" }
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}
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InitialReinforcementsPaths =
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{
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Atreides = { AtreidesEntry1.Location, AtreidesRally1.Location },
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Harkonnen = { HarkonnenEntry1.Location, HarkonnenRally1.Location }
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}
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InitialContrabandTimes =
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{
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easy = DateTime.Minutes(10),
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normal = DateTime.Minutes(15),
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hard = DateTime.Minutes(20)
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}
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ContrabandTimes =
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{
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easy = DateTime.Minutes(4),
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normal = DateTime.Minutes(6),
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hard = DateTime.Minutes(7)
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}
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IxianReinforcementsHaveArrived = UserInterface.Translate("ixian-reinforcements-arrived")
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SendContraband = function()
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Media.PlaySpeechNotification(Ordos, "Reinforce")
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for i = 0, 6 do
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local c = Ordos.Color
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if i % 2 == 0 then
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c = HSLColor.White
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end
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Trigger.AfterDelay(DateTime.Seconds(i), function() UserInterface.SetMissionText(IxianReinforcementsHaveArrived, c) end)
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end
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Trigger.AfterDelay(DateTime.Seconds(6), function()
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TimerTicks = ContrabandTimes[Difficulty]
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end)
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local entryPath = { CPos.New(82, OStarport.Location.Y + 1), OStarport.Location + CVec.New(1, 1) }
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local exitPath = { CPos.New(2, OStarport.Location.Y + 1) }
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Reinforcements.ReinforceWithTransport(Ordos, "frigate", IxianReinforcements[Difficulty], entryPath, exitPath)
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end
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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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Tick = function()
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if not Ordos.IsObjectiveCompleted(KillAtreides) and Atreides.HasNoRequiredUnits() then
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Media.DisplayMessage(UserInterface.Translate("atreides-annihilated"), Mentat)
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Ordos.MarkCompletedObjective(KillAtreides)
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DestroyCarryalls(Atreides)
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if Ordos.IsObjectiveCompleted(KillHarkonnen) then
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Ordos.MarkCompletedObjective(GuardStarport)
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end
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end
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if not Ordos.IsObjectiveCompleted(KillHarkonnen) and Harkonnen.HasNoRequiredUnits() then
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Media.DisplayMessage(UserInterface.Translate("harkonnen-annihilated"), Mentat)
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Ordos.MarkCompletedObjective(KillHarkonnen)
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DestroyCarryalls(Harkonnen)
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if Ordos.IsObjectiveCompleted(KillAtreides) then
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Ordos.MarkCompletedObjective(GuardStarport)
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end
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end
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if TimerTicks and TimerTicks > 0 then
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TimerTicks = TimerTicks - 1
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if TimerTicks == 0 then
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if not FirstIxiansArrived then
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Media.DisplayMessage(UserInterface.Translate("deliveries-arriving-massive-reinforcements"), Mentat)
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end
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FirstIxiansArrived = true
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SendContraband()
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elseif (TimerTicks % DateTime.Seconds(1)) == 0 then
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local time = Utils.FormatTime(TimerTicks)
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local reinforcementsText = UserInterface.Translate("initial-reinforcements-arrive-in", { ["time"] = time })
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if FirstIxiansArrived then
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reinforcementsText = UserInterface.Translate("additional-reinforcements-arrive-in", { ["time"] = time })
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end
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UserInterface.SetMissionText(reinforcementsText, Ordos.Color)
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end
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end
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CheckHarvester(Atreides)
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CheckHarvester(Harkonnen)
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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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InitObjectives(Ordos)
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GuardStarport = AddPrimaryObjective(Ordos, "defend-starport")
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KillAtreides = AddPrimaryObjective(Ordos, "destroy-atreides")
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KillHarkonnen = AddPrimaryObjective(Ordos, "destroy-harkonnen")
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Camera.Position = OConyard.CenterPosition
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EnemyAttackLocations = { OConyard.Location, OStarport.Location }
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Trigger.OnRemovedFromWorld(OStarport, function()
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Ordos.MarkFailedObjective(GuardStarport)
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end)
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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TimerTicks = InitialContrabandTimes[Difficulty]
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local time = Utils.FormatTime(TimerTicks)
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Media.DisplayMessage(UserInterface.Translate("ixian-reinforcements-in", { ["time"] = time }), Mentat)
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end)
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Hunt(Atreides)
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Hunt(Harkonnen)
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local atreidesPath = function() return Utils.Random(AtreidesPaths) end
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local harkonnenPath = function() return Utils.Random(HarkonnenPaths) end
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local atreidesCondition = function() return Ordos.IsObjectiveCompleted(KillAtreides) end
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local harkonnenCondition = function() return Ordos.IsObjectiveCompleted(KillHarkonnen) end
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local huntFunction = function(unit)
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unit.AttackMove(Utils.Random(EnemyAttackLocations))
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IdleHunt(unit)
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end
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local announcementFunction = function()
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Media.DisplayMessage(UserInterface.Translate("enemy-reinforcements-arrived"), Mentat)
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end
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SendCarryallReinforcements(Atreides, 0, AtreidesAttackWaves[Difficulty], EnemyAttackDelay[Difficulty], atreidesPath, AtreidesReinforcements[Difficulty], atreidesCondition, huntFunction, announcementFunction)
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Trigger.AfterDelay(Utils.RandomInteger(DateTime.Seconds(45), DateTime.Minutes(1) + DateTime.Seconds(15)), function()
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SendCarryallReinforcements(Harkonnen, 0, HarkonnenAttackWaves[Difficulty], EnemyAttackDelay[Difficulty], harkonnenPath, HarkonnenReinforcements[Difficulty], harkonnenCondition, huntFunction, announcementFunction)
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end)
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Actor.Create("upgrade.barracks", true, { Owner = Atreides })
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Actor.Create("upgrade.light", true, { Owner = Atreides })
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Actor.Create("upgrade.heavy", true, { Owner = Atreides })
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Actor.Create("upgrade.barracks", true, { Owner = Harkonnen })
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Actor.Create("upgrade.heavy", true, { Owner = Harkonnen })
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Trigger.AfterDelay(0, ActivateAI)
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end
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