Files
OpenRA/mods/d2k/maps/ordos-06a/ordos06a.lua
RoosterDragon 0bfa53b58d Teach CheckTranslationReference about translations in Lua scripts
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.
2024-07-22 17:27:58 +02:00

279 lines
9.5 KiB
Lua

--[[
Copyright (c) The OpenRA Developers and Contributors
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.
]]
Base =
{
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 },
Harkonnen = { HConyard, HPower1, HPower2, HPower3, HPower4, HPower5, HPower6, HPower7, HPower8, HPower9, HPower10, HBarracks, HRefinery, HOutpost, HHeavyFactory, HGunt1, HGunt2, HGunt3, HGunt4, HRock, HSilo1, HSilo2, HSilo3 }
}
AtreidesReinforcements =
{
easy =
{
{ "light_inf", "light_inf", "light_inf", "trooper", "trooper" },
{ "quad", "quad", "combat_tank_a" },
{ "light_inf", "light_inf", "light_inf", "trooper", "trooper", "quad", "quad" }
},
normal =
{
{ "light_inf", "light_inf", "light_inf", "trooper", "trooper", "quad", "quad" },
{ "quad", "quad", "combat_tank_a", "combat_tank_a" },
{ "light_inf", "light_inf", "light_inf", "trooper", "trooper", "quad", "quad", "quad" },
{ "combat_tank_a", "combat_tank_a", "combat_tank_a" }
},
hard =
{
{ "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper", "quad", "quad" },
{ "quad", "quad", "quad", "combat_tank_a", "combat_tank_a" },
{ "light_inf", "light_inf", "light_inf", "trooper", "trooper", "quad", "quad", "quad", "quad" },
{ "combat_tank_a", "combat_tank_a", "combat_tank_a", "quad" },
{ "combat_tank_a", "combat_tank_a", "missile_tank", "siege_tank" }
}
}
HarkonnenReinforcements =
{
easy =
{
{ "quad", "trike", "trike" },
{ "light_inf", "light_inf", "light_inf", "trooper", "trooper" },
{ "combat_tank_h", "quad" },
{ "trooper", "trooper", "trooper", "trooper", "trooper" }
},
normal =
{
{ "combat_tank_h", "combat_tank_h", "trike", "trike" },
{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper" },
{ "combat_tank_h", "quad", "quad" },
{ "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper" },
{ "trike", "trike", "quad", "siege_tank" }
},
hard =
{
{ "combat_tank_h", "combat_tank_h", "trike", "trike", "trike" },
{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper" },
{ "combat_tank_h", "combat_tank_h", "quad", "quad" },
{ "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper" },
{ "trike", "trike", "quad", "quad", "siege_tank" },
{ "missile_tank", "missile_tank", "missile_tank", "missile_tank" }
}
}
IxianReinforcements =
{
easy = { "deviator", "deviator", "missile_tank", "missile_tank", "missile_tank", "siege_tank", "siege_tank", "combat_tank_o", "combat_tank_o" },
normal = { "deviator", "deviator", "missile_tank", "missile_tank", "missile_tank", "siege_tank", "siege_tank", "combat_tank_o" },
hard = { "deviator", "deviator", "missile_tank", "missile_tank", "siege_tank", "siege_tank", "combat_tank_o" }
}
EnemyAttackDelay =
{
easy = DateTime.Minutes(5) + DateTime.Seconds(15),
normal = DateTime.Minutes(3) + DateTime.Seconds(15),
hard = DateTime.Minutes(1) + DateTime.Seconds(30)
}
AtreidesPaths =
{
{ AtreidesEntry2.Location, AtreidesRally2.Location },
{ AtreidesEntry3.Location, AtreidesRally3.Location },
{ AtreidesEntry4.Location, AtreidesRally4.Location }
}
HarkonnenPaths =
{
{ HarkonnenEntry2.Location, HarkonnenRally2.Location },
{ HarkonnenEntry3.Location, HarkonnenRally3.Location },
{ HarkonnenEntry4.Location, HarkonnenRally4.Location },
{ HarkonnenEntry5.Location, HarkonnenRally5.Location },
{ HarkonnenEntry6.Location, HarkonnenRally6.Location },
{ HarkonnenEntry7.Location, HarkonnenRally7.Location }
}
AtreidesAttackWaves =
{
easy = 3,
normal = 4,
hard = 5
}
HarkonnenAttackWaves =
{
easy = 4,
normal = 5,
hard = 6
}
InitialReinforcements =
{
Atreides = { "combat_tank_a", "quad", "quad", "trike", "trike" },
Harkonnen = { "trooper", "trooper", "trooper", "trooper", "trooper", "combat_tank_h" }
}
InitialReinforcementsPaths =
{
Atreides = { AtreidesEntry1.Location, AtreidesRally1.Location },
Harkonnen = { HarkonnenEntry1.Location, HarkonnenRally1.Location }
}
InitialContrabandTimes =
{
easy = DateTime.Minutes(10),
normal = DateTime.Minutes(15),
hard = DateTime.Minutes(20)
}
ContrabandTimes =
{
easy = DateTime.Minutes(4),
normal = DateTime.Minutes(6),
hard = DateTime.Minutes(7)
}
IxianReinforcementsHaveArrived = UserInterface.Translate("ixian-reinforcements-arrived")
SendContraband = function()
Media.PlaySpeechNotification(Ordos, "Reinforce")
for i = 0, 6 do
local c = Ordos.Color
if i % 2 == 0 then
c = HSLColor.White
end
Trigger.AfterDelay(DateTime.Seconds(i), function() UserInterface.SetMissionText(IxianReinforcementsHaveArrived, c) end)
end
Trigger.AfterDelay(DateTime.Seconds(6), function()
TimerTicks = ContrabandTimes[Difficulty]
end)
local entryPath = { CPos.New(82, OStarport.Location.Y + 1), OStarport.Location + CVec.New(1, 1) }
local exitPath = { CPos.New(2, OStarport.Location.Y + 1) }
Reinforcements.ReinforceWithTransport(Ordos, "frigate", IxianReinforcements[Difficulty], entryPath, exitPath)
end
Hunt = function(house)
Trigger.OnAllKilledOrCaptured(Base[house.InternalName], function()
Utils.Do(house.GetGroundAttackers(), IdleHunt)
end)
end
CheckHarvester = function(house)
if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[house] then
local units = house.GetActorsByType("harvester")
if #units > 0 then
LastHarvesterEaten[house] = false
ProtectHarvester(units[1], house, AttackGroupSize[Difficulty])
end
end
end
Tick = function()
if not Ordos.IsObjectiveCompleted(KillAtreides) and Atreides.HasNoRequiredUnits() then
Media.DisplayMessage(UserInterface.Translate("atreides-annihilated"), Mentat)
Ordos.MarkCompletedObjective(KillAtreides)
DestroyCarryalls(Atreides)
if Ordos.IsObjectiveCompleted(KillHarkonnen) then
Ordos.MarkCompletedObjective(GuardStarport)
end
end
if not Ordos.IsObjectiveCompleted(KillHarkonnen) and Harkonnen.HasNoRequiredUnits() then
Media.DisplayMessage(UserInterface.Translate("harkonnen-annihilated"), Mentat)
Ordos.MarkCompletedObjective(KillHarkonnen)
DestroyCarryalls(Harkonnen)
if Ordos.IsObjectiveCompleted(KillAtreides) then
Ordos.MarkCompletedObjective(GuardStarport)
end
end
if TimerTicks and TimerTicks > 0 then
TimerTicks = TimerTicks - 1
if TimerTicks == 0 then
if not FirstIxiansArrived then
Media.DisplayMessage(UserInterface.Translate("deliveries-arriving-massive-reinforcements"), Mentat)
end
FirstIxiansArrived = true
SendContraband()
elseif (TimerTicks % DateTime.Seconds(1)) == 0 then
local time = Utils.FormatTime(TimerTicks)
local reinforcementsText = UserInterface.Translate("initial-reinforcements-arrive-in", { ["time"] = time })
if FirstIxiansArrived then
reinforcementsText = UserInterface.Translate("additional-reinforcements-arrive-in", { ["time"] = time })
end
UserInterface.SetMissionText(reinforcementsText, Ordos.Color)
end
end
CheckHarvester(Atreides)
CheckHarvester(Harkonnen)
end
WorldLoaded = function()
Atreides = Player.GetPlayer("Atreides")
Harkonnen = Player.GetPlayer("Harkonnen")
Ordos = Player.GetPlayer("Ordos")
InitObjectives(Ordos)
GuardStarport = AddPrimaryObjective(Ordos, "defend-starport")
KillAtreides = AddPrimaryObjective(Ordos, "destroy-atreides")
KillHarkonnen = AddPrimaryObjective(Ordos, "destroy-harkonnen")
Camera.Position = OConyard.CenterPosition
EnemyAttackLocations = { OConyard.Location, OStarport.Location }
Trigger.OnRemovedFromWorld(OStarport, function()
Ordos.MarkFailedObjective(GuardStarport)
end)
Trigger.AfterDelay(DateTime.Seconds(2), function()
TimerTicks = InitialContrabandTimes[Difficulty]
local time = Utils.FormatTime(TimerTicks)
Media.DisplayMessage(UserInterface.Translate("ixian-reinforcements-in", { ["time"] = time }), Mentat)
end)
Hunt(Atreides)
Hunt(Harkonnen)
local atreidesPath = function() return Utils.Random(AtreidesPaths) end
local harkonnenPath = function() return Utils.Random(HarkonnenPaths) end
local atreidesCondition = function() return Ordos.IsObjectiveCompleted(KillAtreides) end
local harkonnenCondition = function() return Ordos.IsObjectiveCompleted(KillHarkonnen) end
local huntFunction = function(unit)
unit.AttackMove(Utils.Random(EnemyAttackLocations))
IdleHunt(unit)
end
local announcementFunction = function()
Media.DisplayMessage(UserInterface.Translate("enemy-reinforcements-arrived"), Mentat)
end
SendCarryallReinforcements(Atreides, 0, AtreidesAttackWaves[Difficulty], EnemyAttackDelay[Difficulty], atreidesPath, AtreidesReinforcements[Difficulty], atreidesCondition, huntFunction, announcementFunction)
Trigger.AfterDelay(Utils.RandomInteger(DateTime.Seconds(45), DateTime.Minutes(1) + DateTime.Seconds(15)), function()
SendCarryallReinforcements(Harkonnen, 0, HarkonnenAttackWaves[Difficulty], EnemyAttackDelay[Difficulty], harkonnenPath, HarkonnenReinforcements[Difficulty], harkonnenCondition, huntFunction, announcementFunction)
end)
Actor.Create("upgrade.barracks", true, { Owner = Atreides })
Actor.Create("upgrade.light", true, { Owner = Atreides })
Actor.Create("upgrade.heavy", true, { Owner = Atreides })
Actor.Create("upgrade.barracks", true, { Owner = Harkonnen })
Actor.Create("upgrade.heavy", true, { Owner = Harkonnen })
Trigger.AfterDelay(0, ActivateAI)
end