Files
OpenRA/mods/ra/scripts/campaign.lua
2022-05-28 00:35:10 -05:00

73 lines
2.2 KiB
Lua

--[[
Copyright 2007-2022 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")
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, "MissionFailed")
end)
end)
Trigger.OnPlayerWon(player, function()
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.PlaySpeechNotification(player, "MissionAccomplished")
end)
end)
end
AttackAircraftTargets = { }
InitializeAttackAircraft = function(aircraft, enemyPlayer)
Trigger.OnIdle(aircraft, function()
local actorId = tostring(aircraft)
local target = AttackAircraftTargets[actorId]
if not target or not target.IsInWorld then
target = ChooseRandomTarget(aircraft, enemyPlayer)
end
if target then
AttackAircraftTargets[actorId] = target
aircraft.Attack(target)
else
AttackAircraftTargets[actorId] = nil
aircraft.ReturnToBase()
end
end)
end
ChooseRandomTarget = function(unit, enemyPlayer)
local target = nil
local enemies = Utils.Where(enemyPlayer.GetActors(), function(self)
return self.HasProperty("Health") and unit.CanTarget(self) and not Utils.Any({ "sbag", "fenc", "brik", "cycl", "barb" }, function(type) return self.Type == type end)
end)
if #enemies > 0 then
target = Utils.Random(enemies)
end
return target
end
OnAnyDamaged = function(actors, func)
Utils.Do(actors, function(actor)
Trigger.OnDamaged(actor, func)
end)
end