Files
OpenRA/mods/ra/maps/exodus/exodus.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

347 lines
8.8 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.
]]
UnitsEvacuatedThreshold =
{
hard = 200,
normal = 100,
easy = 50
}
AttackAtFrame =
{
hard = 500,
normal = 500,
easy = 600
}
MinAttackAtFrame =
{
hard = 100,
normal = 100,
easy = 150
}
MaxSovietYaks =
{
hard = 4,
normal = 2,
easy = 0
}
SovietParadrops =
{
hard = 40,
normal = 20,
easy = 0
}
SovietParadropTicks =
{
hard = DateTime.Minutes(17),
normal = DateTime.Minutes(20),
easy = DateTime.Minutes(20)
}
SovietUnits2Ticks =
{
hard = DateTime.Minutes(12),
normal = DateTime.Minutes(15),
easy = DateTime.Minutes(15)
}
SovietEntryPoints =
{
SovietEntryPoint1, SovietEntryPoint2, SovietEntryPoint3, SovietEntryPoint4, SovietEntryPoint5, SovietEntryPoint6
}
SovietRallyPoints =
{
SovietRallyPoint1, SovietRallyPoint2, SovietRallyPoint3, SovietRallyPoint4, SovietRallyPoint5, SovietRallyPoint6
}
SovietAirfields =
{
SovietAirfield1, SovietAirfield2, SovietAirfield3, SovietAirfield4,
SovietAirfield5, SovietAirfield6, SovietAirfield7, SovietAirfield8
}
MountainEntry = { CPos.New(25, 45), CPos.New(25, 46), CPos.New(25, 47), CPos.New(25, 48), CPos.New(25, 49) }
BridgeEntry = { CPos.New(25, 29), CPos.New(26, 29), CPos.New(27, 29), CPos.New(28, 29) }
MobileConstructionVehicle = { "mcv" }
Yak = { "yak" }
ReinforcementsTicks1 = DateTime.Minutes(5)
Reinforcements1 =
{
"mgg", "2tnk", "2tnk", "2tnk", "2tnk", "1tnk", "1tnk",
"jeep", "jeep", "e1", "e1", "e1", "e1", "e3", "e3"
}
ReinforcementsTicks2 = DateTime.Minutes(10)
Reinforcements2 =
{
"mgg", "2tnk", "2tnk", "2tnk", "2tnk", "truk", "truk", "truk",
"truk", "truk", "truk", "1tnk", "1tnk", "jeep", "jeep"
}
SovietUnits1 =
{
"3tnk", "3tnk", "3tnk", "3tnk", "3tnk", "3tnk", "v2rl", "v2rl", "ftrk",
"apc", "e1", "e1", "e2", "e3", "e3", "e4"
}
SovietUnits2 =
{
"4tnk", "4tnk", "4tnk", "4tnk", "3tnk", "3tnk", "3tnk", "3tnk", "v2rl",
"v2rl", "ftrk", "apc", "e1", "e1", "e2", "e3", "e3", "e4"
}
CurrentReinforcement1 = 0
CurrentReinforcement2 = 0
SpawnAlliedUnit = function(units)
Reinforcements.Reinforce(Allies1, units, { Allies1EntryPoint.Location, Allies1MovePoint.Location })
if Allies2 then
Reinforcements.Reinforce(Allies2, units, { Allies2EntryPoint.Location, Allies2MovePoint.Location })
end
Utils.Do(Humans, function(player)
Trigger.AfterDelay(DateTime.Seconds(2), function()
Media.PlaySpeechNotification(player, "AlliedReinforcementsNorth")
end)
end)
if CurrentReinforcement1 < #Reinforcements1 then
CurrentReinforcement1 = CurrentReinforcement1 + 1
Trigger.AfterDelay(ReinforcementsTicks1, function()
reinforcements1 = { Reinforcements1[CurrentReinforcement1] }
SpawnAlliedUnit(reinforcements1)
end)
end
if CurrentReinforcement2 < #Reinforcements2 then
CurrentReinforcement2 = CurrentReinforcement2 + 1
Trigger.AfterDelay(ReinforcementsTicks2, function()
reinforcements2 = { Reinforcements2[CurrentReinforcement2] }
SpawnAlliedUnit(reinforcements2)
end)
end
end
SovietGroupSize = 5
SpawnSovietUnits = function()
local units = SovietUnits1
if DateTime.GameTime >= SovietUnits2Ticks[Difficulty] then
units = SovietUnits2
end
local unitType = Utils.Random(units)
local spawnPoint = Utils.Random(SovietEntryPoints)
local rallyPoint = Utils.Random(SovietRallyPoints)
local actor = Actor.Create(unitType, true, { Owner = Soviets, Location = spawnPoint.Location })
actor.AttackMove(rallyPoint.Location)
IdleHunt(actor)
local delay = math.max(AttackAtFrame[Difficulty] - 5, MinAttackAtFrame[Difficulty])
Trigger.AfterDelay(delay, SpawnSovietUnits)
end
SovietParadrop = 0
SendSovietParadrop = function()
local sovietParadrops = SovietParadrops[Difficulty]
if (SovietParadrop > sovietParadrops) then
return
end
SovietParadrop = SovietParadrop + 1
Utils.Do(Humans, function(player)
Media.PlaySpeechNotification(player, "SovietForcesApproaching")
end)
local x = Utils.RandomInteger(ParadropBoxTopLeft.Location.X, ParadropBoxBottomRight.Location.X)
local y = Utils.RandomInteger(ParadropBoxBottomRight.Location.Y, ParadropBoxTopLeft.Location.Y)
local randomParadropCell = CPos.New(x, y)
local lz = Map.CenterOfCell(randomParadropCell)
local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = Soviets })
powerproxy.TargetParatroopers(lz)
powerproxy.Destroy()
Trigger.AfterDelay(SovietParadropTicks[Difficulty], SendSovietParadrop)
end
AircraftTargets = function(yak)
local targets = Utils.Where(Map.ActorsInWorld, function(a)
return (a.Owner == Allies1 or a.Owner == Allies2) and a.HasProperty("Health") and yak.CanTarget(a)
end)
-- Prefer mobile units
table.sort(targets, function(a, b) return a.HasProperty("Move") and not b.HasProperty("Move") end)
return targets
end
YakAttack = function(yak, target)
if not target or target.IsDead or (not target.IsInWorld) or (not yak.CanTarget(target)) then
local targets = AircraftTargets(yak)
if #targets > 0 then
target = Utils.Random(targets)
end
end
if target and yak.AmmoCount() > 0 and yak.CanTarget(target) then
yak.Attack(target)
else
-- Includes yak.Resupply()
yak.ReturnToBase()
end
yak.CallFunc(function()
YakAttack(yak, target)
end)
end
ManageSovietAircraft = function()
if Allies1.IsObjectiveCompleted(DestroyAirbases) then
return
end
local maxSovietYaks = MaxSovietYaks[Difficulty]
local sovietYaks = Soviets.GetActorsByType('yak')
if #sovietYaks < maxSovietYaks then
Soviets.Build(Yak, function(units)
local yak = units[1]
YakAttack(yak)
end)
end
end
SetEvacuateMissionText = function()
local unitsEvacuated = UserInterface.Translate("units-evacuated",
{ ["evacuated"] = UnitsEvacuated, ["threshold"] = UnitsEvacuatedThreshold[Difficulty] })
UserInterface.SetMissionText(unitsEvacuated, TextColor)
end
UnitsEvacuated = 0
EvacuateAlliedUnit = function(unit)
if (unit.Owner == Allies1 or unit.Owner == Allies2) and unit.HasProperty("Move") then
unit.Stop()
unit.Owner = Allies
if unit.Type == 'mgg' then
Utils.Do(Humans, function(player)
if player then
player.MarkCompletedObjective(EvacuateMgg)
end
end)
end
UnitsEvacuated = UnitsEvacuated + 1
if unit.HasProperty("HasPassengers") then
UnitsEvacuated = UnitsEvacuated + unit.PassengerCount
end
local exitCell = Map.ClosestEdgeCell(unit.Location)
Trigger.OnIdle(unit, function()
unit.ScriptedMove(exitCell)
end)
local exit = Map.CenterOfCell(exitCell)
Trigger.OnEnteredProximityTrigger(exit, WDist.FromCells(1), function(a)
a.Destroy()
end)
SetEvacuateMissionText()
if UnitsEvacuated >= UnitsEvacuatedThreshold[Difficulty] then
Utils.Do(Humans, function(player)
if player then
player.MarkCompletedObjective(EvacuateUnits)
end
end)
end
end
end
Tick = function()
if DateTime.GameTime % 100 == 0 then
ManageSovietAircraft()
Utils.Do(Humans, function(player)
if player and player.HasNoRequiredUnits() then
Soviets.MarkCompletedObjective(SovietObjective)
end
end)
end
end
WorldLoaded = function()
-- NPC
Neutral = Player.GetPlayer("Neutral")
Allies = Player.GetPlayer("Allies")
Soviets = Player.GetPlayer("Soviets")
-- Player controlled
Allies1 = Player.GetPlayer("Allies1")
Allies2 = Player.GetPlayer("Allies2")
Humans = { Allies1, Allies2 }
Utils.Do(Humans, function(player)
if player and player.IsLocalPlayer then
InitObjectives(player)
TextColor = player.Color
end
end)
SetEvacuateMissionText()
Utils.Do(Humans, function(player)
if player then
EvacuateUnits = AddPrimaryObjective(player, UserInterface.Translate("evacuate-units", { ["threshold"] = UnitsEvacuatedThreshold[Difficulty] }))
DestroyAirbases = AddSecondaryObjective(player, "destroy-nearby-soviet-airbases")
EvacuateMgg = AddSecondaryObjective(player, "evacuate-at-least-one-gap-generator")
end
end)
Trigger.OnAllKilledOrCaptured(SovietAirfields, function()
Utils.Do(Humans, function(player)
if player then
player.MarkCompletedObjective(DestroyAirbases)
end
end)
end)
SovietObjective = AddPrimaryObjective(Soviets, "")
if not Allies2 or Allies1.IsLocalPlayer then
Camera.Position = Allies1EntryPoint.CenterPosition
else
Camera.Position = Allies2EntryPoint.CenterPosition
end
if not Allies2 then
Allies1.Cash = 10000
Media.DisplayMessage(UserInterface.Translate("transferring-funds"), UserInterface.Translate("co-commander-missing"))
end
SpawnAlliedUnit(MobileConstructionVehicle)
Trigger.AfterDelay(AttackAtFrame[Difficulty], SpawnSovietUnits)
Trigger.AfterDelay(SovietParadropTicks[Difficulty], SendSovietParadrop)
Trigger.OnEnteredFootprint(MountainEntry, EvacuateAlliedUnit)
Trigger.OnEnteredFootprint(BridgeEntry, EvacuateAlliedUnit)
end