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.
347 lines
8.8 KiB
Lua
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
|