Files
OpenRA/mods/d2k/maps/shellmap/d2k-shellmap.lua
Mustafa Alperen Seki de74af93d0 Add new shellmap to D2K
2016-10-23 14:22:10 +02:00

193 lines
6.1 KiB
Lua

AttackGroupSize = {8}
AttackDelay = { DateTime.Seconds(2), DateTime.Seconds(4) }
IdlingUnits =
{
Atreides = { },
Harkonnen = { },
Ordos = { },
Emperor = { }
}
HoldProduction =
{
Atreides = false,
Harkonnen = false,
Ordos = false,
Emperor = false
}
IsAttacking =
{
Atreides = false,
Harkonnen = false,
Ordos = false,
Emperor = false
}
AtreidesInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper", "grenadier", "grenadier" }
AtreidesVehicleTypes = { "trike", "trike", "quad" }
AtreidesTankTypes = { "combat_tank_a", "combat_tank_a", "combat_tank_a", "siege_tank" }
AtreidesStarportTypes = { "trike.starport", "quad.starport", "siege_tank.starport", "missile_tank.starport", "combat_tank_a.starport" }
HarkonnenInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper", "sardaukar" }
HarkonnenVehicleTypes = { "trike", "quad", "quad" }
HarkonnenTankTypes = { "combat_tank_h", "combat_tank_h", "combat_tank_h", "siege_tank" }
HarkonnenStarportTypes = { "trike.starport", "quad.starport", "siege_tank.starport", "missile_tank.starport", "combat_tank_h.starport" }
OrdosInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" }
OrdosVehicleTypes = { "raider", "raider", "quad", "stealth_raider" }
OrdosTankTypes = { "combat_tank_o", "combat_tank_o", "combat_tank_o", "siege_tank" }
OrdosStarportTypes = { "trike.starport", "quad.starport", "siege_tank.starport", "missile_tank.starport", "combat_tank_o.starport" }
EmperorInfantryTypes = { "light_inf", "trooper", "sardaukar", "sardaukar", "sardaukar", "sardaukar" }
EmperorVehicleTypes = { "trike", "quad", "quad" }
EmperorTankTypes = { "combat_tank_h", "combat_tank_h", "combat_tank_h", "siege_tank" }
EmperorStarportTypes = { "trike.starport", "quad.starport", "siege_tank.starport", "missile_tank.starport", "combat_tank_h.starport" }
Upgrades = { "upgrade.barracks", "upgrade.light", "upgrade.conyard", "upgrade.heavy", "upgrade.hightech" }
Harvester = { "harvester" }
AtrCarryHarvWaypoints = { atr_harvcarry_2.Location, atr_harvcarry_1.Location }
HarCarryHarvWaypoints = { har_harvcarry_2.Location, har_harvcarry_1.Location }
OrdCarryHarvWaypoints = { ord_harvcarry_2.Location, ord_harvcarry_1.Location }
EmpCarryHarvWaypoints = { emp_harvcarry_2.Location, emp_harvcarry_1.Location }
SmgCarryHarvWaypoints = { smg_harvcarry_2.Location, smg_harvcarry_1.Location }
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
Produce = function(house, units)
if HoldProduction[house.Name] then
Trigger.AfterDelay(DateTime.Minutes(1), function() Produce(house, units) end)
return
end
local delay = Utils.RandomInteger(AttackDelay[1], AttackDelay[2])
local toBuild = { Utils.Random(units) }
house.Build(toBuild, function(unit)
local unitCount = 1
if IdlingUnits[house.Name] then
unitCount = 1 + #IdlingUnits[house.Name]
end
IdlingUnits[house.Name][unitCount] = unit[1]
Trigger.AfterDelay(delay, function() Produce(house, units) end)
if unitCount >= (AttackGroupSize[1] * 2) then
SendAttack(house)
end
end)
end
SetupAttackGroup = function(house)
local units = { }
for i = 0, AttackGroupSize[1], 1 do
if #IdlingUnits[house.Name] == 0 then
return units
end
local number = Utils.RandomInteger(1, #IdlingUnits[house.Name])
if IdlingUnits[house.Name][number] and not IdlingUnits[house.Name][number].IsDead then
units[i] = IdlingUnits[house.Name][number]
table.remove(IdlingUnits[house.Name], number)
end
end
return units
end
SendAttack = function(house)
if IsAttacking[house.Name] then
return
end
IsAttacking[house.Name] = true
HoldProduction[house.Name] = true
local units = SetupAttackGroup(house)
Utils.Do(units, function(unit)
IdleHunt(unit)
end)
Trigger.OnAllRemovedFromWorld(units, function()
IsAttacking[house.Name] = false
HoldProduction[house.Name] = false
end)
end
SendNewHarv = function(house, waypoint, count)
local harvs = house.GetActorsByType("harvester")
if #harvs < count then
local harvesters = Reinforcements.ReinforceWithTransport(house, "carryall.reinforce", Harvester, waypoint, { waypoint[1] })[2]
Utils.Do(harvesters, function(harvester)
Trigger.OnAddedToWorld(harvester, function()
InitializeHarvester(harvester)
SendNewHarv(house, waypoint, count)
end)
end)
end
end
InitializeHarvester = function(harvester)
harvester.FindResources()
end
ticks = 0
speed = 5
Tick = function()
ticks = ticks + 1
local t = (ticks + 45) % (360 * speed) * (math.pi / 180) / speed;
Camera.Position = viewportOrigin + WVec.New(19200 * math.sin(t), 28800 * math.cos(t), 0)
end
WorldLoaded = function()
atreides = Player.GetPlayer("Atreides")
harkonnen = Player.GetPlayer("Harkonnen")
ordos = Player.GetPlayer("Ordos")
emperor = Player.GetPlayer("Emperor")
smugglers = Player.GetPlayer("Smugglers")
viewportOrigin = Camera.Position
Utils.Do(Utils.Take(4, Upgrades), function(upgrade)
atr_cyard.Produce(upgrade)
har_cyard.Produce(upgrade)
ord_cyard.Produce(upgrade)
emp_cyard.Produce(upgrade)
end)
atr_cyard.Produce(Upgrades[5])
Trigger.AfterDelay(DateTime.Seconds(45), function()
SendNewHarv(atreides, AtrCarryHarvWaypoints, 3)
SendNewHarv(harkonnen, HarCarryHarvWaypoints, 3)
SendNewHarv(ordos, OrdCarryHarvWaypoints, 3)
SendNewHarv(emperor, EmpCarryHarvWaypoints, 3)
SendNewHarv(smugglers, SmgCarryHarvWaypoints, 1)
end)
Trigger.AfterDelay(DateTime.Seconds(1), function()
Produce(atreides, AtreidesInfantryTypes)
Produce(atreides, AtreidesVehicleTypes)
Produce(atreides, AtreidesTankTypes)
Produce(atreides, AtreidesStarportTypes)
Produce(harkonnen, HarkonnenInfantryTypes)
Produce(harkonnen, HarkonnenVehicleTypes)
Produce(harkonnen, HarkonnenTankTypes)
Produce(harkonnen, HarkonnenStarportTypes)
Produce(ordos, OrdosInfantryTypes)
Produce(ordos, OrdosVehicleTypes)
Produce(ordos, OrdosTankTypes)
Produce(ordos, OrdosStarportTypes)
Produce(emperor, EmperorInfantryTypes)
Produce(emperor, EmperorVehicleTypes)
Produce(emperor, EmperorTankTypes)
Produce(emperor, EmperorStarportTypes)
end)
end