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OpenRA/mods/ra/maps/ant-01/ant-attack.lua
Matthias Mailänder d42edfc0b9 Use global difficulty.
2021-11-26 23:39:41 +01:00

94 lines
2.3 KiB
Lua

--[[
Copyright 2007-2021 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.
]]
timeTracker = 0
amount = 1
SendAnts = true
AttackAngles = {
{ waypoint4.Location, waypoint18.Location, waypoint5.Location, waypoint15.Location },
{ waypoint20.Location, waypoint2.Location },
{ waypoint21.Location, waypoint10.Location, waypoint2.Location },
{ waypoint7.Location, waypoint17.Location, waypoint1.Location },
{ waypoint8.Location, waypoint9.Location, waypoint19.Location }
}
AttackInterval = {
easy = DateTime.Seconds(40),
normal = DateTime.Seconds(30),
hard = DateTime.Seconds(25)
}
AntTypes = {
"scoutant",
"fireant"
}
MaxAnts = {
easy = 3,
normal = 5,
hard = 6
}
MaxFireAnts = {
easy = 2,
normal = 3,
hard = 4
}
StartAntAttack = function()
local path = Utils.Random(AttackAngles)
local antType = "scoutant"
local index = 0
local amount = 1
local timeTracker = GetTicks()
if timeTracker > DateTime.Minutes(6) then
antType = Utils.Random(AntTypes)
end
if antType == "warriorant" and Difficulty == "easy" then
antType = "scoutant"
end
if Difficulty == "normal" and timeTracker < DateTime.Minutes(6) and antType == "scoutant" then
antType = "warriorant"
elseif Difficulty == "hard" and timeTracker < DateTime.Minutes(8) and antType == "scoutant" then
antType = "warriorant"
end
local max = MaxAnts[Difficulty] - math.ceil(timeTracker / DateTime.Minutes(6))
if timeTracker > DateTime.Minutes(3) and antType == "fireant" then
amount = Utils.RandomInteger(1, MaxFireAnts[Difficulty])
elseif timeTracker > 15 and antType == "fireant" then
antType = "scoutant"
else
amount = Utils.RandomInteger(1, max)
end
for i = 0,amount,1 do
Reinforcements.Reinforce(AntMan, { antType }, path, DateTime.Seconds(5), function(actor)
actor.AttackMove(CPos.New(65, 65))
Trigger.OnIdle(actor, function()
actor.Hunt()
end)
end)
end
-- Setup next wave
if SendAnts then
Trigger.AfterDelay(AttackInterval[Difficulty], function()
StartAntAttack()
end)
end
end
EndAntAttack = function()
SendAnts = false
end