Files
OpenRA/mods/ra/maps/desert-shellmap/desert-shellmap.lua
Oliver Brakmann d5c65b59b0 Fix scripted paradrops
A recent PR changed ParaDrop from an Effect to an Activity. Idle triggers in the mission scripts however have already queued activities for the paradropped units, so the ParaDrop activity would only run once the first activity had finished (which could never happen).
2015-07-18 21:22:40 +02:00

174 lines
5.2 KiB
Lua

if DateTime.IsHalloween then
UnitTypes = { "ant", "ant", "ant" }
BeachUnitTypes = { "ant", "ant" }
ProxyType = "powerproxy.parazombies"
ProducedUnitTypes =
{
{ AlliedBarracks1, { "e1", "e3" } },
{ AlliedBarracks2, { "e1", "e3" } },
{ SovietBarracks1, { "ant" } },
{ SovietBarracks2, { "ant" } },
{ SovietBarracks3, { "ant" } },
{ AlliedWarFactory1, { "jeep", "1tnk", "2tnk", "arty", "ctnk" } },
{ SovietWarFactory1, { "3tnk", "4tnk", "v2rl", "ttnk", "apc" } }
}
else
UnitTypes = { "3tnk", "ftrk", "ttnk", "apc" }
BeachUnitTypes = { "e1", "e2", "e3", "e4", "e1", "e2", "e3", "e4", "e1", "e2", "e3", "e4", "e1", "e2", "e3", "e4" }
ProxyType = "powerproxy.paratroopers"
ProducedUnitTypes =
{
{ AlliedBarracks1, { "e1", "e3" } },
{ AlliedBarracks2, { "e1", "e3" } },
{ SovietBarracks1, { "dog", "e1", "e2", "e3", "e4", "shok" } },
{ SovietBarracks2, { "dog", "e1", "e2", "e3", "e4", "shok" } },
{ SovietBarracks3, { "dog", "e1", "e2", "e3", "e4", "shok" } },
{ AlliedWarFactory1, { "jeep", "1tnk", "2tnk", "arty", "ctnk" } },
{ SovietWarFactory1, { "3tnk", "4tnk", "v2rl", "ttnk", "apc" } }
}
end
ShipUnitTypes = { "1tnk", "1tnk", "jeep", "2tnk", "2tnk" }
HelicopterUnitTypes = { "e1", "e1", "e1", "e1", "e3", "e3" };
ParadropWaypoints = { Paradrop1, Paradrop2, Paradrop3, Paradrop4, Paradrop5, Paradrop6, Paradrop7, Paradrop8 }
BindActorTriggers = function(a)
if a.HasProperty("Hunt") then
if a.Owner == allies then
Trigger.OnIdle(a, function(a)
if a.IsInWorld then
a.Hunt()
end
end)
else
Trigger.OnIdle(a, function(a)
if a.IsInWorld then
a.AttackMove(AlliedTechnologyCenter.Location)
end
end)
end
end
if a.HasProperty("HasPassengers") then
Trigger.OnDamaged(a, function()
if a.HasPassengers then
a.Stop()
a.UnloadPassengers()
end
end)
end
end
SendSovietUnits = function(entryCell, unitTypes, interval)
local units = Reinforcements.Reinforce(soviets, unitTypes, { entryCell }, interval)
Utils.Do(units, function(unit)
BindActorTriggers(unit)
end)
Trigger.OnAllKilled(units, function() SendSovietUnits(entryCell, unitTypes, interval) end)
end
ShipAlliedUnits = function()
local units = Reinforcements.ReinforceWithTransport(allies, "lst",
ShipUnitTypes, { LstEntry.Location, LstUnload.Location }, { LstEntry.Location })[2]
Utils.Do(units, function(unit)
BindActorTriggers(unit)
end)
Trigger.AfterDelay(DateTime.Seconds(60), ShipAlliedUnits)
end
InsertAlliedChinookReinforcements = function(entry, hpad)
local units = Reinforcements.ReinforceWithTransport(allies, "tran",
HelicopterUnitTypes, { entry.Location, hpad.Location + CVec.New(1, 2) }, { entry.Location })[2]
Utils.Do(units, function(unit)
BindActorTriggers(unit)
end)
Trigger.AfterDelay(DateTime.Seconds(60), function() InsertAlliedChinookReinforcements(entry, hpad) end)
end
ParadropSovietUnits = function()
local lz = Utils.Random(ParadropWaypoints)
local units = powerproxy.SendParatroopers(lz.CenterPosition)
Utils.Do(units, function(a)
BindActorTriggers(a)
end)
Trigger.AfterDelay(DateTime.Seconds(35), ParadropSovietUnits)
end
ProduceUnits = function(t)
local factory = t[1]
if not factory.IsDead then
local unitType = t[2][Utils.RandomInteger(1, #t[2] + 1)]
factory.Wait(Actor.BuildTime(unitType))
factory.Produce(unitType)
factory.CallFunc(function() ProduceUnits(t) end)
end
end
SetupAlliedUnits = function()
Utils.Do(Map.NamedActors, function(a)
if a.Owner == allies and a.HasProperty("AcceptsUpgrade") and a.AcceptsUpgrade("unkillable") then
a.GrantUpgrade("unkillable")
a.Stance = "Defend"
end
end)
end
SetupFactories = function()
Utils.Do(ProducedUnitTypes, function(pair)
Trigger.OnProduction(pair[1], function(_, a) BindActorTriggers(a) end)
end)
end
ChronoshiftAlliedUnits = function()
local cells = Utils.ExpandFootprint({ ChronoshiftLocation.Location }, false)
local units = { }
for i = 1, #cells do
local unit = Actor.Create("2tnk", true, { Owner = allies, Facing = 0 })
BindActorTriggers(unit)
units[unit] = cells[i]
end
Chronosphere.Chronoshift(units)
Trigger.AfterDelay(DateTime.Seconds(60), ChronoshiftAlliedUnits)
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), 20480 * math.cos(t), 0)
end
WorldLoaded = function()
allies = Player.GetPlayer("Allies")
soviets = Player.GetPlayer("Soviets")
viewportOrigin = Camera.Position
SetupAlliedUnits()
SetupFactories()
ShipAlliedUnits()
InsertAlliedChinookReinforcements(Chinook1Entry, HeliPad1)
InsertAlliedChinookReinforcements(Chinook2Entry, HeliPad2)
powerproxy = Actor.Create(ProxyType, false, { Owner = soviets })
ParadropSovietUnits()
Trigger.AfterDelay(DateTime.Seconds(5), ChronoshiftAlliedUnits)
Utils.Do(ProducedUnitTypes, ProduceUnits)
SendSovietUnits(Entry1.Location, UnitTypes, 50)
SendSovietUnits(Entry2.Location, UnitTypes, 50)
SendSovietUnits(Entry3.Location, UnitTypes, 50)
SendSovietUnits(Entry4.Location, UnitTypes, 50)
SendSovietUnits(Entry5.Location, UnitTypes, 50)
SendSovietUnits(Entry6.Location, UnitTypes, 50)
SendSovietUnits(Entry7.Location, BeachUnitTypes, 15)
end