Files
OpenRA/mods/ra/maps/exodus/exodus.lua
reaperrr 208a31470f Merge pull request #12160 from abcdefg30/hboxYak
Fix yaks trying to attack invalid targets
2016-10-14 18:55:37 +02:00

372 lines
9.4 KiB
Lua

Difficulty = Map.LobbyOption("difficulty")
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 =
{
MountainEntry1.Location, MountainEntry2.Location, MountainEntry3.Location, MountainEntry4.Location,
MountainEntry5.Location, MountainEntry6.Location, MountainEntry7.Location, MountainEntry8.Location
}
BridgeEntry =
{
BridgeEntry1.Location, BridgeEntry2.Location, BridgeEntry3.Location, BridgeEntry4.Location
}
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 - 5, minAttackAtFrame)
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.SendParatroopers(lz)
powerproxy.Destroy()
Trigger.AfterDelay(sovietParadropTicks, SendSovietParadrop)
end
IdleHunt = function(unit)
Trigger.OnIdle(unit, unit.Hunt)
Trigger.OnCapture(unit, function()
Trigger.ClearAll(unit)
end)
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
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)
UserInterface.SetMissionText(UnitsEvacuated .. "/" .. unitsEvacuatedThreshold .. " units evacuated.", TextColor)
if UnitsEvacuated >= unitsEvacuatedThreshold 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
Trigger.OnObjectiveAdded(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
Trigger.OnObjectiveCompleted(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
end)
Trigger.OnObjectiveFailed(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
end)
Trigger.OnPlayerWon(player, function()
Media.PlaySpeechNotification(player, "MissionAccomplished")
end)
Trigger.OnPlayerLost(player, function()
Media.PlaySpeechNotification(player, "MissionFailed")
end)
TextColor = player.Color
end
end)
unitsEvacuatedThreshold = UnitsEvacuatedThreshold[Difficulty]
UserInterface.SetMissionText(UnitsEvacuated .. "/" .. unitsEvacuatedThreshold .. " units evacuated.", TextColor)
Utils.Do(humans, function(player)
if player then
evacuateUnits = player.AddPrimaryObjective("Evacuate " .. unitsEvacuatedThreshold .. " units.")
destroyAirbases = player.AddSecondaryObjective("Destroy the nearby Soviet airbases.")
evacuateMgg = player.AddSecondaryObjective("Evacuate at least one mobile gap generator.")
end
end)
Trigger.OnAllKilledOrCaptured(SovietAirfields, function()
Utils.Do(humans, function(player)
if player then
player.MarkCompletedObjective(destroyAirbases)
end
end)
end)
sovietObjective = soviets.AddPrimaryObjective("Eradicate all allied troops.")
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("Transferring funds.", "Co-Commander is missing")
end
SpawnAlliedUnit(MobileConstructionVehicle)
minAttackAtFrame = MinAttackAtFrame[Difficulty]
attackAtFrame = AttackAtFrame[Difficulty]
Trigger.AfterDelay(attackAtFrame, SpawnSovietUnits)
sovietParadropTicks = SovietParadropTicks[Difficulty]
Trigger.AfterDelay(sovietParadropTicks, SendSovietParadrop)
Trigger.OnEnteredFootprint(MountainEntry, EvacuateAlliedUnit)
Trigger.OnEnteredFootprint(BridgeEntry, EvacuateAlliedUnit)
end