Files
OpenRA/mods/d2k/maps/shellmap/d2k-shellmap.lua
2017-04-10 21:13:51 +02:00

201 lines
6.4 KiB
Lua

--[[
Copyright 2007-2017 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.
]]
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