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Add Ant 03 #19042
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Add Ant 03 #19042
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--[[ | ||
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. | ||
]] | ||
NorthNestPath = { NorthPath1, NorthPath2 } | ||
SouthNestPath = { SouthPath1, SouthPath2 } | ||
BaseNestPath = { NorthPath1, SouthPath1 } | ||
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AntSquad = | ||
{ | ||
easy = { "warriorant", "warriorant", "warriorant" }, | ||
normal = { "warriorant", "warriorant", "warriorant", "warriorant" }, | ||
hard = { "warriorant", "warriorant", "warriorant", "warriorant", "warriorant" } | ||
} | ||
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ActivateHive1 = function() | ||
local ants = Reinforcements.Reinforce(USSR, AntSquad, { Hive1.Location }) | ||
Utils.Do(ants, IdleHunt) | ||
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Trigger.AfterDelay(DateTime.Minutes(1), ActivateHive1) | ||
end | ||
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ActivateHive2 = function() | ||
local ants = Reinforcements.Reinforce(USSR, AntSquad, { Hive2.Location }) | ||
local path = Utils.Random(NorthNestPath) | ||
Utils.Do(ants, function(ant) | ||
ant.AttackMove(path.Location) | ||
IdleHunt(ant) | ||
end) | ||
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Trigger.AfterDelay(DateTime.Minutes(1), ActivateHive2) | ||
end | ||
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ActivateHive3 = function() | ||
local ants = Reinforcements.Reinforce(USSR, AntSquad, { Hive3.Location }) | ||
local path = Utils.Random(NorthNestPath) | ||
Utils.Do(ants, function(ant) | ||
ant.AttackMove(path.Location) | ||
IdleHunt(ant) | ||
end) | ||
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Trigger.AfterDelay(DateTime.Minutes(1), ActivateHive3) | ||
end | ||
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ActivateHive4 = function() | ||
local ants = Reinforcements.Reinforce(USSR, AntSquad, { Hive4.Location }) | ||
local path = Utils.Random(SouthNestPath) | ||
Utils.Do(ants, function(ant) | ||
ant.AttackMove(path.Location) | ||
IdleHunt(ant) | ||
end) | ||
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Trigger.AfterDelay(DateTime.Minutes(1), ActivateHive4) | ||
end | ||
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ActivateHive5 = function() | ||
local ants = Reinforcements.Reinforce(USSR, AntSquad, { Hive5.Location }) | ||
local path = Utils.Random(SouthNestPath) | ||
Utils.Do(ants, function(ant) | ||
ant.AttackMove(path.Location) | ||
IdleHunt(ant) | ||
end) | ||
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Trigger.AfterDelay(DateTime.Minutes(1), ActivateHive5) | ||
end | ||
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ActivateHive6 = function() | ||
local ants = Reinforcements.Reinforce(USSR, AntSquad, { Hive6.Location }) | ||
local path = Utils.Random(BaseNestPath) | ||
Utils.Do(ants, function(ant) | ||
ant.AttackMove(path.Location) | ||
IdleHunt(ant) | ||
end) | ||
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Trigger.AfterDelay(DateTime.Minutes(1), ActivateHive6) | ||
end | ||
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ActivateHive7 = function() | ||
local ants = Reinforcements.Reinforce(USSR, AntSquad, { Hive7.Location }) | ||
local path = Utils.Random(SouthNestPath) | ||
Utils.Do(ants, function(ant) | ||
ant.AttackMove(path.Location) | ||
IdleHunt(ant) | ||
end) | ||
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Trigger.AfterDelay(DateTime.Minutes(1), ActivateHive7) | ||
end | ||
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ActivateAntHives = function() | ||
local difficulty = Map.LobbyOption("difficulty") | ||
AntSquad = AntSquad[difficulty] | ||
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Trigger.AfterDelay(DateTime.Minutes(1), ActivateHive1) | ||
Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(30), ActivateHive2) | ||
Trigger.AfterDelay(DateTime.Minutes(2) + DateTime.Seconds(45), ActivateHive3) | ||
Trigger.AfterDelay(DateTime.Minutes(4), ActivateHive4) | ||
Trigger.AfterDelay(DateTime.Minutes(5) + DateTime.Seconds(15), ActivateHive5) | ||
Trigger.AfterDelay(DateTime.Minutes(6) + DateTime.Seconds(30), ActivateHive6) | ||
Trigger.AfterDelay(DateTime.Minutes(7) + DateTime.Seconds(45), ActivateHive7) | ||
end |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,121 @@ | ||
--[[ | ||
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. | ||
]] | ||
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end | ||
StartAnts = { StartAnt1, StartAnt2 } | ||
Hive1Killzone = { CPos.New(80,83), CPos.New(81,83), CPos.New(82,83), CPos.New(83,83), CPos.New(84,83), CPos.New(85,83), CPos.New(85,84), CPos.New(85,85), CPos.New(85,86), CPos.New(85,87), CPos.New(84,87), CPos.New(83,87), CPos.New(82,87), CPos.New(81,87), CPos.New(80,87), CPos.New(80,86), CPos.New(80,85), CPos.New(80,84) } | ||
Hive2Killzone = { CPos.New(84,50), CPos.New(85,50), CPos.New(86,50), CPos.New(87,50), CPos.New(88,50), CPos.New(89,50), CPos.New(89,51), CPos.New(89,52), CPos.New(89,53), CPos.New(89,54), CPos.New(88,54), CPos.New(87,54), CPos.New(86,54), CPos.New(85,54), CPos.New(84,54), CPos.New(84,53), CPos.New(84,52), CPos.New(84,51) } | ||
Hive3Killzone = { CPos.New(73,30), CPos.New(74,30), CPos.New(75,30), CPos.New(76,30), CPos.New(77,30), CPos.New(78,30), CPos.New(78,31), CPos.New(78,32), CPos.New(78,33), CPos.New(78,34), CPos.New(77,34), CPos.New(76,34), CPos.New(75,34), CPos.New(74,34), CPos.New(73,34), CPos.New(73,33), CPos.New(73,32), CPos.New(73,31) } | ||
Hive4Killzone = { CPos.New(51,99), CPos.New(52,99), CPos.New(53,99), CPos.New(54,99), CPos.New(55,99), CPos.New(56,99), CPos.New(56,100), CPos.New(56,101), CPos.New(56,102), CPos.New(56,103), CPos.New(55,103), CPos.New(54,103), CPos.New(53,103), CPos.New(52,103), CPos.New(51,103), CPos.New(51,102), CPos.New(51,101), CPos.New(51,100) } | ||
Hive5Killzone = { CPos.New(55,64), CPos.New(55,65), CPos.New(55,66), CPos.New(56,66), CPos.New(57,66), CPos.New(58,66), CPos.New(59,66), CPos.New(60,66), CPos.New(60,65), CPos.New(60,64), CPos.New(60,63) } | ||
Hive6Killzone = { CPos.New(32,31), CPos.New(33,31), CPos.New(34,31), CPos.New(35,31), CPos.New(36,31), CPos.New(37,31), CPos.New(37,32), CPos.New(37,33), CPos.New(37,34), CPos.New(37,35), CPos.New(36,35), CPos.New(35,35), CPos.New(34,35), CPos.New(33,35), CPos.New(32,34), CPos.New(32,33), CPos.New(32,32) } | ||
Hive7Killzone = { CPos.New(30,76), CPos.New(31,76), CPos.New(32,76), CPos.New(33,76), CPos.New(34,76), CPos.New(35,76), CPos.New(35,77), CPos.New(35,78), CPos.New(35,79), CPos.New(35,80), CPos.New(34,80), CPos.New(33,80), CPos.New(32,80), CPos.New(31,80), CPos.New(30,80), CPos.New(30,79), CPos.New(30,78), CPos.New(30,77) } | ||
Hives = { Hive1, Hive2, Hive3, Hive4, Hive5, Hive6, Hive7 } | ||
HiveFlares = { Hive1Flare, Hive2Flare, Hive3Flare, Hive4Flare, Hive5Flare, Hive6Flare, Hive7Flare } | ||
HiveKillzones = { Hive1Killzone, Hive2Killzone, Hive3Killzone, Hive4Killzone, Hive5Killzone, Hive6Killzone, Hive7Killzone } | ||
HiveGassed = { Hive1Gassed, Hive2Gassed, Hive3Gassed, Hive4Gassed, Hive5Gassed, Hive6Gassed, Hive7Gassed } | ||
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Start = function() | ||
Utils.Do(BadGuy.GetGroundAttackers(), function(unit) | ||
Trigger.OnDamaged(unit, function() IdleHunt(unit) end) | ||
end) | ||
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Utils.Do(StartAnts, function(ants) | ||
IdleHunt(ants) | ||
end) | ||
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Trigger.OnAllKilled(StartAnts, function() | ||
Media.PlaySpeechNotification(Spain, "ReinforcementsArrived") | ||
Reinforcements.Reinforce(Spain, { "apc.grens", "apc.rockets" }, { SpainEntry.Location, APCStop.Location }) | ||
end) | ||
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Trigger.AfterDelay(DateTime.Minutes(1), function() | ||
Media.PlaySpeechNotification(Spain, "ReinforcementsArrived") | ||
VamonosPest = Reinforcements.Reinforce(Spain, { "chan", "chan", "chan", "chan", "chan", "chan", "chan" }, { SpainEntry.Location, DefaultCameraPosition.Location }, 3) | ||
Trigger.OnAllKilled(VamonosPest, function() | ||
if not Spain.IsObjectiveCompleted(GasNests) then | ||
Spain.MarkFailedObjective(GasNests) | ||
end | ||
end) | ||
end) | ||
end | ||
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GasAntNests = function() | ||
for nestId = 1, 7 do | ||
Trigger.OnEnteredProximityTrigger(Hives[nestId].CenterPosition, WDist.FromCells(1), function(actor, id) | ||
if actor.Type == "chan" then | ||
Trigger.RemoveProximityTrigger(id) | ||
HiveGassed[nestId] = true | ||
Actor.Create("flare", true, { Owner = England, Location = Hives[nestId].Location }) | ||
Actor.Create("flare", true, { Owner = England, Location = HiveFlares[nestId].Location }) | ||
Trigger.OnEnteredFootprint(HiveKillzones[nestId], function(ant) | ||
if ant.Type == "warriorant" then | ||
ant.Kill("ExplosionDeath") | ||
end | ||
end) | ||
end | ||
end) | ||
end | ||
end | ||
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SendAnts = function() | ||
if not Spain.IsObjectiveCompleted(KillAll) and not AntsSent then | ||
AntsSent = true | ||
Utils.Do(BadGuy.GetGroundAttackers(), function(ant) | ||
IdleHunt(ant) | ||
end) | ||
end | ||
end | ||
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Tick = function() | ||
if Spain.HasNoRequiredUnits() then | ||
BadGuy.MarkCompletedObjective(EatSpain) | ||
end | ||
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if BadGuy.HasNoRequiredUnits() then | ||
Spain.MarkCompletedObjective(KillAll) | ||
end | ||
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if Hive1Gassed and Hive2Gassed and Hive3Gassed and Hive4Gassed and Hive5Gassed and Hive6Gassed and Hive7Gassed then | ||
Spain.MarkCompletedObjective(GasNests) | ||
SendAnts() | ||
end | ||
end | ||
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WorldLoaded = function() | ||
Spain = Player.GetPlayer("Spain") | ||
BadGuy = Player.GetPlayer("BadGuy") | ||
USSR = Player.GetPlayer("USSR") | ||
England = Player.GetPlayer("England") | ||
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Trigger.OnObjectiveAdded(Spain, function(p, id) | ||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") | ||
end) | ||
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EatSpain = BadGuy.AddObjective("For the Swarm!") | ||
GasNests = Spain.AddObjective("Gas every ant nest.") | ||
KillAll = Spain.AddObjective("Kill every ant lurking above ground.") | ||
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Trigger.OnObjectiveCompleted(Spain, function(p, id) | ||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed") | ||
end) | ||
Trigger.OnObjectiveFailed(Spain, function(p, id) | ||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed") | ||
end) | ||
Trigger.OnPlayerLost(Spain, function() | ||
Media.PlaySpeechNotification(Spain, "Lose") | ||
end) | ||
Trigger.OnPlayerWon(Spain, function() | ||
Media.PlaySpeechNotification(Spain, "Win") | ||
end) | ||
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Camera.Position = DefaultCameraPosition.CenterPosition | ||
Start() | ||
GasAntNests() | ||
ActivateAntHives() | ||
end |
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Is it normal to reuse global variables like this? It would seem more natural to have two separate variables for the squad for this game and the table of all possible squads.
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It's consistent with what we do with difficulty levels in general (check Allies08 for example), but I'm not sure that's the cleanest way overall.