forked from Wargus/wargus
-
Notifications
You must be signed in to change notification settings - Fork 0
/
level10h_c.sms
176 lines (155 loc) · 7.78 KB
/
level10h_c.sms
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
-- Stratagus Map - Single player campaign
Load("campaigns/human/level10h_c2.sms")
Briefing(
title,
objectives,
"../campaigns/human/interface/introscreen3.png",
"campaigns/human/level10h.txt",
{"campaigns/human/level10h-intro1.wav"}
)
Triggers = [[
AddTrigger(
function() return IfRescuedNearUnit("this", ">=", 4, "unit-attack-peasant", "unit-circle-of-power") end,
function() return ActionVictory() end)
-- If too many of the attack peasants we should rescue die, we're done.
AddTrigger(
function() return (GetPlayerData(4, "UnitTypesCount", "unit-attack-peasant") +
GetPlayerData(GetThisPlayer(), "UnitTypesCount", "unit-attack-peasant")) < 4 end,
function() return ActionDefeat() end)
AddTrigger(
function() return GetPlayerData(GetThisPlayer(), "TotalNumUnits") == 0 end,
function() return ActionDefeat() end)
]]
assert(loadstring(Triggers))()
--Units
local allowedHumanUnits = {"unit-farm",
"unit-town-hall", "unit-keep", "unit-castle", "unit-peasant",
"unit-human-barracks", "unit-footman", "unit-archer", "unit-ranger", "unit-ballista",
"unit-elven-lumber-mill", "upgrade-arrow1", "upgrade-arrow2",
"upgrade-ranger", "upgrade-longbow", "upgrade-ranger-scouting", "upgrade-ranger-marksmanship",
"unit-human-blacksmith", "upgrade-sword1", "upgrade-human-shield1", "upgrade-ballista1",
"upgrade-sword2", "upgrade-human-shield2", "upgrade-ballista2",
"unit-human-watch-tower", "unit-human-guard-tower", "unit-human-cannon-tower",
"unit-human-shipyard", "unit-human-oil-tanker", "unit-human-destroyer", "unit-human-transport",
"unit-battleship",
"unit-human-oil-platform", "unit-human-refinery",
"unit-human-foundry", "upgrade-human-ship-cannon1", "upgrade-human-ship-armor1",
"upgrade-human-ship-cannon2", "upgrade-human-ship-armor2",
"unit-inventor", "unit-balloon",
"unit-stables", "unit-knight", "unit-paladin",
"unit-church", "upgrade-paladin", "upgrade-holy-vision", "upgrade-healing", "upgrade-exorcism"
}
local allowedOrcUnits = {"unit-pig-farm",
"unit-great-hall", "unit-stronghold", "unit-fortress", "unit-peon",
"unit-orc-barracks", "unit-grunt", "unit-axethrower", "unit-berserker", "unit-catapult",
"unit-troll-lumber-mill", "upgrade-throwing-axe1", "upgrade-throwing-axe2",
"upgrade-berserker", "upgrade-light-axes", "upgrade-berserker-scouting", "upgrade-berserker-regeneration",
"unit-orc-blacksmith", "upgrade-battle-axe1", "upgrade-orc-shield1", "upgrade-catapult1",
"upgrade-battle-axe2", "upgrade-orc-shield2", "upgrade-catapult2",
"unit-orc-watch-tower", "unit-orc-guard-tower", "unit-orc-cannon-tower",
"unit-orc-shipyard", "unit-orc-oil-tanker", "unit-orc-destroyer", "unit-orc-transport",
"unit-ogre-juggernaught",
"unit-orc-oil-platform", "unit-orc-refinery",
"unit-orc-foundry", "upgrade-orc-ship-cannon1", "upgrade-orc-ship-armor1",
"upgrade-orc-ship-cannon2", "upgrade-orc-ship-armor2",
"unit-alchemist", "unit-zeppelin",
"unit-ogre-mound", "unit-ogre", "unit-ogre-mage", "unit-death-knight",
"unit-altar-of-storms", "upgrade-ogre-mage", "upgrade-eye-of-kilrogg", "upgrade-bloodlust", "upgrade-runes"
}
local function DefineAllowTable(table, flags)
for i, unitName in ipairs(table) do
DefineAllow(unitName, flags)
end
end
DefineAllowNormalHumanUnits("FFFFFFFFFFFFFFFF")
DefineAllowExtraHumanUnits("FFFFFFFFFFFFFFFF")
DefineAllowNormalOrcUnits("FFFFFFFFFFFFFFFF")
DefineAllowExtraOrcUnits("FFFFFFFFFFFFFFFF")
DefineAllowSpecialUnits("FFFFFFFFFFFFFFFF")
DefineAllowHumanAlways()
DefineAllowOrcAlways()
DefineAllowTable(allowedHumanUnits, "AAAAAAAAAAAAAAAA")
DefineAllowTable(allowedOrcUnits, "AAAAAAAAAAAAAAAA")
-- AI
--=============================================================================
-- This AI script builds only worker and tanker.
-- Upgrades very much.
-- Attacks with land units and water units.
--
local hum_10_loop_funcs = {
function() DebugPrint("Looping !\n") return false end,
function() return AiSleep(5000) end,
function() return AiForce(1, {AiTransporter(), 1, AiSoldier(), 3, AiEliteShooter(), 3}) end,
function() return AiForce(3, {AiTransporter(), 1, AiEliteShooter(), 1, AiCavalry(), 4, AiCatapult(), 1}) end,
function() return AiWaitForce(1) end,
function() return AiWaitForce(3) end,
function() DebugMessage("Attacking..."); return AiAttackWithForce(1) end,
function() DebugMessage("Attacking..."); return AiAttackWithForce(3) end,
function() return AiSet(AiTransporter(), 1) end,
function() return AiSleep(6000) end,
function() return AiForce(2, {AiDestroyer(), 3, AiBattleship(), 1}) end,
function() return AiWaitForce(2) end,
function() DebugMessage("Attacking..."); return AiAttackWithForce(2) end,
function() return AiSleep(5000) end,
function() stratagus.gameData.AIState.loop_index[1 + AiPlayer()] = 0; return false end,
}
local hum_10_funcs = {
function() AiForceRole(0, "defend"); AiForceRole(1, "attack"); return false; end,
function() return AiSet(AiWorker(), 7) end,
function() return AiSet(AiTanker(), 3) end,
function() return AiWait(AiWorker()) end,
function() return AiNeed(AiBlacksmith()) end,
function() return AiSet(AiTransporter(), 1) end,
function() return AiForce(2, {AiDestroyer(), 2}) end,
function() return AiWaitForce(2) end,
function() DebugMessage("Attacking..."); return AiAttackWithForce(2) end,
function() return AiSleep(6000) end,
function() return AiForce(0, {AiSoldier(), 4, AiShooter(), 4, AiDestroyer(), 2}) end,
function() return AiResearch(AiUpgradeCavalryMage()) end,
function() return AiResearch(AiCavalryMageSpell1()) end,
function() return AiResearch(AiMageSpell1()) end,
function() return AiResearch(AiMageSpell2()) end,
function() return AiResearch(AiUpgradeMissile1()) end,
function() return AiForce(1, {AiTransporter(), 2, AiSoldier(), 4, AiShooter(), 4}) end,
function() return AiForce(2, {AiDestroyer(), 2}) end,
function() return AiWaitForce(1) end,
function() DebugMessage("Attacking..."); return AiAttackWithForce(1) end,
function() return AiResearch(AiUpgradeWeapon1()) end,
function() return AiUpgradeTo(AiBetterCityCenter()) end,
function() return AiSleep(4000) end,
function() return AiResearch(AiUpgradeArmor1()) end,
function() return AiSleep(5000) end,
function() return AiForce(2, {AiDestroyer(), 3, AiBattleship(), 1}) end,
function() return AiWaitForce(2) end,
function() DebugMessage("Attacking..."); return AiAttackWithForce(2) end,
function() return AiResearch(AiUpgradeMissile2()) end,
function() return AiResearch(AiUpgradeWeapon2()) end,
function() return AiResearch(AiUpgradeShipCannon1()) end,
function() return AiResearch(AiUpgradeEliteShooter()) end,
function() return AiSleep(3000) end,
function() return AiNeed(AiStables()) end,
function() return AiResearch(AiUpgradeArmor2()) end,
function() return AiResearch(AiUpgradeShipArmor1()) end,
function() return AiResearch(AiUpgradeCatapult1()) end,
function() return AiResearch(AiUpgradeShipCannon2()) end,
function() return AiResearch(AiUpgradeShipArmor2()) end,
function() return AiResearch(AiUpgradeEliteShooter1()) end,
function() return AiForce(1, {AiTransporter(), 1, AiSoldier(), 1, AiEliteShooter(), 2, AiMage(), 1}) end,
function() return AiWaitForce(1) end,
function() DebugMessage("Attacking..."); return AiAttackWithForce(1) end,
function() return AiResearch(AiUpgradeEliteShooter2()) end,
function() return AiResearch(AiUpgradeEliteShooter3()) end,
function() return AiSleep(5000) end,
function() return AiLoop(hum_10_loop_funcs, stratagus.gameData.AIState.loop_index) end,
}
function AiHuman10() return AiLoop(hum_10_funcs, stratagus.gameData.AIState.index) end
DefineAi("hum-10", "*", "hum-10", AiHuman10)
-- Map
local origCreateUnit = CreateUnit
function CreateUnit(type, player, pos)
-- Make the player 4 units attack peasants
if player == 4 and type == "unit-peasant" then type = "unit-attack-peasant" end
return origCreateUnit(type, player, pos)
end
Load("campaigns/human/level10h.sms")
CreateUnit = origCreateUnit