Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
196
mods/d2k/maps/shellmap/d2k-shellmap.lua
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196
mods/d2k/maps/shellmap/d2k-shellmap.lua
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--[[
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Copyright (c) The OpenRA Developers and Contributors
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This file is part of OpenRA, which is free software. It is made
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available to you under the terms of the GNU General Public License
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as published by the Free Software Foundation, either version 3 of
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the License, or (at your option) any later version. For more
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information, see COPYING.
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]]
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AttackGroupSize = { 8 }
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AttackDelay = { DateTime.Seconds(2), DateTime.Seconds(4) }
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IdlingUnits =
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{
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Atreides = {},
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Harkonnen = {},
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Ordos = {},
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Corrino = {}
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}
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HoldProduction =
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{
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Atreides = false,
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Harkonnen = false,
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Ordos = false,
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Corrino = false
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}
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IsAttacking =
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{
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Atreides = false,
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Harkonnen = false,
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Ordos = false,
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Corrino = false
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}
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AtreidesInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper", "grenadier", "grenadier" }
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AtreidesVehicleTypes = { "trike", "trike", "quad" }
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AtreidesTankTypes = { "combat_tank_a", "combat_tank_a", "combat_tank_a", "siege_tank" }
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AtreidesStarportTypes = { "trike.starport", "quad.starport", "siege_tank.starport", "missile_tank.starport",
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"combat_tank_a.starport" }
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HarkonnenInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper", "mpsardaukar" }
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HarkonnenVehicleTypes = { "trike", "quad", "quad" }
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HarkonnenTankTypes = { "combat_tank_h", "combat_tank_h", "combat_tank_h", "siege_tank" }
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HarkonnenStarportTypes = { "trike.starport", "quad.starport", "siege_tank.starport", "missile_tank.starport",
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"combat_tank_h.starport" }
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OrdosInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" }
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OrdosVehicleTypes = { "raider", "raider", "quad", "stealth_raider" }
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OrdosTankTypes = { "combat_tank_o", "combat_tank_o", "combat_tank_o", "siege_tank" }
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OrdosStarportTypes = { "trike.starport", "quad.starport", "siege_tank.starport", "missile_tank.starport",
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"combat_tank_o.starport" }
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CorrinoInfantryTypes = { "light_inf", "trooper", "sardaukar", "sardaukar", "sardaukar", "sardaukar" }
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CorrinoVehicleTypes = { "trike", "quad", "quad" }
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CorrinoTankTypes = { "combat_tank_h", "combat_tank_h", "combat_tank_h", "siege_tank" }
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CorrinoStarportTypes = { "trike.starport", "quad.starport", "siege_tank.starport", "missile_tank.starport",
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"combat_tank_h.starport" }
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Upgrades = { "upgrade.barracks", "upgrade.light", "upgrade.conyard", "upgrade.heavy", "upgrade.hightech" }
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Harvester = { "harvester" }
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AtrCarryHarvWaypoints = { atr_harvcarry_2.Location, atr_harvcarry_1.Location }
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HarCarryHarvWaypoints = { har_harvcarry_2.Location, har_harvcarry_1.Location }
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OrdCarryHarvWaypoints = { ord_harvcarry_2.Location, ord_harvcarry_1.Location }
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CorCarryHarvWaypoints = { cor_harvcarry_2.Location, cor_harvcarry_1.Location }
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SmgCarryHarvWaypoints = { smg_harvcarry_2.Location, smg_harvcarry_1.Location }
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Produce = function(house, units)
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if HoldProduction[house.Name] then
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Trigger.AfterDelay(DateTime.Minutes(1), function() Produce(house, units) end)
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return
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end
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local delay = Utils.RandomInteger(AttackDelay[1], AttackDelay[2])
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local toBuild = { Utils.Random(units) }
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house.Build(toBuild, function(unit)
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local unitCount = 1
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if IdlingUnits[house.Name] then
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unitCount = 1 + #IdlingUnits[house.Name]
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end
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IdlingUnits[house.Name][unitCount] = unit[1]
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Trigger.AfterDelay(delay, function() Produce(house, units) end)
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if unitCount >= (AttackGroupSize[1] * 2) then
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SendAttack(house)
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end
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end)
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end
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SetupAttackGroup = function(house)
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local units = {}
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for i = 0, AttackGroupSize[1], 1 do
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if #IdlingUnits[house.Name] == 0 then
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return units
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end
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local number = Utils.RandomInteger(1, #IdlingUnits[house.Name])
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if IdlingUnits[house.Name][number] and not IdlingUnits[house.Name][number].IsDead then
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units[i] = IdlingUnits[house.Name][number]
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table.remove(IdlingUnits[house.Name], number)
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end
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end
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return units
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end
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SendAttack = function(house)
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if IsAttacking[house.Name] then
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return
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end
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IsAttacking[house.Name] = true
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HoldProduction[house.Name] = true
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local units = SetupAttackGroup(house)
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Utils.Do(units, function(unit)
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IdleHunt(unit)
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end)
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Trigger.OnAllRemovedFromWorld(units, function()
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IsAttacking[house.Name] = false
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HoldProduction[house.Name] = false
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end)
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end
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SendNewHarv = function(house, waypoint, count)
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local harvs = house.GetActorsByType("harvester")
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if #harvs < count then
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local harvesters = Reinforcements.ReinforceWithTransport(
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house, "carryall.reinforce", Harvester, waypoint, { waypoint[1] })[2]
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Utils.Do(harvesters, function(harvester)
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Trigger.OnAddedToWorld(harvester, function()
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InitializeHarvester(harvester)
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SendNewHarv(house, waypoint, count)
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end)
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end)
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end
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end
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InitializeHarvester = function(harvester)
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harvester.FindResources()
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end
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WorldLoaded = function()
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Atreides = Player.GetPlayer("Atreides")
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Harkonnen = Player.GetPlayer("Harkonnen")
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Ordos = Player.GetPlayer("Ordos")
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Corrino = Player.GetPlayer("Corrino")
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Smugglers = Player.GetPlayer("Smugglers")
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Reinforcements.Reinforce(Atreides, { "carryall" }, { atr_carry_1.Location })
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Reinforcements.Reinforce(Atreides, { "carryall" }, { atr_carry_2.Location })
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Reinforcements.Reinforce(Atreides, { "carryall" }, { atr_carry_3.Location })
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Utils.Do(Utils.Take(4, Upgrades), function(upgrade)
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atr_cyard.Produce(upgrade)
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har_cyard.Produce(upgrade)
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ord_cyard.Produce(upgrade)
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cor_cyard.Produce(upgrade)
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end)
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atr_cyard.Produce(Upgrades[5])
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Trigger.AfterDelay(DateTime.Seconds(45), function()
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SendNewHarv(Atreides, AtrCarryHarvWaypoints, 3)
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SendNewHarv(Harkonnen, HarCarryHarvWaypoints, 3)
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SendNewHarv(Ordos, OrdCarryHarvWaypoints, 3)
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SendNewHarv(Corrino, CorCarryHarvWaypoints, 3)
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SendNewHarv(Smugglers, SmgCarryHarvWaypoints, 1)
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end)
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Produce(Atreides, AtreidesInfantryTypes)
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Produce(Atreides, AtreidesVehicleTypes)
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Produce(Atreides, AtreidesTankTypes)
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Produce(Atreides, AtreidesStarportTypes)
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Produce(Harkonnen, HarkonnenInfantryTypes)
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Produce(Harkonnen, HarkonnenVehicleTypes)
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Produce(Harkonnen, HarkonnenTankTypes)
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Produce(Harkonnen, HarkonnenStarportTypes)
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Produce(Ordos, OrdosInfantryTypes)
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Produce(Ordos, OrdosVehicleTypes)
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Produce(Ordos, OrdosTankTypes)
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Produce(Ordos, OrdosStarportTypes)
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Produce(Corrino, CorrinoInfantryTypes)
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Produce(Corrino, CorrinoVehicleTypes)
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Produce(Corrino, CorrinoTankTypes)
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Produce(Corrino, CorrinoStarportTypes)
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end)
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end
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