Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
82 lines
2.8 KiB
Lua
82 lines
2.8 KiB
Lua
--[[
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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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Difficulty = Map.LobbyOptionOrDefault("difficulty", "normal")
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--- Prepare basic messages for a player's win, loss, or objective updates.
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---@param player player
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InitObjectives = function(player)
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Trigger.OnObjectiveCompleted(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), UserInterface.GetFluentMessage("objective-completed"))
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end)
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Trigger.OnObjectiveFailed(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), UserInterface.GetFluentMessage("objective-failed"))
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end)
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Trigger.OnPlayerLost(player, function()
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Media.PlaySpeechNotification(player, "MissionFailed")
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end)
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end)
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Trigger.OnPlayerWon(player, function()
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Media.PlaySpeechNotification(player, "MissionAccomplished")
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end)
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end)
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end
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AttackAircraftTargets = { }
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--- Order an aircraft to seek and attack an enemy player's units whenever idle.
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--- Each target is focused until it can no longer be attacked.
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---@param aircraft actor
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---@param enemyPlayer player
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InitializeAttackAircraft = function(aircraft, enemyPlayer)
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Trigger.OnIdle(aircraft, function()
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local actorId = tostring(aircraft)
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local target = AttackAircraftTargets[actorId]
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if not target or not target.IsInWorld then
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target = ChooseRandomTarget(aircraft, enemyPlayer)
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end
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if target then
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AttackAircraftTargets[actorId] = target
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aircraft.Attack(target)
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else
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AttackAircraftTargets[actorId] = nil
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aircraft.ReturnToBase()
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end
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end)
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end
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--- Return a random enemy target for an actor.
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---@param unit actor Actor to be given a target.
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---@param enemyPlayer player Player to be targeted.
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---@return actor|nil
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ChooseRandomTarget = function(unit, enemyPlayer)
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local target = nil
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local enemies = Utils.Where(enemyPlayer.GetActors(), function(self)
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return self.HasProperty("Health") and unit.CanTarget(self) and not Utils.Any({ "sbag", "fenc", "brik", "cycl", "barb" }, function(type) return self.Type == type end)
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end)
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if #enemies > 0 then
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target = Utils.Random(enemies)
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end
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return target
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end
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--- Call a function when one of the actors in a group is damaged. The callback function will be called as func(self: actor, attacker: actor, damage: integer).
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---@param actors actor[]
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---@param func fun(self: actor, attacker: actor, damage: integer)
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OnAnyDamaged = function(actors, func)
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Utils.Do(actors, function(actor)
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Trigger.OnDamaged(actor, func)
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end)
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end
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