Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
280 lines
9.8 KiB
Lua
280 lines
9.8 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, "Lose")
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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, "Win")
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end)
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end)
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end
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---The Dune stand-in for the usual "Battlefield Control" announcer.
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Mentat = UserInterface.GetFluentMessage("mentat")
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--- Prepare waves of reinforcements to be deployed from Carryalls.
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---@param player player Owner of the reinforcements and Carryalls.
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---@param currentWave integer Current wave count. A typical starting value is 0.
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---@param totalWaves integer Total number of waves to be reinforced.
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---@param delay integer Ticks between each reinforcement.
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---@param pathFunction fun():cpos[] Returns a path for each Carryall's entry flight.
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---@param unitTypes table<integer, string[]> Collection of unit types that will be reinforced. Each group within this collection is keyed to a different wave number.
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---@param haltCondition? fun():boolean Returns true if reinforcements should stop. If this function is absent, assume false.
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---@param customHuntFunction? fun(actors: actor[]) Function called by each unit within a group upon creation. This defaults to IdleHunt. Note that reinforced units will not be in the world until unloaded.
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---@param announcementFunction? fun(currentWave: integer) Function called when a new Carryall is created.
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SendCarryallReinforcements = function(player, currentWave, totalWaves, delay, pathFunction, unitTypes, haltCondition, customHuntFunction, announcementFunction)
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Trigger.AfterDelay(delay, function()
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if haltCondition and haltCondition() then
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return
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end
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currentWave = currentWave + 1
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if currentWave > totalWaves then
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return
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end
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if announcementFunction then
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announcementFunction(currentWave)
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end
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local path = pathFunction()
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local units = Reinforcements.ReinforceWithTransport(player, "carryall.reinforce", unitTypes[currentWave], path, { path[1] })[2]
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if not customHuntFunction then
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customHuntFunction = IdleHunt
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end
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Utils.Do(units, customHuntFunction)
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SendCarryallReinforcements(player, currentWave, totalWaves, delay, pathFunction, unitTypes, haltCondition, customHuntFunction)
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end)
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end
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--- Create a one-time area trigger that reinforces attackers with a Carryall.
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---@param triggeringPlayer player
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---@param reinforcingPlayer player
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---@param area cpos[]
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---@param unitTypes string[]
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---@param path cpos[] Returns a path for the Carryall's entry flight.
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---@param pauseCondition? fun():boolean Returns true if this trigger's activation should be paused. If this function is absent, assume false.
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TriggerCarryallReinforcements = function(triggeringPlayer, reinforcingPlayer, area, unitTypes, path, pauseCondition)
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local fired = false
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Trigger.OnEnteredFootprint(area, function(a, id)
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if pauseCondition and pauseCondition() then
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return
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end
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if not fired and a.Owner == triggeringPlayer and a.Type ~= "carryall" then
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fired = true
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Trigger.RemoveFootprintTrigger(id)
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local units = Reinforcements.ReinforceWithTransport(reinforcingPlayer, "carryall.reinforce", unitTypes, path, { path[1] })[2]
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Utils.Do(units, IdleHunt)
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end
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end)
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end
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--- Destroy all non-reinforcement Carryalls owned by a player.
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---@param player player
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DestroyCarryalls = function(player)
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Utils.Do(player.GetActorsByType("carryall"), function(actor) actor.Kill() end)
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end
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--- The following tables are used by the campaign AI,
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--- with each value keyed to a different AI player.
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--- Collection of a bot's spare units from production and reinforcement.
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--- These units are used for periodic attacks or base/harvester defense.
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---@type table<player, actor[]>
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IdlingUnits = { }
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--- Is a bot currently using idle units to attack or defend?
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---@type table<player, boolean>
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Attacking = { }
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--- Is a bot's production routine on hold?
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---@type table<player, boolean>
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HoldProduction = { }
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--- Was a bot's last harvester eaten by a sandworm?
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---@type table<player, boolean>
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LastHarvesterEaten = { }
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--- Gather units from a bot's idle unit pool, up to a certain group size.
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---@param owner player
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---@param size integer
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---@return actor[]
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SetupAttackGroup = function(owner, size)
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local units = { }
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for i = 0, size, 1 do
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if #IdlingUnits[owner] == 0 then
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return units
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end
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local number = Utils.RandomInteger(1, #IdlingUnits[owner] + 1)
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if IdlingUnits[owner][number] and not IdlingUnits[owner][number].IsDead then
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units[i] = IdlingUnits[owner][number]
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table.remove(IdlingUnits[owner], 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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--- Order an attack from this bot if one is not already started.
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---@param owner player
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---@param size integer
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SendAttack = function(owner, size)
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if Attacking[owner] then
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return
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end
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Attacking[owner] = true
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HoldProduction[owner] = true
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local units = SetupAttackGroup(owner, size)
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Utils.Do(units, IdleHunt)
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Trigger.OnAllRemovedFromWorld(units, function()
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Attacking[owner] = false
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HoldProduction[owner] = false
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end)
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end
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--- Prepare a unit to call for help if attacked.
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---@param unit actor
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---@param defendingPlayer player
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---@param defenderCount integer
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DefendActor = function(unit, defendingPlayer, defenderCount)
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Trigger.OnDamaged(unit, function(self, attacker)
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if unit.Owner ~= defendingPlayer then
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return
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end
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-- Don't try to attack spiceblooms
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if attacker and attacker.Type == "spicebloom" then
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return
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end
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if Attacking[defendingPlayer] then
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return
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end
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Attacking[defendingPlayer] = true
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local Guards = SetupAttackGroup(defendingPlayer, defenderCount)
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if #Guards <= 0 then
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Attacking[defendingPlayer] = false
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return
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end
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Utils.Do(Guards, function(unit)
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if not self.IsDead then
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unit.AttackMove(self.Location)
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end
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IdleHunt(unit)
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end)
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Trigger.OnAllRemovedFromWorld(Guards, function() Attacking[defendingPlayer] = false end)
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end)
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end
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--- Prepare a harvester to call for help when attacked.
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---@param unit actor
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---@param owner player
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---@param defenderCount integer
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ProtectHarvester = function(unit, owner, defenderCount)
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-- Note that worm attacks will not trigger the OnDamaged event for this.
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DefendActor(unit, owner, defenderCount)
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-- Worms don't kill the actor, but dispose it instead.
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-- If a worm kills the last harvester (hence we check for remaining ones),
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-- a new harvester is delivered by the harvester insurance.
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-- Otherwise, there's no need to check for new harvesters.
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local killed = false
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Trigger.OnKilled(unit, function()
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killed = true
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end)
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Trigger.OnRemovedFromWorld(unit, function()
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if not killed and #unit.Owner.GetActorsByType("harvester") == 0 then
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LastHarvesterEaten[owner] = true
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end
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end)
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end
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--- Schedule repairs for this building once it takes enough damage.
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---@param owner player Owner of the building.
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---@param actor actor Building to be repaired.
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---@param modifier number The repair threshold. Below this health percentage, repairs are started. 1 is full health, while 0.5 is half.
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RepairBuilding = function(owner, actor, modifier)
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Trigger.OnDamaged(actor, function(building)
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if building.Owner == owner and building.Health < building.MaxHealth * modifier then
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building.StartBuildingRepairs()
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end
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end)
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end
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--- Prepare buildings to call for help and begin repairs if attacked.
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---@param owner player Owner of the base.
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---@param baseBuildings actor[] Buildings to defend and repair.
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---@param modifier number The repair threshold. Below this health percentage, repairs are started. 1 is full health, while 0.5 is half.
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---@param defenderCount integer Maximum number of defenders to use per counterattack.
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DefendAndRepairBase = function(owner, baseBuildings, modifier, defenderCount)
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Utils.Do(baseBuildings, function(actor)
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if actor.IsDead then
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return
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end
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DefendActor(actor, owner, defenderCount)
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RepairBuilding(owner, actor, modifier)
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end)
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end
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--- Schedule production and attacks for a factory or other unit producer.
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---@param player player Owner of the factory.
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---@param factory actor The factory itself.
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---@param delay fun():integer Function that returns a delay until production repeats.
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---@param toBuild fun():string[] Function that returns a list of unit types to be produced.
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---@param attackSize integer Number of units that will form the next attack wave.
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---@param attackThresholdSize integer Number of idle units that will trigger an attack wave.
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ProduceUnits = function(player, factory, delay, toBuild, attackSize, attackThresholdSize)
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if factory.IsDead or factory.Owner ~= player then
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return
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end
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if HoldProduction[player] then
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Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceUnits(player, factory, delay, toBuild, attackSize, attackThresholdSize) end)
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return
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end
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player.Build(toBuild(), function(unit)
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IdlingUnits[player][#IdlingUnits[player] + 1] = unit[1]
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Trigger.AfterDelay(delay(), function() ProduceUnits(player, factory, delay, toBuild, attackSize, attackThresholdSize) end)
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if #IdlingUnits[player] >= attackThresholdSize then
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SendAttack(player, attackSize)
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end
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end)
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end
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