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OpenRA/mods/ra/scripts/campaign.lua
let5sne.win10 9cf6ebb986
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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>
2026-01-10 21:46:54 +08:00

82 lines
2.8 KiB
Lua

--[[
Copyright (c) The OpenRA Developers and Contributors
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.
]]
Difficulty = Map.LobbyOptionOrDefault("difficulty", "normal")
--- Prepare basic messages for a player's win, loss, or objective updates.
---@param player player
InitObjectives = function(player)
Trigger.OnObjectiveCompleted(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), UserInterface.GetFluentMessage("objective-completed"))
end)
Trigger.OnObjectiveFailed(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), UserInterface.GetFluentMessage("objective-failed"))
end)
Trigger.OnPlayerLost(player, function()
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.PlaySpeechNotification(player, "MissionFailed")
end)
end)
Trigger.OnPlayerWon(player, function()
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.PlaySpeechNotification(player, "MissionAccomplished")
end)
end)
end
AttackAircraftTargets = { }
--- Order an aircraft to seek and attack an enemy player's units whenever idle.
--- Each target is focused until it can no longer be attacked.
---@param aircraft actor
---@param enemyPlayer player
InitializeAttackAircraft = function(aircraft, enemyPlayer)
Trigger.OnIdle(aircraft, function()
local actorId = tostring(aircraft)
local target = AttackAircraftTargets[actorId]
if not target or not target.IsInWorld then
target = ChooseRandomTarget(aircraft, enemyPlayer)
end
if target then
AttackAircraftTargets[actorId] = target
aircraft.Attack(target)
else
AttackAircraftTargets[actorId] = nil
aircraft.ReturnToBase()
end
end)
end
--- Return a random enemy target for an actor.
---@param unit actor Actor to be given a target.
---@param enemyPlayer player Player to be targeted.
---@return actor|nil
ChooseRandomTarget = function(unit, enemyPlayer)
local target = nil
local enemies = Utils.Where(enemyPlayer.GetActors(), function(self)
return self.HasProperty("Health") and unit.CanTarget(self) and not Utils.Any({ "sbag", "fenc", "brik", "cycl", "barb" }, function(type) return self.Type == type end)
end)
if #enemies > 0 then
target = Utils.Random(enemies)
end
return target
end
--- 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).
---@param actors actor[]
---@param func fun(self: actor, attacker: actor, damage: integer)
OnAnyDamaged = function(actors, func)
Utils.Do(actors, function(actor)
Trigger.OnDamaged(actor, func)
end)
end