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survival_5th_dimension_center_ee_script.lua
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-- Based on Survival Extreme V3FA script
-- First modified by Brock Samson
-- Then modified by Phelom, Spoon and Duck_42
-- And finally modified by EntropyWins
local ScenarioUtils = import('/lua/sim/ScenarioUtilities.lua');
local ScenarioFramework = import('/lua/ScenarioFramework.lua');
local Survival_TickInterval = 0.50; -- how much delay between each script iteration
local Survival_NextSpawnTime = 0;
local Survival_CurrentTime = 0;
local Survival_GameState = 0; -- 0 pre-spawn, 1 post-spawn, 2 player win, 3 player defeat
local Survival_PlayerCount = 0; -- how many edge players there are
local Survival_PlayerCount_Total = 0; -- how many total players there are
local Survival_MarkerRefs = {{}, {}, {}, {}, {}}; -- 1 center / 2 waypoint / 3 spawn / 4 arty / 5 nuke
local spawnPositionsPerArmyName = {}
local Survival_UnitCountPerMinute = 0; -- how many units to spawn per minute (taking into consideration player count)
local Survival_UnitCountPerWave = 0; -- how many units to spawn with each wave (taking into consideration player count)
local Survival_MinWarnTime = 0;
local Survival_DefUnit
local Survival_DefCheckHP = 0.0
local Survival_DefLastHP = 0
local Survival_ObjectiveTime = 2400
local ANNOUNCEMENT_COLOR_GOOD = 'ff55ff99'
local ANNOUNCEMENT_COLOR_FAIL = 'ffff5555'
local ANNOUNCEMENT_COLOR_BAD = 'ffff5599'
local function localImport(fileName)
return import('/maps/survival_5th_dimension_center_ee.v0007/src/' .. fileName)
end
local function vendorImport(fileName)
return import('/maps/survival_5th_dimension_center_ee.v0007/vendor/lib/src/' .. fileName)
end
local waveTables = localImport('WaveTables.lua').getWaveTables()
local textPrinter = vendorImport('TextPrinter.lua').newInstance()
local unitCreator = vendorImport('UnitCreator.lua').newUnitCreator()
local mapPositions = vendorImport('MapPositions.lua').newInstance(ScenarioInfo)
unitCreator.onUnitCreated(function(unit, unitInfo)
unit:SetVeterancy(5)
if EntityCategoryContains(categories.AIR - categories.EXPERIMENTAL, unit) then
unit:SetFuelUseTime(9999)
end
end)
local function defaultOptions()
if (ScenarioInfo.Options.opt_Survival_BuildTime == nil) then
ScenarioInfo.Options.opt_Survival_BuildTime = 300
end
if (ScenarioInfo.Options.opt_Survival_EnemiesPerMinute == nil) then
ScenarioInfo.Options.opt_Survival_EnemiesPerMinute = 32
end
if (ScenarioInfo.Options.opt_Survival_WaveFrequency == nil) then
ScenarioInfo.Options.opt_Survival_WaveFrequency = 10
end
if (ScenarioInfo.Options.opt_CenterAutoReclaim == nil) then
ScenarioInfo.Options.opt_CenterAutoReclaim = 0
end
if (ScenarioInfo.Options.opt_CenterAllFactions == nil) then
ScenarioInfo.Options.opt_CenterAllFactions = 0
end
if (ScenarioInfo.Options.opt_CenterBonusEnergy == nil) then
ScenarioInfo.Options.opt_CenterBonusEnergy = 100
end
if (ScenarioInfo.Options.opt_CenterObjectiveRegen == nil) then
ScenarioInfo.Options.opt_CenterObjectiveRegen = 25
end
if (ScenarioInfo.Options.opt_CenterObjectiveHealth == nil) then
ScenarioInfo.Options.opt_CenterObjectiveHealth = 5000
end
if (ScenarioInfo.Options.opt_CenterObjectiveVision == nil) then
ScenarioInfo.Options.opt_CenterObjectiveVision = 350
end
end
local function printAnnouncement(text, options)
options.location = "leftcenter"
textPrinter.print(string.rep(" ", 12) .. text, options)
end
local function setupAutoReclaim()
local percentage = ScenarioInfo.Options.opt_CenterAutoReclaim
if percentage > 0 then
unitCreator.onUnitCreated(function(unit, unitInfo)
if unitInfo.isSurvivalSpawned then
unit.CreateWreckage = function() end
end
end)
ForkThread(
vendorImport('AutoReclaim.lua').AutoResourceThread,
percentage / 100,
percentage / 100
)
end
end
local function isPlayerArmy(armyName)
return armyName == "ARMY_1" or armyName == "ARMY_2" or armyName == "ARMY_3" or armyName == "ARMY_4"
or armyName == "ARMY_5" or armyName == "ARMY_6" or armyName == "ARMY_7" or armyName == "ARMY_8"
end
local function setupAllFactions()
if ScenarioInfo.Options.opt_CenterAllFactions ~= 0 then
local allFactions = vendorImport('AllFactions.lua')
for armyIndex, armyName in ListArmies() do
if isPlayerArmy(armyName) then
if ScenarioInfo.Options.opt_CenterAllFactions == 1 then
allFactions.spawnExtraEngineers(ArmyBrains[armyIndex])
else
allFactions.spawnExtraAcus(ArmyBrains[armyIndex])
end
end
end
end
end
local function setBotColor()
ForkThread(function()
SetArmyColor("ARMY_SURVIVAL_ENEMY", 110, 90, 90)
WaitSeconds(900+10) -- Start just after wave set 16
local RED = "ffff0000"
local GREEN = "ff00ff00"
local BLUE = "ff0000ff"
local SIZE = 22
local DURATION = 7.5
printAnnouncement("DISCO", {size = SIZE, color=RED, duration=DURATION})
printAnnouncement("MODE", {size = SIZE, color=GREEN, duration=DURATION})
printAnnouncement("RANGEBOTS!", {size = SIZE, color=BLUE, duration=DURATION})
textPrinter.print("DISCO", {size = SIZE, color=BLUE, location="center", duration=DURATION})
textPrinter.print("MODE", {size = SIZE, color=RED, location="center", duration=DURATION})
textPrinter.print("RANGEBOTS!", {size = SIZE, color=GREEN, location="center", duration=DURATION})
textPrinter.print("DISCO", {size = SIZE, color=GREEN, location="rightcenter", duration=DURATION})
textPrinter.print("MODE", {size = SIZE, color=BLUE, location="rightcenter", duration=DURATION})
textPrinter.print("RANGEBOTS!", {size = SIZE, color=RED, location="rightcenter", duration=DURATION})
local colorChanger = vendorImport('ColorChanger.lua').newInstance("ARMY_SURVIVAL_ENEMY")
colorChanger.start()
WaitSeconds(60) -- Duration of wave set 16
colorChanger.stop()
SetArmyColor("ARMY_SURVIVAL_ENEMY", 110, 90, 90)
end)
end
local function showWelcomeMessages()
local welcomeMessages = localImport('WelcomeMessages.lua').newInstance(
textPrinter,
ScenarioInfo.Options,
ScenarioInfo.map_version
)
welcomeMessages.startDisplay()
end
local function vanguardify()
unitCreator.onUnitCreated(function(unit, unitInfo)
if unitInfo.isSurvivalSpawned and unitInfo.blueprintName == "DEL0204" then
unit:SetCustomName("Minion of Vanguard")
end
end)
end
function OnPopulate()
ScenarioUtils.InitializeArmies()
defaultOptions()
setBotColor()
setupAutoReclaim()
setupAllFactions()
vanguardify()
for _, armyName in ListArmies() do
spawnPositionsPerArmyName[armyName] = {}
end
Survival_InitGame()
showWelcomeMessages()
end
local function randomValueFromList(list)
if table.getn(list) == 0 then
return nil
end
return list[math.random(1, table.getn(list))]
end
local function getSpawnPositionForEachArmy()
local positions = {}
for _, armyName in ListArmies() do
table.insert(positions, randomValueFromList(spawnPositionsPerArmyName[armyName]))
end
return positions
end
local function createSurvivalUnit(blueprint, x, z, y)
local unit = unitCreator.create({
isSurvivalSpawned = true,
blueprintName = blueprint,
armyName = "ARMY_SURVIVAL_ENEMY",
x = x,
z = z,
y = y
})
return unit
end
-- econ adjust based on who is playing
-- taken from original survival/Jotto
--------------------------------------------------------------------------
function ScenarioUtils.CreateResources()
local Markers = ScenarioUtils.GetMarkers();
for i, tblData in pairs(Markers) do -- loop marker list
local SpawnThisResource = false; -- default to no
if (tblData.resource and not tblData.SpawnWithArmy) then -- if this is a regular resource
SpawnThisResource = true;
elseif (tblData.resource and tblData.SpawnWithArmy) then -- if this is an army-specific resource
if (tblData.SpawnWithArmy == "ARMY_0") then
SpawnThisResource = true;
else
for x, army in ListArmies() do -- loop through army list
if (tblData.SpawnWithArmy == army) then -- if this army is present
SpawnThisResource = true; -- spawn this resource
break;
end
end
end
end
if (SpawnThisResource) then -- if we can spawn the resource do it
local bp, albedo, sx, sz, lod;
if (tblData.type == "Mass") then
albedo = "/env/common/splats/mass_marker.dds";
bp = "/env/common/props/massDeposit01_prop.bp";
sx = 2;
sz = 2;
lod = 100;
else
albedo = "/env/common/splats/hydrocarbon_marker.dds";
bp = "/env/common/props/hydrocarbonDeposit01_prop.bp";
sx = 6;
sz = 6;
lod = 200;
end
-- create the resource
CreateResourceDeposit(tblData.type, tblData.position[1], tblData.position[2], tblData.position[3], tblData.size);
-- create the resource graphic on the map
CreatePropHPR(bp, tblData.position[1], tblData.position[2], tblData.position[3], Random(0,360), 0, 0);
-- create the resource icon on the map
CreateSplat(
tblData.position, -- Position
0, -- Heading (rotation)
albedo, -- Texture name for albedo
sx, sz, -- SizeX/Z
lod, -- LOD
0, -- Duration (0 == does not expire)
-1, -- army (-1 == not owned by any single army)
0 -- ???
);
end
end
end
function OnStart(self)
ForkThread(Survival_Tick);
end
-- initializes the game settings
--------------------------------------------------------------------------
Survival_InitGame = function()
Survival_NextSpawnTime = ScenarioInfo.Options.opt_Survival_BuildTime; -- set first wave time to build time
Survival_MinWarnTime = Survival_NextSpawnTime - 60; -- set time for minute warning
ScenarioInfo.Options.Victory = 'sandbox'; -- force sandbox in order to implement our own rules
Survival_PlayerCount = 0;
local Armies = ListArmies();
Survival_PlayerCount_Total = table.getn(Armies) - 3;
for i, Army in ListArmies() do
if (Army == "ARMY_1" or Army == "ARMY_2" or Army == "ARMY_3" or Army == "ARMY_4") then
Survival_PlayerCount = Survival_PlayerCount + 1; -- save player count (ignore players in the middle)
end
-- Add build restrictions
if (Army == "ARMY_1" or Army == "ARMY_2" or Army == "ARMY_3" or Army == "ARMY_4" or Army == "ARMY_5" or Army == "ARMY_6" or Army == "ARMY_7" or Army == "ARMY_8") then
ScenarioFramework.AddRestriction(Army, categories.WALL)
ScenarioFramework.AddRestriction(Army, categories.AIR - categories.ENGINEER)
for _, ArmyX in ListArmies() do
if (ArmyX == "ARMY_1" or ArmyX == "ARMY_2" or ArmyX == "ARMY_3" or ArmyX == "ARMY_4" or ArmyX == "ARMY_5" or ArmyX == "ARMY_6" or ArmyX == "ARMY_7" or ArmyX == "ARMY_8") then
SetAlliance(Army, ArmyX, 'Ally');
end
end
SetAlliance(Army, "ARMY_SURVIVAL_ALLY", 'Ally')
SetAlliance(Army, "ARMY_SURVIVAL_ENEMY", 'Enemy')
SetAlliance(Army, "ARMY_RANGE_BOATS", 'Enemy')
SetAlliedVictory(Army, true)
end
end
SetAlliance("ARMY_SURVIVAL_ALLY", "ARMY_SURVIVAL_ENEMY", 'Enemy')
SetAlliance("ARMY_RANGE_BOATS", "ARMY_SURVIVAL_ALLY", 'Ally')
SetAlliance("ARMY_RANGE_BOATS", "ARMY_SURVIVAL_ENEMY", 'Ally')
SetIgnoreArmyUnitCap('ARMY_SURVIVAL_ENEMY', true)
Survival_InitMarkers()
Survival_SpawnDef()
Survival_CalcWaveCounts()
end
function GetMarker(MarkerName)
return Scenario.MasterChain._MASTERCHAIN_.Markers[MarkerName]
end
Survival_InitMarkers = function()
LOG("----- Survival MOD: Initializing marker lists...");
local MarkerRef
local Break = 0
local i = 1
while (Break < 3) do
Break = 0; -- reset break counter
MarkerRef = GetMarker("SURVIVAL_CENTER_" .. i)
if (MarkerRef ~= nil) then
table.insert(Survival_MarkerRefs[1], MarkerRef);
-- Survival_MarkerCounts[1] = Survival_MarkerCounts[1] + 1;
else
Break = Break + 1;
end
MarkerRef = GetMarker("SURVIVAL_PATH_" .. i)
if (MarkerRef ~= nil) then
table.insert(Survival_MarkerRefs[2], MarkerRef);
-- Survival_MarkerCounts[2] = Survival_MarkerCounts[2] + 1;
else
Break = Break + 1;
end
MarkerRef = GetMarker("SURVIVAL_SPAWN_" .. i)
if (MarkerRef ~= nil) then
for _, armyName in ListArmies() do -- loop through army list
if (MarkerRef.SpawnWithArmy == armyName) then -- if this army is present
table.insert(Survival_MarkerRefs[3], MarkerRef)
table.insert(spawnPositionsPerArmyName[armyName], MarkerRef.position)
break;
end
end
-- Survival_MarkerCounts[3] = Survival_MarkerCounts[3] + 1;
else
Break = Break + 1
end
i = i + 1 -- increment counter
end
end
Survival_SpawnDef = function()
local POS = ScenarioUtils.MarkerToPosition("SURVIVAL_CENTER_1");
Survival_DefUnit = CreateUnitHPR('XRB3301', "ARMY_SURVIVAL_ALLY", POS[1], POS[2], POS[3], 0,0,0);
Survival_DefUnit:SetReclaimable(false)
Survival_DefUnit:SetCapturable(false)
Survival_DefUnit:SetProductionPerSecondEnergy(Survival_PlayerCount_Total * ScenarioInfo.Options.opt_CenterBonusEnergy)
Survival_DefUnit:SetConsumptionPerSecondEnergy(0)
Survival_DefUnit:SetMaxHealth(ScenarioInfo.Options.opt_CenterObjectiveHealth)
Survival_DefUnit:SetHealth(nil, ScenarioInfo.Options.opt_CenterObjectiveHealth)
Survival_DefUnit:SetRegenRate(ScenarioInfo.Options.opt_CenterObjectiveRegen)
local Survival_DefUnitBP = Survival_DefUnit:GetBlueprint();
Survival_DefUnitBP.Intel.MaxVisionRadius = ScenarioInfo.Options.opt_CenterObjectiveVision
Survival_DefUnitBP.Intel.MinVisionRadius = ScenarioInfo.Options.opt_CenterObjectiveVision
Survival_DefUnitBP.Intel.VisionRadius = ScenarioInfo.Options.opt_CenterObjectiveVision
Survival_DefUnit:SetIntelRadius('Vision', ScenarioInfo.Options.opt_CenterObjectiveVision)
Survival_DefUnit.OldOnKilled = Survival_DefUnit.OnKilled;
Survival_DefUnit.OnKilled = function(self, instigator, type, overkillRatio)
if (Survival_GameState ~= 2) then -- If the timer hasn't expired yet...
self.OldOnKilled(self, instigator, type, overkillRatio)
printAnnouncement(
"The defense object has been destroyed. You have lost!",
{ color = ANNOUNCEMENT_COLOR_FAIL, duration = 8, size = 30 }
)
Survival_GameState = 3;
for i, army in ListArmies() do
if (army == "ARMY_1" or army == "ARMY_2" or army == "ARMY_3" or army == "ARMY_4" or army == "ARMY_5" or army == "ARMY_6" or army == "ARMY_7" or army == "ARMY_8") then
GetArmyBrain(army):OnDefeat();
end
end
GetArmyBrain("ARMY_SURVIVAL_ENEMY"):OnVictory();
end
end
Survival_DefLastHP = Survival_DefUnit:GetHealth();
end
local function activateDiscoModeForRangeBoatArmy()
vendorImport('ColorChanger.lua').newInstance("ARMY_RANGE_BOATS").start()
end
local function SecondsToTime(Seconds)
return string.format("%02d:%02d", math.floor(Seconds / 60), math.mod(Seconds, 60));
end
--local newGameEvents = function()
-- local timeHandlers = {}
--
-- return {
-- executeAtTime = function(gameTimeInSeconds, handler)
--
-- end,
--
-- tick = function(currentTime)
--
-- end
-- }
--end
--
--local gameEvents = newGameEvents()
local function isSecondsTillVictory(seconds)
local eventTime = Survival_ObjectiveTime - seconds
return Survival_CurrentTime > eventTime and Survival_CurrentTime <= eventTime + 0.5
end
Survival_Tick = function(self)
while (Survival_GameState < 2) do
Survival_CurrentTime = GetGameTimeSeconds();
Survival_UpdateWaves(Survival_CurrentTime);
if (Survival_CurrentTime >= Survival_ObjectiveTime) then
Survival_GameState = 2;
printAnnouncement(
"The Defence Object is complete! You have won!",
{ color = ANNOUNCEMENT_COLOR_GOOD, duration = 4, size = 30 }
)
Survival_DefUnit:SetCustomName("CHUCK NORRIS MODE!"); -- update defense object name
for i, army in ListArmies() do
if (army == "ARMY_1" or army == "ARMY_2" or army == "ARMY_3" or army == "ARMY_4" or army == "ARMY_5" or army == "ARMY_6" or army == "ARMY_7" or army == "ARMY_8") then
GetArmyBrain(army):OnVictory();
end
end
GetArmyBrain("ARMY_SURVIVAL_ENEMY"):OnDefeat();
else
if (Survival_GameState == 0) then -- build stage
if (Survival_CurrentTime >= Survival_NextSpawnTime) then -- if build period is over
LOG("----- Survival MOD: Build state complete. Proceeding to combat state.");
Sync.ObjectiveTimer = 0; -- clear objective timer
Survival_GameState = 1; -- update game state to combat mode
printAnnouncement(
"Space Vikings are attacking!",
{ color = ANNOUNCEMENT_COLOR_BAD, duration = 3, size = 30 }
)
Survival_SpawnWave()
Survival_NextSpawnTime = Survival_NextSpawnTime + ScenarioInfo.Options.opt_Survival_WaveFrequency; -- update next wave spawn time by wave frequency
else -- build period still active
Sync.ObjectiveTimer = math.floor(Survival_NextSpawnTime - Survival_CurrentTime); -- update objective timer
Survival_DefUnit:SetCustomName(SecondsToTime(Sync.ObjectiveTimer)); -- update defense object name
if ((Survival_MinWarnTime > 0) and (Survival_CurrentTime >= Survival_MinWarnTime)) then -- display 2 minute warning if we're at 2 minutes and it's appropriate to do so
LOG("----- Survival MOD: Sending 1 minute warning.");
printAnnouncement(
"1 minute warning!",
{ color = ANNOUNCEMENT_COLOR_BAD, duration = 2.5, size = 30 }
)
Survival_MinWarnTime = 0; -- reset 2 minute warning time so it wont be displayed again
end
end
elseif (Survival_GameState == 1) then -- combat stage
Sync.ObjectiveTimer = math.floor(Survival_ObjectiveTime - Survival_CurrentTime); -- update objective timer
if (Survival_CurrentTime >= Survival_NextSpawnTime) then -- ready to spawn a wave
Survival_SpawnWave()
Survival_NextSpawnTime = Survival_NextSpawnTime + ScenarioInfo.Options.opt_Survival_WaveFrequency; -- update next wave spawn time by wave frequency
end
Survival_DefUnit:SetCustomName('Level ' .. (waveTables[1] - 1) .. "/" .. (table.getn(waveTables) - 1) )
if isSecondsTillVictory(500) then
activateDiscoModeForRangeBoatArmy()
printAnnouncement(
"Rangeboats detected! Ready Anti-Air!",
{ color = ANNOUNCEMENT_COLOR_BAD, duration = 6, size = 25 }
)
end
if isSecondsTillVictory(120) then
printAnnouncement(
"2 minutes left!",
{ color = ANNOUNCEMENT_COLOR_GOOD, duration = 2.5, size = 30 }
)
end
end
Survival_DefCheckHP = Survival_DefCheckHP - Survival_TickInterval;
if (Survival_DefCheckHP <= 0) then
if (Survival_DefUnit:GetHealth() < Survival_DefLastHP) then
local health = Survival_DefUnit:GetHealth();
local maxHealth = Survival_DefUnit:GetMaxHealth();
local defUnitPercent = health / maxHealth;
textPrinter.print("", {duration = 0.5, location = "lefttop"})
textPrinter.print("", {duration = 0.5, location = "lefttop"})
textPrinter.print("", {duration = 0.5, location = "lefttop"})
textPrinter.print("", {duration = 0.5, location = "lefttop"})
textPrinter.print(
string.rep(" ", 100) .. "The Defence Object is taking damage! (" .. math.floor(defUnitPercent * 100) .. "%)",
{ color = ANNOUNCEMENT_COLOR_BAD, duration = 0.5, location = "lefttop", size = 20 }
)
Survival_DefCheckHP = 2;
end
end
Survival_DefLastHP = Survival_DefUnit:GetHealth();
WaitSeconds(Survival_TickInterval);
end
end
--End the game the correct way
WaitSeconds(15);
import('/lua/victory.lua').CallEndGame(true, false);
KillThread(self);
end
-- updates spawn waves
--------------------------------------------------------------------------
Survival_UpdateWaves = function(GameTime)
for waveIndex = waveTables[1], table.getn(waveTables) do -- loop through each wave table within the category
if (GameTime >= (waveTables[waveIndex][1] * 60)) then -- compare spawn time against the first entry spawn time for each wave table
if (waveTables[1] < waveIndex) then -- should only update a wave once
waveTables[1] = waveIndex; -- update the wave id for this wave category
end
else
break;
end
end
end
local function Survival_GetPOS(MarkerType)
local RandID = 1
RandID = math.random(1, table.getn(Survival_MarkerRefs[MarkerType])); -- get a random value from the selected marker count
if (RandID == 0) then
return nil
end
local POS = Survival_MarkerRefs[MarkerType][RandID].position;
if (MarkerType == 4) then
table.remove(Survival_MarkerRefs[4], RandID);
elseif (MarkerType == 5) then
table.remove(Survival_MarkerRefs[5], RandID);
end
return POS
end
local function Survival_PlatoonOrder(UnitList, OrderID)
if (UnitList == nil) then
return
end
local aiBrain = GetArmyBrain("ARMY_SURVIVAL_ENEMY")
local aiPlatoon = aiBrain:MakePlatoon('','');
aiBrain:AssignUnitsToPlatoon(aiPlatoon, UnitList, 'Attack', 'None'); -- platoon, unit list, "mission" and formation
-- 1 center / 2 waypoint / 3 spawn
if (OrderID == 4) then -- attack move / move
-- attack move to random path
POS = Survival_GetPOS(2)
aiPlatoon:AggressiveMoveToLocation(POS)
-- move to random center
POS = Survival_GetPOS(1)
aiPlatoon:MoveToLocation(POS, false)
elseif (OrderID == 3) then -- patrol paths
-- move to random path
POS = Survival_GetPOS(2)
aiPlatoon:MoveToLocation(POS, false)
-- patrol to random path
POS = Survival_GetPOS(2)
aiPlatoon:Patrol(POS);
elseif (OrderID == 2) then -- attack move
-- attack move to random path
POS = Survival_GetPOS(2)
aiPlatoon:AggressiveMoveToLocation(POS)
-- attack move to random center
POS = Survival_GetPOS(1)
aiPlatoon:AggressiveMoveToLocation(POS)
else -- default/order 1 is move
-- move to random path
POS = Survival_GetPOS(2)
aiPlatoon:MoveToLocation(POS, false)
-- move to random center
POS = Survival_GetPOS(1)
aiPlatoon:MoveToLocation(POS, false)
end
end
local function Survival_SpawnUnit(UnitID, OrderID)
local POS = Survival_GetPOS(3)
local PlatoonList = {}
local NewUnit = createSurvivalUnit(UnitID, POS[1], POS[2], POS[3])
NewUnit:SetProductionPerSecondEnergy(325)
table.insert(PlatoonList, NewUnit)
Survival_PlatoonOrder(PlatoonList, OrderID)
end
local function spawnRangeBoats()
ForkThread(function()
local boatSpawner = localImport('RangeBoat.lua').newInstance(unitCreator)
for _, spawnPosition in getSpawnPositionForEachArmy() do
local units = boatSpawner.spawnFlyingBoat(spawnPosition)
IssueAggressiveMove(units, mapPositions.getMapCenter())
end
end)
end
local function spawnWaveTable(waveTable)
-- pick a random unit table from within this wave set
local UnitTable = waveTable[math.random(2, table.getn(waveTable))]; -- reference that unit table
local orderId = UnitTable[2]
if orderId == 1337 then
spawnRangeBoats()
elseif orderId ~= 404 then
Survival_SpawnUnit(
Survival_GetUnitFromTable(UnitTable),
orderId
);
end
end
Survival_SpawnWave = function()
-- for the amount of units we spawn in per wave
if (table.getn(waveTables[waveTables[1]]) > 1) then -- only do a wave spawn if there is a wave table available
-- for the amount of units we spawn in per wave
for z = 1,Survival_UnitCountPerWave do
spawnWaveTable(waveTables[waveTables[1]])
end
end
end
Survival_GetUnitFromTable = function(UnitTable)
return UnitTable[math.random(3, table.getn(UnitTable))]
end
-- calculates how many units to spawn per wave
function Survival_CalcWaveCounts()
local WaveMultiplier = ScenarioInfo.Options.opt_Survival_WaveFrequency / 60;
Survival_UnitCountPerMinute = ScenarioInfo.Options.opt_Survival_EnemiesPerMinute * Survival_PlayerCount;
Survival_UnitCountPerWave = Survival_UnitCountPerMinute * WaveMultiplier;
end
function OnShiftF3()
spawnRangeBoats()
end