Mission event file for Hyperion Peaks special mission
Przewodniki
/
Mission event file for Hyperion Peaks special mission
Zaktualizowany 4 years ago przez Merric

-- Enders Game Win Condtition - Used for Hyperion Peaks Province in Dark Crusade

-- Eliminate all enemy forces on the map using a predetermined and finite force.

-- Author: James Mouat

-- (c) 2006 Relic Entertainment Inc.

import("ScarUtil.scar") import("WXPScarUtil.scar")

function OnGameSetup()

g_Counter_firstrun =  true

g_territory_index = MetaMap_GetDefendingTerritoryIndex()

g_total_enemy_count = MetaMap_GetTerritoryOpponentCount(g_territory_index)


g_player2_active = false
g_player3_active = false
g_player4_active = false

g_HQ_Check1 = false
g_HQ_Check2 = false
g_HQ_Check3 = false


------------------------------------------------------------------------------
--[[Start Darwin's attacker/defender algorhythm]]

g_attacker_race = MetaMap_GetAttackerRaceName()
g_defender_race = MetaMap_GetDefenderRaceName()
g_player_race = MetaMap_GetPlayerRaceName() 

--print("attacker race = "..g_attacker_race)
--print("defender race = "..g_defender_race)


--check for player vs CPU -- used in the enemy creation functions!
if g_player_race == g_attacker_race then
	
	g_cpu_player_race = g_defender_race
	
	g_defender_strength = MetaMap_GetTerritoryMilitaryStrength(MetaMap_GetDefendingTerritoryIndex())
	
	--print("defender military strength = "..g_defender_strength)
	
	g_cpu_strength = g_defender_strength
	
elseif g_player_race == g_defender_race then
	
	g_cpu_player_race = g_attacker_race
	
	g_attacker_strength = MetaMap_GetTerritoryMilitaryStrength(MetaMap_GetAttackingTerritoryIndex())
	
	--print("attacker military strength = "..g_attacker_strength)
	
	g_cpu_strength = g_attacker_strength
	
end

g_enemy_players_on_map = MetaMap_GetTerritoryOpponentCount(7)

--define a global varible that tells how many total players are on the map.
g_total_players_on_map = g_enemy_players_on_map + 1


--[[defining the name of the player's faction +P1 Race ID's +Engineer BP's +Build Restriction tables +default energy]]
if g_player_race == "chaos_marine_race" then
	
	factionname = "$690014"
	g_P1_ID = 1
	g_P1_Engineer = "chaos_squad_slave"
	g_P1_color = "default_1"
	g_P1_energy = 1000
	
	t_P1_Rectrictions_List = {	"chaos_armoury", "chaos_greater_sacrificial_circle", "chaos_hq", "chaos_machine_pit", "chaos_mine_field", "chaos_sacrificial_circle", 
										"chaos_single_player_only_sacrificial_circle", "chaos_temple", "chaos_thermo_plasma_generator", "chaos_turret_bolter"}
	
	t_P1_Research = {"chaos_requisition_research_1"}
	
	g_P1_Pop = 15
	
	g_Player1 = Setup_Player(0, factionname, MetaMap_GetPlayerRaceName(), 1)
	Misc_PlayerTeamColor(g_Player1,g_P1_color)
	
elseif g_player_race == "eldar_race" then
	
	factionname = "$690012"
	g_P1_ID = 2
	g_P1_Engineer = "eldar_squad_bonesinger"
	g_P1_color = "default_5"
	g_P1_energy = 1250
	
	t_P1_Rectrictions_List = {	"eldar_advanced_warp_generator", "eldar_aspect_portal", "eldar_hq", "eldar_mine_field", "eldar_soul_shrine", 
										"eldar_support_platform_scatterlaser", "eldar_support_portal", "eldar_webway_gate"}
	
	t_P1_Research = {"eldar_requisition_research_1"}
	
	g_P1_Pop = 15
	
	g_Player1 = Setup_Player(0, factionname, MetaMap_GetPlayerRaceName(), 1)
	Misc_PlayerTeamColor(g_Player1,g_P1_color)
	
	
elseif g_player_race == "guard_race" then
	
	factionname = "$690011"
	g_P1_ID = 3
	g_P1_Engineer = "guard_squad_enginseer"
	g_P1_color = "liberators"
	g_P1_energy = 1000
	
	t_P1_Rectrictions_List = {	"guard_hq", "guard_infantry", "guard_mars_pattern", "guard_mechanized", "guard_mines", "guard_tactica", "guard_thermo_plasma", 
										"guard_turret_heavy_bolter"}
	
	t_P1_Research = {"guard_upgrade_requisition_1"}
	
	g_P1_Pop = 15
	
	g_Player1 = Setup_Player(0, factionname, MetaMap_GetPlayerRaceName(), 1)

	
elseif g_player_race == "ork_race" then
	
	factionname = "$690013"
	g_P1_ID = 4
	g_P1_Engineer = "ork_squad_grot"
	g_P1_color = "default_4"
	g_P1_energy = 1000
	
	t_P1_Rectrictions_List = {"ork_bigger_generator", "ork_boy_hut", "ork_hq", "ork_mek_shop", "ork_mine_field", "ork_pile_o_guns"} --[["ork_waagh_banner"]] --omitted waagh banner
	
	t_P1_Research = {"ork_requisition_research_1"}
	
	g_P1_Pop = 40
	
	g_Player1 = Setup_Player(0, factionname, MetaMap_GetPlayerRaceName(), 1)
	Misc_PlayerTeamColor(g_Player1,g_P1_color)
	
	
elseif g_player_race == "space_marine_race" then
	
	factionname = "$690010"
	g_P1_ID = 5
	g_P1_Engineer = "space_marine_squad_servitor"
	g_P1_color = "default_0"
	g_P1_energy = 1000
	
	t_P1_Rectrictions_List = {	"space_marine_ability_building", "space_marine_armoury", "space_marine_barracks", "space_marine_drop_pod_building", 
										"space_marine_hq", "space_marine_interface_relay", "space_marine_mine_field", "space_marine_orbital_relay", 
										"space_marine_thermo_generator", "space_marine_vehicle_building"}
	
	t_P1_Research = {"marine_requisition_research_1"}
	
	g_P1_Pop = 15
	
	g_Player1 = Setup_Player(0, factionname, MetaMap_GetPlayerRaceName(), 1)

	
elseif g_player_race == "tau_race" then
	
	factionname = "$690015"
	g_P1_ID = 6
	g_P1_Engineer = "tau_builder_squad"
	g_P1_color = "default_0"
	g_P1_energy = 1000
	
	t_P1_Rectrictions_List = {	"tau_barracks", "tau_hq", "tau_kroot_nest", "tau_research_building", "tau_shrine_of_kauyon", "tau_shrine_of_montka", 
										"tau_shrine_of_purpose", "tau_thermoplasma_generator", "tau_vehicle_building"}
	
	t_P1_Research = {"tau_requisition_research", "tau_feral_leap_research", "tau_missile_barrage_research"}
	
	g_P1_Pop = 15
	
	g_Player1 = Setup_Player(0, factionname, MetaMap_GetPlayerRaceName(), 1)

	
elseif g_player_race == "necron_race" then
	
	factionname = "$690016"
	g_P1_ID = 7
	g_P1_Engineer = "necron_builder_scarab_squad"
	g_P1_color = "default_0"
	g_P1_energy = 1700
	
	t_P1_Rectrictions_List = {	"monolith", "necron_energy_core", "necron_forbidden_archive", "necron_greater_summoning_core", "necron_summoning_core", 
										"necron_thermoplasma_generator", "necron_turret"}
	
	t_P1_Research = {"necron_power_research", "necron_resurrection_orb_research"}
	
	g_P1_Pop = 12
	
g_Player1 = Setup_Player(0, factionname, MetaMap_GetPlayerRaceName(), 1)

	
	
end


--[[defining the name of the enemy's faction +BP's +Engineer BP's +CPU Race ID's +Team color +Build Restriction tables]]  
if g_cpu_player_race == "chaos_marine_race" then
	
	enemy_factionname = "$690088"
	g_CPU_HQ = "chaos_hq"
	g_CPU_Barracks = "chaos_temple"
	g_CPU_Mech = "chaos_machine_pit"
	g_CPU_Generator = "chaos_plasma_generator"
	g_CPU_Turret = "chaos_turret_bolter"
	g_CPU_Turret_Upgrade = "chaos_turret_addon"
	
	g_CPU_Engineer = "chaos_squad_slave"
	g_CPU_ID = 1
	g_CPU_color = "default_1"
	
	t_CPU_Building_Rectrictions = {"chaos_hq", "chaos_armoury", "chaos_machine_pit"}
	t_CPU_Squad_Rectrictions = {"chaos_squad_daemon_prince", "chaos_squad_bloodthirster"}
	t_CPU_Research_Rectrictions = {}
	t_CPU_Addon_Rectrictions = {}
	
elseif g_cpu_player_race == "eldar_race" then
	
	enemy_factionname = "$690083"
	g_CPU_HQ = "eldar_hq"
	g_CPU_Barracks = "eldar_aspect_portal"
	g_CPU_Mech = "eldar_support_portal"
	g_CPU_Generator = "eldar_warp_generator"
	g_CPU_Turret = "eldar_support_platform_scatterlaser"
	g_CPU_Turret_Upgrade = "eldar_support_platform_addon"
	
	g_CPU_Engineer = "eldar_squad_bonesinger"
	g_CPU_ID = 2
	g_CPU_color = "default_5"
	
	t_CPU_Building_Rectrictions = {"eldar_hq", "eldar_aspect_portal", "eldar_support_portal"}
	t_CPU_Squad_Rectrictions = {}
	t_CPU_Research_Rectrictions = {}
	t_CPU_Addon_Rectrictions = {}
	
elseif g_cpu_player_race == "guard_race" then
	
	enemy_factionname = "$690011"
	g_CPU_HQ = "guard_hq"
	g_CPU_Barracks = "guard_infantry"
	g_CPU_Mech = "guard_mechanized"
	g_CPU_Generator = "guard_plasma_generator"
	g_CPU_Turret = "guard_turret_heavy_bolter"
	g_CPU_Turret_Upgrade = "addon_guard_turret"
	
	g_CPU_Engineer = "guard_squad_enginseer"
	g_CPU_ID = 3
	g_CPU_color = "liberators"
	
	t_CPU_Building_Rectrictions = {"guard_hq", "guard_infantry", "guard_mechanized"}
	t_CPU_Squad_Rectrictions = {}
	t_CPU_Research_Rectrictions = {}
	t_CPU_Addon_Rectrictions = {}
	
elseif g_cpu_player_race == "ork_race" then
	
	enemy_factionname = "$690087"
	g_CPU_HQ = "ork_hq"
	g_CPU_Barracks = "ork_boy_hut"
	g_CPU_Mech = "ork_mek_shop"
	g_CPU_Generator = "ork_generator"
	g_CPU_Turret = "ork_waagh_banner"
	g_CPU_Turret_Upgrade = "ork_waagh_banner_gunzaddon"
	g_CPU_Turret_Upgrade2 = "ork_waagh_banner_gunzaddon_2"
	
	g_CPU_Engineer = "ork_squad_grot"
	g_CPU_ID = 4
	g_CPU_color = "default_4"
	
	t_CPU_Building_Rectrictions = {"ork_hq", "ork_boy_hut", "ork_mek_shop"}
	t_CPU_Squad_Rectrictions = {}
	t_CPU_Research_Rectrictions = {}
	t_CPU_Addon_Rectrictions = {}
	
elseif g_cpu_player_race == "space_marine_race" then
	
	enemy_factionname = "$690085"
	g_CPU_HQ = "space_marine_hq"
	g_CPU_Barracks = "space_marine_barracks"
	g_CPU_Mech = "space_marine_vehicle_building"
	g_CPU_Generator = "space_marine_generator"
	g_CPU_Turret = "space_marine_turret_bolter"
	g_CPU_Turret_Upgrade = "space_marine_turret_addon"
	
	g_CPU_Engineer = "space_marine_squad_servitor"
	g_CPU_ID = 5
	g_CPU_color = "default_0"
	
	t_CPU_Building_Rectrictions = {"space_marine_hq", "space_marine_barracks", "space_marine_vehicle_building"}
	t_CPU_Squad_Rectrictions = {}
	t_CPU_Research_Rectrictions = {}
	t_CPU_Addon_Rectrictions = {}
	
elseif g_cpu_player_race == "tau_race" then
	
	enemy_factionname = "$690081"
	g_CPU_HQ = "tau_hq"
	g_CPU_Barracks = "tau_barracks"
	g_CPU_Mech = "tau_vehicle_building"
	g_CPU_Generator = "tau_plasma_generator"
	--g_CPU_Turret = "space_marine_turret_bolter"   --Tau have no turrets
	--g_CPU_Turret_Upgrade = "space_marine_turret_addon"  --Tau have no turrets
	
	g_CPU_Engineer = "tau_builder_squad"
	g_CPU_ID = 6
	g_CPU_color = "default_0"
	
	t_CPU_Building_Rectrictions = {"tau_hq", "tau_barracks", "tau_vehicle_building"}
	t_CPU_Squad_Rectrictions = {}
	t_CPU_Research_Rectrictions = {}
	t_CPU_Addon_Rectrictions = {}
	
elseif g_cpu_player_race == "necron_race" then
	
	enemy_factionname = "$690084"
	g_CPU_HQ = "monolith"
	g_CPU_Barracks = "necron_summoning_core"  --barracks replaced with summoning core. Necron have no individual barracks building
	g_CPU_Mech = "necron_forbidden_archive"  --mech shop replaced with forbidden archive. Necron have no individual mech shop building
	g_CPU_Generator = "necron_plasma_generator"
	g_CPU_Turret = "necron_turret"
	g_CPU_Turret_Upgrade = "addon_necron_turret"
	
	g_CPU_Engineer = "necron_builder_scarab_squad"
	g_CPU_ID = 7
	g_CPU_color = "default_0"
	
	t_CPU_Building_Rectrictions = {"monolith"}
	t_CPU_Squad_Rectrictions = {"necron_restored_monolith_squad"}
	t_CPU_Research_Rectrictions = {}
	t_CPU_Addon_Rectrictions = {"addon_necron_hq_3"}
	
end

--[[End Darwin's attacker/defender algorhythm]]
----------------------------------------------------------------------------


g_Player2 = Setup_Player(1, enemy_factionname, g_cpu_player_race, 2)
Misc_PlayerTeamColor(g_Player2, g_CPU_color)

g_Player3 = Setup_Player(2, enemy_factionname, g_cpu_player_race, 2)
Misc_PlayerTeamColor(g_Player3, g_CPU_color)

g_Player4 = Setup_Player(3, enemy_factionname, g_cpu_player_race, 2)
Misc_PlayerTeamColor(g_Player4, g_CPU_color)

--[[ define the "enemy" who will win if the player 'loses' ]]
g_enemy = g_Player2

end

function OnInit()

Rule_Add(Enders_Game)

end

--[[ the Scar_AddInit(OnInit) function is mandatory! This registers your init function with scar. ]] Scar_AddInit(OnInit)

function Enders_Game()

Rule_AddOneShot(Rule_Create_Player_Bonus_Units,0)
Rule_AddOneShot(Rule_Create_Player_Racial_Units,0)

Rule_AddOneShot(Rule_Create_Enemy_Bonus_Squads,0)

Rule_AddOneShot(Rule_set_resources, 0)

Rule_AddOneShot(Rule_Create_NPC_Buildings,1)

Rule_AddOneShot(Rule_PresetAI, 1)

Rule_AddIntervalDelay(Rule_HQ_Checker, 5, 30)

Rule_AddOneShot(Rule_Create_Engineers,1)

Rule_AddInterval(Rule_Building_Counter,1)

Rule_AddInterval(Rule_Player_Forces_Counter,1)

Rule_AddOneShot(Rule_Player_Restrictions,1)
Rule_AddOneShot(Rule_CPU_Restrictions,5)

Rule_AddOneShot(Rule_Player_Research,1)

Rule_AddOneShot(Rule_Add_Objective, 5)

Rule_AddIntervalDelay(Rule_EndGame_Win,5,10)
Rule_AddIntervalDelay(Rule_EndGame_Lose,5,10)

--[[ Music ]]
Rule_AddOneShot(Rule_Start_Music, 0)

Rule_Remove(Enders_Game)

end

function Rule_Add_Objective()

--establish objective
Objective_Enders_Game = { title_id = 3700001, short_desc_id = 3700002, help_tip_id = 3700001 }

Util_WXP_ObjectiveCreate(Objective_Enders_Game, true, g_Player1)

Objective_ShowScreen()
Flash_OtherButton("dlg_objectives", 0, false, true)

end

function Rule_set_resources()

--player resources
--adding extra energy to player reserves - this does not conflict with the industrial bonus method.
Player_AddResource(g_Player1, RT_Power, g_P1_energy)

--AI resources.
Player_SetAllResources(g_Player2, 5000, 5000)
Player_SetAllResources(g_Player3, 5000, 5000)
Player_SetAllResources(g_Player4, 5000, 5000)

end

function Rule_Start_Music()

--set the music table based on the players race
if MetaMap_GetPlayerRaceName()  == "chaos_marine_race" then
	
	t_music = {	"MU_IG_STR_Chaos_perc_brass", "MU_IG_STR_Chaos", "MU_IG_STR_Chaos_perc", 
						"MU_IG_STR_Chaos_perc_str", "MU_IG_STR_Chaos_perc_voice"}
	
elseif MetaMap_GetPlayerRaceName()  == "eldar_race" then
	
	t_music = {	"MU_IG_STR_Eldar_perc_brass", "MU_IG_STR_Eldar", "MU_IG_STR_Eldar_perc", 
						"MU_IG_STR_Eldar_perc_str"}
	
elseif MetaMap_GetPlayerRaceName()  == "guard_race" then
	
	t_music = {	"MU_IG_STR_ImpGd_perc_brass", "MU_IG_STR_ImpGd", "MU_IG_STR_ImpGd_perc", 
						"MU_IG_STR_ImpGd_perc_str", "MU_IG_STR_ImpGd_perc_voice"}
	
elseif MetaMap_GetPlayerRaceName()  == "ork_race" then
	
	t_music = {	"MU_IG_STR_Ork_perc_brass", "MU_IG_STR_Ork", "MU_IG_STR_Ork_perc", 
						"MU_IG_STR_Ork_perc_str"}
	
elseif MetaMap_GetPlayerRaceName()  == "space_marine_race" then
	
	t_music = {	"MU_IG_STR_SpaceMarine_perc_brass", "MU_IG_STR_SpaceMarine", "MU_IG_STR_SpaceMarine_perc", 
						"MU_IG_STR_SpaceMarine_perc_str"}
	
elseif MetaMap_GetPlayerRaceName()  == "tau_race" then
	
	t_music = {	"MU_IG_STR_Tau_perc_brass", "MU_IG_STR_Tau", "MU_IG_STR_Tau_perc", 
						"MU_IG_STR_Tau_perc_str"}
	
elseif MetaMap_GetPlayerRaceName()  == "necron_race" then
	
	t_music = {	"MU_IG_STR_Necron_perc_brass", "MU_IG_STR_Necron", "MU_IG_STR_Necron_brass", 
						"MU_IG_STR_Necron_perc"}
	
end

Playlist_Manager( PC_Music, t_music, true, true , {2, 4})


--set ambient sounds
t_ambient = {"ambient_city"}

Playlist_Manager( PC_Ambient, t_ambient, true, true , {0, 15})

end

function Rule_Create_Player_Racial_Units()

--[[g_P1_ID = 1]]
t_chaos_units = {--[[1]] "chaos_squad_daemon_prince", --[[2]] "chaos_squad_predator", --[[2]] "chaos_squad_predator", --[[4]] "chaos_squad_predator", 
						--[[5]] "chaos_squad_predator", --[[6]] "chaos_squad_defiler", --[[7]] "chaos_squad_defiler", --[[8]] "chaos_squad_possessed_marine",
						--[[9]] "chaos_squad_possessed_marine", --[[10]] "chaos_squad_cultist", --[[11]] "chaos_squad_cultist", --[[12]] "chaos_squad_cultist", 
						--[[13]] "chaos_squad_cultist", --[[14]] "chaos_squad_sorcerer"}

--[["chaos_squad_bloodthirster"  "chaos_squad_daemon_prince"  "chaos_squad_defiler"  "chaos_squad_predator"  "chaos_squad_possessed_marine"]]

--[[g_P1_ID = 2]]
t_eldar_units = {	--[[1]] "eldar_squad_avatar", --[[2]] "eldar_squad_fire_prism", --[[3]] "eldar_squad_fire_prism", --[[4]] "eldar_squad_wraithlord", 
						--[[5]] "eldar_squad_wraithlord", --[[6]] "eldar_squad_wraithlord", --[[7]] "eldar_squad_vypers", --[[8]] "eldar_squad_vypers", 
						--[[9]] "eldar_squad_falcon_grav_tank", --[[10]] "eldar_squad_falcon_grav_tank", --[[11]] "eldar_squad_warp_spider", 
						--[[12]] "eldar_squad_rangers", --[[13]] "eldar_squad_rangers", --[[14]] "eldar_squad_seer_council", --[[15]] "eldar_squad_seer_council"}

--[["eldar_squad_avatar"  "eldar_squad_falcon_grav_tank"  "eldar_squad_fire_prism"  "eldar_squad_grav_platform"  "eldar_squad_grav_platform_brightlance"   
	"eldar_squad_vypers"  "eldar_squad_wraithlord"]]

--[[g_P1_ID = 3]]
t_guard_units = {	--[[1]] "guard_squad_baneblade", --[[2]] "guard_squad_baneblade", --[[3]] "guard_squad_basilisk", --[[4]] "guard_squad_basilisk", 
							--[[5]] "guard_squad_kasrkin", --[[6]] "guard_squad_kasrkin", --[[7]] "guard_squad_guardsmen", --[[8]] "guard_squad_guardsmen", 
							--[[9]] "guard_squad_guardsmen", --[[10]] "guard_squad_guardsmen", --[[11]] "guard_squad_sentinel", --[[12]] "guard_squad_sentinel",
							--[[13]] "guard_heavy_weapons_team_squad", --[[14]] "guard_heavy_weapons_team_squad", --[[15]] "guard_squad_psyker",
							--[[16]] "guard_squad_psyker"}

--[["guard_squad_chimera"  "guard_squad_basilisk"  "guard_squad_kasrkin"  "guard_squad_ogryns"  "guard_squad_lemanruss"  "guard_squad_sentinel"]]

--[[g_P1_ID = 4]]
t_ork_units = {--[[1]] "ork_squad_squiggoth", --[[2]] "ork_squad_squiggoth", --[[3]] "ork_squad_looted_tank", --[[4]] "ork_squad_looted_tank", 
					--[[5]] "ork_squad_looted_tank", --[[6]] "ork_squad_looted_tank", --[[7]] "ork_squad_wartrak", --[[8]] "ork_squad_wartrak", --[[9]] "ork_squad_wartrak", 
					--[[10]] "ork_squad_wartrak", --[[11]] "ork_squad_killa_kan", --[[12]] "ork_squad_killa_kan", --[[13]] "ork_squad_armored_nob", 
					--[[14]] "ork_squad_armored_nob", --[[15]] "ork_squad_shoota_boy", --[[16]] "ork_squad_shoota_boy", --[[17]] "ork_squad_shoota_boy",
					--[[18]] "ork_squad_shoota_boy", --[[19]] "ork_squad_shoota_boy", --[[20]] "ork_squad_slugga", --[[21]] "ork_squad_slugga",
					--[[22]] "ork_squad_slugga"}

--[["ork_squad_killa_kan"  "ork_squad_looted_tank"  "ork_squad_squiggoth"  "ork_squad_trukk"  "ork_squad_wartrak"]]

--[[g_P1_ID = 5]]
t_space_marine_units = {	--[[1]] "space_marine_squad_land_raider", --[[2]] "space_marine_squad_land_raider", --[[3]] "space_marine_squad_dreadnought", 
									--[[4]] "space_marine_squad_dreadnought", --[[5]] "space_marine_squad_dreadnought_hellfire", --[[6]] "space_marine_squad_dreadnought_hellfire",
									--[[7]] "space_marine_squad_whirlwind", --[[8]] "space_marine_squad_whirlwind", --[[9]] "space_marine_squad_apothecary",
									--[[10]] "space_marine_squad_terminator_assault", --[[11]] "space_marine_squad_tactical", --[[12]] "space_marine_squad_tactical",
									--[[13]] "space_marine_squad_terminator", --[[14]] "space_marine_squad_terminator", --[[15]] "space_marine_squad_librarian",
									--[[16]] "space_marine_squad_librarian"}

--[["space_marine_squad_dreadnought"  "space_marine_squad_land_raider"  "space_marine_squad_land_speeder"  "space_marine_squad_predator"  
	"space_marine_squad_whirlwind"  "space_marine_squad_dreadnought_hellfire"]]

--[[g_P1_ID = 6]]
t_tau_units = {	--[[1]] "tau_greater_knarloc_squad", --[[2]] "tau_greater_knarloc_squad", --[[3]] "tau_greater_knarloc_squad", --[[4]] "tau_hammerhead_gunship_squad", 
						--[[5]] "tau_hammerhead_gunship_squad",  --[[6]] "tau_skyray_squad", --[[7]] "tau_skyray_squad", --[[8]] "tau_krootox_squad", --[[9]] "tau_krootox_squad", 
						--[[10]] "tau_krootox_squad", --[[11]] "tau_kroot_carnivore_squad", --[[12]] "tau_kroot_carnivore_squad", --[[13]] "tau_kroot_carnivore_squad", 
						--[[14]] "tau_kroot_carnivore_squad", --[[15]] "tau_kroot_hound_squad", --[[16]] "tau_broadside_battlesuit_squad", 
						--[[17]] "tau_broadside_battlesuit_squad", --[[18]] "tau_pathfinder_squad", --[[19]] "tau_vespid_auxiliary_squad"}

--[["tau_drone_squad"  "tau_skyray_squad"  "tau_hammerhead_gunship_squad"  "tau_devilfish_troop_carrier"  "tau_greater_knarloc_squad"  
	"tau_drone_harbinger_squad"]]

--[[g_P1_ID = 7]]
t_necron_units = {	--[[1]] "necron_restored_monolith_squad", --[[2]] "necron_restored_monolith_squad", --[[3]] "necron_lord_destroyer_squad", 
							--[[4]] "necron_lord_destroyer_squad", --[[5]] "necron_tomb_spyder_squad", --[[6]] "necron_tomb_spyder_squad",
							--[[7]] "necron_destroyer_squad", --[[8]] "necron_destroyer_squad", --[[9]] "necron_flayed_one_squad", --[[10]] "necron_flayed_one_squad", 
							--[[11]] "necron_pariah_squad", --[[12]] "necron_pariah_squad", --[[13]] "necron_immortal_squad", --[[14]] "necron_immortal_squad",
							--[[15]] "necron_wraith_squad", --[[16]] "necron_wraith_squad"}


--[[ "necron_destroyer_squad"  "necron_heavy_destroyer_squad"  "necron_lord_destroyer_squad"  "necron_restored_monolith_squad"  "necron_tomb_spyder_squad"
	"necron_night_bringer"  "necron_flayed_one_squad"  "necron_basic_warrior_squad"  "necron_immortal_squad"]]

t_race_table = {	--[[1]] t_chaos_units, --[[2]] t_eldar_units, --[[3]] t_guard_units, --[[4]] t_ork_units, --[[5]] t_space_marine_units, 
						--[[6]] t_tau_units, --[[7]] t_necron_units, }

for i = 1,table.getn(t_race_table[g_P1_ID]) do
	
	Util_CreateSquadsAtMarker(g_Player1, "sg_racial_units", t_race_table[g_P1_ID][i], "mkr_racial_spawn"..i, 1)
	
end

end

function Rule_Create_Player_Bonus_Units()

--setting up the bonus units for the player
t_blueprintbonus = {}
MetaMap_GetRaceStartingSquadsList(MetaMap_GetPlayerRaceName(), t_blueprintbonus)

for j = 1,table.getn(t_blueprintbonus) do
	
	if j <= 7 then
		
		k = j
		
	else
		
		k = j - 7
		
	end
	
	Util_CreateSquadsAtMarker(g_Player1, "sg_Bonus"..j, t_blueprintbonus[j], "mkr_Bonus"..k, 1)
	
	SGroup_AddGroup(SGroup_CreateIfNotFound("sg_Bonus_Parent"), "sg_Bonus"..j)
	
end


--setting up the upgrades for the commander
MetaMap_UpdatePlayerWargear(g_Player1)

end

function Rule_Create_Enemy_Bonus_Squads()

--setting up the bonus units for the player
t_cpu_blueprintbonus = {}
MetaMap_GetRaceStartingSquadsList(g_cpu_player_race, t_cpu_blueprintbonus)

for t = 1,  table.getn(t_cpu_blueprintbonus) do
		
	u = math.mod(t - 1, 6) + 1
	
	Util_CreateSquadsAtMarker(g_Player2, "sg_cpu_bonus"..t, t_cpu_blueprintbonus[t], "mkr_cpu_bonus"..u, 1)
	
	
end

end

function Rule_Create_NPC_Buildings()

t_CPU_Players = {--[[1]] g_Player2, --[[2]] g_Player3, --[[3]] g_Player4}

--create basic buildings for each player
for i = 1,3 do
	
	--HQ
	Entity_CreateBuildingMarker(t_CPU_Players[i], "eg_HQ_NPCPlayer"..i, g_CPU_HQ, "mkr_NPC_Player"..i, 1)
	
	--Barracks
	Entity_CreateBuildingMarker(t_CPU_Players[i], "eg_Barracks_NPCPlayer"..i, g_CPU_Barracks, "mkr_NPC_barracks"..i, 1)
	
	--Mech shop
	Entity_CreateBuildingMarker(t_CPU_Players[i], "eg_Mech_NPCPlayer"..i, g_CPU_Mech, "mkr_NPC_mech"..i, 1)
	
end

--create generators
for j = 1,3 do
	
	--NPC Player 1 gens
	if j == 1 then
		
		for l = 1,6 do
			
			Entity_CreateBuildingMarker(t_CPU_Players[j], "eg_Generator_NPCPlayer"..j, g_CPU_Generator, "mkr_generator_A"..l, 1)
			
		end
		
	end
	
	--NPC Player 2 gens
	if j == 2 then
		
		for l = 1,6 do
			
			Entity_CreateBuildingMarker(t_CPU_Players[j], "eg_Generator_NPCPlayer"..j, g_CPU_Generator, "mkr_generator_B"..l, 1)
			
		end
		
	end
	
	--NPC Player 3 gens
	if j == 3 then
		
		for l = 1,6 do
			
			Entity_CreateBuildingMarker(t_CPU_Players[j], "eg_Generator_NPCPlayer"..j, g_CPU_Generator, "mkr_generator_C"..l, 1)
			
		end
		
	end
	
end

--if the enemy player is Tau, then the turret creation will be bypassed since Tau have no turrets.
if not (g_cpu_player_race == "tau_race") then
	
	--create map turrets
	for k = 1,18 do
		
		Entity_CreateBuildingMarker(t_CPU_Players[1], "eg_NPC_turrets", g_CPU_Turret, "mkr_turret"..k, 1)
		
	end
	
	--create and upgrade rocket turrets.
	for m = 1,10 do
		
		Entity_CreateBuildingMarker(t_CPU_Players[1], "eg_NPC_rocket_turret"..m, g_CPU_Turret, "mkr_rocket_turret"..m, 1)
		EGroup_ForceAddOn("eg_NPC_rocket_turret"..m, g_CPU_Turret_Upgrade)
		
		--ork turrets require two upgrade steps to get to rocket launchers.
		if g_cpu_player_race == "ork_race" then
			
			EGroup_ForceAddOn("eg_NPC_rocket_turret"..m, g_CPU_Turret_Upgrade2)
			
		end
		
	end
	
end

end

function Rule_Create_Engineers()

t_players = {--[[1]] g_Player1, --[[2]] g_Player2, --[[3]] g_Player3, --[[4]] g_Player4}

for i = 1,g_total_players_on_map do
	
	if i == 1 then
		
		Util_CreateSquadsAtMarker(t_players[i],"sg_engineer_P"..i, g_P1_Engineer, "mkr_engineer"..i, 1)
		
	else
		
		Util_CreateSquadsAtMarker(t_players[i],"sg_engineer_P"..i, g_CPU_Engineer, "mkr_NPC_engineer"..i-1, 1)
		
	end
	
end

end

function Rule_PresetAI()

--print("g_total_enemy_count = "..g_total_enemy_count)

if g_total_enemy_count > 0 then
	
	--[[CPU player2]]
	Cpu_Enable(g_Player2, true)
	Cpu_EnableComponent(g_Player2, true, CT_Resourcing)
	Cpu_EnableComponent(g_Player2, true, CT_BuildBuildings)
	Cpu_EnableComponent(g_Player2, true, CT_BuildUnits)
	Cpu_EnableComponent(g_Player2, true, CT_BuildResearch)
	Cpu_EnableComponent(g_Player2, true, CT_BuildAddOns)
	Cpu_EnableComponent(g_Player2, true, CT_Tactics)
	Cpu_EnableComponent(g_Player2, true, CT_Attacking)
	
	--set difficulty based on kronus.map tabled values.
	Cpu_SetDifficulty(g_Player2, MetaMap_GetTerritoryOpponentDifficulty(g_territory_index,0))
	--print(MetaMap_GetTerritoryOpponentDifficulty(g_territory_index,0))
	
	g_player2_active = true
	
	if g_total_enemy_count > 1 then
		
		--[[CPU player3]]
		Cpu_Enable(g_Player3, true)	
		Cpu_EnableComponent(g_Player3, true, CT_Resourcing)
		Cpu_EnableComponent(g_Player3, true, CT_BuildBuildings)
		Cpu_EnableComponent(g_Player3, true, CT_BuildUnits)
		Cpu_EnableComponent(g_Player3, true, CT_BuildResearch)
		Cpu_EnableComponent(g_Player3, true, CT_BuildAddOns)
		Cpu_EnableComponent(g_Player3, true, CT_Tactics)
		Cpu_EnableComponent(g_Player3, true, CT_Attacking)
		
		--set difficulty based on kronus.map tabled values.
		Cpu_SetDifficulty(g_Player3, MetaMap_GetTerritoryOpponentDifficulty(g_territory_index,1))
		--print(MetaMap_GetTerritoryOpponentDifficulty(g_territory_index,1))
		
		g_player3_active = true
		
		if g_total_enemy_count > 2 then
			
			--[[CPU player4]]
			Cpu_Enable(g_Player4, true)
			Cpu_EnableComponent(g_Player4, true, CT_Resourcing)
			Cpu_EnableComponent(g_Player4, true, CT_BuildBuildings)
			Cpu_EnableComponent(g_Player4, true, CT_BuildUnits)
			Cpu_EnableComponent(g_Player4, true, CT_BuildResearch)
			Cpu_EnableComponent(g_Player4, true, CT_BuildAddOns)
			Cpu_EnableComponent(g_Player4, true, CT_Tactics)
			Cpu_EnableComponent(g_Player4, true, CT_Attacking)
			
			--set difficulty based on kronus.map tabled values.
			Cpu_SetDifficulty(g_Player4, MetaMap_GetTerritoryOpponentDifficulty(g_territory_index,2))
			--print(MetaMap_GetTerritoryOpponentDifficulty(g_territory_index,2))
			
			g_player4_active = true
			
		end
		
	end
	
end

end

function Rule_HQ_Checker()

--this rule will stop each AI from building once their HQ has been destroyed.

if g_player2_active == true and g_HQ_Check1 == false then
	
	if EGroup_Exists("eg_HQ_NPCPlayer1") == false or EGroup_IsEmpty("eg_HQ_NPCPlayer1") == true then
		
		Cpu_EnableComponent(g_Player2, false, CT_BuildBuildings)
		
		g_HQ_Check1 = true
		
	end
	
end

if g_player3_active == true and g_HQ_Check2 == false then
	
	if EGroup_Exists("eg_HQ_NPCPlayer2") == false or EGroup_IsEmpty("eg_HQ_NPCPlayer2") == true then
		
		Cpu_EnableComponent(g_Player3, false, CT_BuildBuildings)
		
		g_HQ_Check2 = true
		
	end
	
end

if g_player4_active == true and g_HQ_Check3 == false then
	
	if EGroup_Exists("eg_HQ_NPCPlayer3") == false or EGroup_IsEmpty("eg_HQ_NPCPlayer3") == true then
		
		Cpu_EnableComponent(g_Player4, false, CT_BuildBuildings)
		
		g_HQ_Check3 = true
		
	end
	
end

end

function Rule_Building_Counter()

t_Exceptions = {"strategic_point_flag", "ork_gork_totem", "space_marine_listening_post", "chaos_listening_post", "eldar_listening_post", "guard_listening_post", "necron_listening_post", "tau_listening_post"}

--count all buildings owned by each AI player, except stragetic points.
local count1 = Player_GetBuildingsCountExcept(g_Player2, t_Exceptions)
local count2 = Player_GetBuildingsCountExcept(g_Player3, t_Exceptions)
local count3 = Player_GetBuildingsCountExcept(g_Player4, t_Exceptions)

--sum them all up
local count_sum = count1 + count2 + count3

g_enemy_building = count_sum

--display or update counter
if g_Counter_firstrun == true then
	
	UI_ShowCount("Building_Counter", g_Player1, 3700100, g_enemy_building)
	
	g_Counter_firstrun = false
	
else
	
	UI_ShowCountUpdateDxp("Building_Counter", g_enemy_building, 3700100)
	
end

end

function Rule_Player_Forces_Counter()

g_player_forces = SGroup_Count(Player_GetSquads(g_Player1))

end

function Rule_Player_Restrictions()

Player_RestrictBuildingList(g_Player1, t_P1_Rectrictions_List)

if g_player_race == "necron_race" then
	
	Cpu_SetBuildingLimit(g_Player1, "necron_plasma_generator", 2)
	
end

end

function Rule_CPU_Restrictions()

for i = 1,table.getn(t_CPU_Players) do
	
	Player_RestrictBuildingList(t_CPU_Players[i], t_CPU_Building_Rectrictions)
	
	Player_RestrictSquadList(t_CPU_Players[i], t_CPU_Squad_Rectrictions)
	
	Player_RestrictResearchList(t_CPU_Players[i], t_CPU_Research_Rectrictions)
	
	Player_RestrictAddOnList(t_CPU_Players[i], t_CPU_Addon_Rectrictions)
	
end

end

function Rule_Player_Research()

for i = 1,table.getn(t_P1_Research) do
	
	Player_GrantResearch(g_Player1, t_P1_Research[i])
	
end

end

function Rule_EndGame_Win()

if g_enemy_building == 0 then
	
	Util_ObjectiveComplete(Objective_Enders_Game.title_id)
	
	World_SetTeamWin( g_Player1, "" )
	Rule_AddIntervalEx( Rule_GameOver,10,1)
	
	Rule_Remove(Rule_EndGame_Win)
	Rule_Remove(Rule_EndGame_Lose)
	
end

end

function Rule_EndGame_Lose()

if g_player_forces == 0 then
	
	Fade_Start(4, false)
	World_SetTeamWin( g_enemy, "" )
	Rule_AddIntervalEx( Rule_GameOver,5,1 )
	
	Rule_Remove(Rule_EndGame_Win)
	Rule_Remove(Rule_EndGame_Lose)
	
end

end

--[[ call this with an interval to ensure the mission ends ]] function Rule_GameOver() World_SetGameOver() end

Statystyki gry
Obserwujący
52
Przebiegi
138
Gracze
16
Najnowsze wątki
Opublikowano 6 years ago
games:thread_reply_count
Opublikowano 6 years ago
games:thread_reply_count
Opublikowano 6 years ago
games:thread_reply_count
Opublikowano 6 years ago
games:thread_reply_count
Opublikowano 6 years ago
games:thread_reply_count
Opublikowano 6 years ago
games:thread_reply_count