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- -- Stratagus Map - Single player campaign
- Load("campaigns/human-exp/levelx10h_c2.sms")
- Briefing(
- title,
- objectives,
- "../campaigns/human/interface/introscreen1.png",
- "campaigns/human-exp/levelx10h.txt",
- {"campaigns/human-exp/levelx10h-intro1.wav",
- "campaigns/human-exp/levelx10h-intro2.wav",
- "campaigns/human-exp/levelx10h-intro3.wav"}
- )
- Triggers = [[
- AddTrigger(
- function() return GetPlayerData(2, "TotalNumUnits") == 0 and
- GetPlayerData(3, "TotalNumUnits") == 0 and
- GetPlayerData(6, "TotalNumUnits") == 0 end,
- function() return ActionVictory() end)
- AddTrigger(
- function() return true end,
- function() SetDiplomacy(0, "allied", 1)
- SetDiplomacy(1, "allied", 0)
- SetSharedVision(1, true, 0)
- SetSharedVision(0, true, 1)
- SetDiplomacy(0, "enemy", 2)
- SetDiplomacy(2, "enemy", 0)
- SetDiplomacy(0, "enemy", 3)
- SetDiplomacy(3, "enemy", 0)
- SetDiplomacy(0, "enemy", 6)
- SetDiplomacy(6, "enemy", 0)
- return false end)
- AddTrigger(
- function() return GetPlayerData(15, "UnitTypesCount", "unit-gold-mine") == 0 end,
- function() return ActionVictory() end)
- AddTrigger(
- function() return GetPlayerData(GetThisPlayer(), "TotalNumUnits") == 0 end,
- function() return ActionDefeat() end)
- AddTrigger(
- function() return GetPlayerData(GetThisPlayer(), "UnitTypesCount", "unit-white-mage") == 0 and
- GetPlayerData(0, "UnitTypesCount", "unit-white-mage") == 0 end,
- function() return ActionDefeat() end)
- AddTrigger(
- function() return GetPlayerData(GetThisPlayer(), "UnitTypesCount", "unit-female-hero") == 0 and
- GetPlayerData(0, "UnitTypesCount", "unit-female-hero") == 0 end,
- function() return ActionDefeat() end)
- AddTrigger(
- function() return GetPlayerData(GetThisPlayer(), "UnitTypesCount", "unit-flying-angel") == 0 and
- GetPlayerData(0, "UnitTypesCount", "unit-flying-angel") == 0 end,
- function() return ActionDefeat() end)
- AddTrigger(
- function() return GetPlayerData(GetThisPlayer(), "UnitTypesCount", "unit-arthor-literios") == 0 and
- GetPlayerData(0, "UnitTypesCount", "unit-arthor-literios") == 0 end,
- function() return ActionDefeat() end)
- AddTrigger(
- function() return GetPlayerData(GetThisPlayer(), "UnitTypesCount", "unit-knight-rider") == 0 and
- GetPlayerData(0, "UnitTypesCount", "unit-knight-rider") == 0 end,
- function() return ActionDefeat() end)
- ]]
- assert(loadstring(Triggers))()
- --local hum_exp_10_hero_loop = {
- -- function() DebugPrint("Looping !\n") return false end,
- -- function() return AiSleep(250) end,
- -- function() return OrderUnits(0, "unit-knight-rider", 94, 96, 1, 1, 94, 96, "attack")
- -- function() return OrderUnits(0, "unit-arthor-literios", 95, 95, 1, 1, 95, 95, "attack")
- -- function() return OrderUnits(0, "unit-female-hero", 91, 77, 1, 1, 91, 77, "attack")
- -- function() return OrderUnits(0, "unit-white-mage", 92, 78, 1, 1, 92, 78, "attack")
- -- function() return OrderUnits(0, "unit-flying-angel", 96, 88, 1, 1, 96, 88, "attack")
- -- function() DebugMessage("Heroes move..."); return AIHeroMove end,
- -- function() stratagus.gameData.AIState.loop_index[1 + AiPlayer()] = 0; return false end,
- --}
- local hum_exp_10_ally_force = {
- function() DebugPrint("Looping !\n") return false end,
- function() return AiSleep(2500) end,
- function() return AiForce(1, {AiFlyer(), 3}) end,
- function() return AiWaitForce(1) end,
- function() DebugMessage("Attacking..."); return AiAttackWithForce(1) end,
- function() return AiSleep(1000) end,
- function() return AiForce(2, {AiSoldier(), 3, AiShooter(), 3}) end,
- function() return AiWaitForce(2) end,
- function() DebugMessage("Attacking..."); return AiAttackWithForce(2) end,
- function() stratagus.gameData.AIState.loop_index[1 + AiPlayer()] = 0; return false end,
- }
- local hum_exp_10a_loop_funcs = {
- function() DebugPrint("Looping !\n") return false end,
- function() return AiSleep(2000) end,
- function() return AiForce(1, {AiFlyer(), 3}) end,
- function() return AiWaitForce(1) end,
- function() DebugMessage("Attacking..."); return AiAttackWithForce(1) end,
- function() stratagus.gameData.AIState.loop_index[1 + AiPlayer()] = 0; return false end,
- }
- local hum_exp_10b_loop_funcs = {
- function() DebugPrint("Looping !\n") return false end,
- function() return AiForce(1, {AiSoldier(), 1}, true) end,
- function() return AiWaitForce(1) end,
- function() DebugMessage("Attacking..."); return AiAttackWithForce(1) end,
- function() stratagus.gameData.AIState.loop_index[1 + AiPlayer()] = 0; return false end,
- }
- local hum_exp_10c_loop_funcs = {
- function() DebugPrint("Looping !\n") return false end,
- function() return AiForce(1, {AiSoldier(), 4, AiShooter(), 4, AiCavalry(), 5, AiCatapult(), 2, AiMage(), 2}) end,
- function() return AiWaitForce(1) end,
- function() DebugMessage("Attacking..."); return AiAttackWithForce(1) end,
- function() stratagus.gameData.AIState.loop_index[1 + AiPlayer()] = 0; return false end,
- }
- local hum_exp_10a_funcs = {
- function() return AiSet(AiWorker(), 1) end,
- function() return AiNeed(AiCityCenter()) end,
- function() return AiNeed(AiLumberMill()) end,
- function() return AiNeed(AiBarracks()) end,
- function() return AiSet(AiWorker(), 14) end,
- function() return AiWait(AiWorker()) end,
- function() return AiForce(0, {AiSoldier(), 3, AiShooter(), 2}) end,
- function() return AiUpgradeTo(AiBetterCityCenter()) end,
- function() return AiWait(AiBetterCityCenter()) end,
- function() return AiNeed(AiBlacksmith()) end,
- function() return AiNeed(AiStables()) end,
- function() return AiNeed(AiScientific()) end,
- function() return AiNeed(AiTower()) end,
- function() return AiNeed(AiTower()) end,
- function() return AiUpgradeTo(AiGuardTower()) end,
- function() return AiNeed(AiTower()) end,
- function() return AiUpgradeTo(AiGuardTower()) end,
- function() return AiUpgradeTo(AiGuardTower()) end,
- function() return AiUpgradeTo(AiBestCityCenter()) end,
- function() return AiWait(AiBestCityCenter()) end,
- function() return AiForce(0, {AiSoldier(), 2, AiShooter(), 3, AiCavalry(), 3, AiCatapult(), 2}) end,
- function() return AiNeed(AiAirport()) end,
- function() return AiForce(1, {AiFlyer(), 1}) end,
- function() return AiWaitForce(1) end,
- function() return AiSleep(1000) end,
- function() DebugMessage("Attacking..."); return AiAttackWithForce(1) end,
- function() return AiResearch(AiUpgradeWeapon1()) end,
- function() return AiResearch(AiUpgradeArmor1()) end,
- function() return AiResearch(AiUpgradeMissile1()) end,
- function() return AiResearch(AiUpgradeArmor2()) end,
- function() return AiResearch(AiUpgradeMissile2()) end,
- function() return AiLoop(hum_exp_10a_loop_funcs, stratagus.gameData.AIState.loop_index) end,
- }
- local hum_exp_10b_funcs = {
- function() return AiSet(AiWorker(), 1) end,
- function() return AiNeed(AiCityCenter()) end,
- function() return AiNeed(AiLumberMill()) end,
- function() return AiNeed(AiBarracks()) end,
- function() return AiNeed(AiCityCenter()) end,
- function() return AiNeed(AiTower()) end,
- function() return AiUpgradeTo(AiGuardTower()) end,
- function() return AiNeed(AiTower()) end,
- function() return AiUpgradeTo(AiGuardTower()) end,
- function() return AiNeed(AiTower()) end,
- function() return AiUpgradeTo(AiGuardTower()) end,
- function() return AiNeed(AiTower()) end,
- function() return AiUpgradeTo(AiGuardTower()) end,
- function() return AiNeed(AiBarracks()) end,
- function() return AiNeed(AiBarracks()) end,
- function() return AiResearch(AiUpgradeWeapon1()) end,
- function() return AiResearch(AiUpgradeArmor1()) end,
- function() return AiResearch(AiUpgradeMissile1()) end,
- function() return AiSet(AiWorker(), 10) end,
- function() return AiWait(AiWorker()) end,
- function() return AiForce(1, {AiSoldier(), 8, AiShooter(), 7}) end,
- function() return AiWaitForce(1) end,
- function() return AiSleep(2000) end,
- function() DebugMessage("Attacking..."); return AiAttackWithForce(1) end,
- function() return AiForce(1, {AiSoldier(), 5, AiShooter(), 5, AiCatapult(), 2}, true) end,
- function() return AiWaitForce(1) end,
- function() return AiSleep(2000) end,
- function() DebugMessage("Attacking..."); return AiAttackWithForce(1) end,
- function() return AiLoop(hum_exp_10b_loop_funcs, stratagus.gameData.AIState.loop_index) end,
- }
- local hum_exp_10c_funcs = {
- function() return AiSet(AiWorker(), 1) end,
- function() return AiNeed(AiCityCenter()) end,
- function() return AiNeed(AiLumberMill()) end,
- function() return AiNeed(AiBarracks()) end,
- function() return AiUpgradeTo(AiBetterCityCenter()) end,
- function() return AiNeed(AiBlacksmith()) end,
- function() return AiNeed(AiStables()) end,
- function() return AiNeed(AiScientific()) end,
- function() return AiNeed(AiTower()) end,
- function() return AiNeed(AiTower()) end,
- function() return AiUpgradeTo(AiGuardTower()) end,
- function() return AiUpgradeTo(AiGuardTower()) end,
- function() return AiNeed(AiTower()) end,
- function() return AiUpgradeTo(AiGuardTower()) end,
- function() return AiUpgradeTo(AiBestCityCenter()) end,
- function() return AiResearch(AiUpgradeWeapon1()) end,
- function() return AiResearch(AiUpgradeArmor1()) end,
- function() return AiResearch(AiUpgradeMissile1()) end,
- function() return AiResearch(AiUpgradeWeapon2()) end,
- function() return AiResearch(AiUpgradeArmor2()) end,
- function() return AiNeed(AiTemple()) end,
- function() return AiNeed(AiMageTower()) end,
- function() return AiResearch(AiUpgradeCavalryMage()) end,
- function() return AiResearch(AiCavalryMageSpell1()) end,
- function() return AiResearch(AiMageSpell5()) end,
- function() return AiWait(AiBetterCityCenter()) end,
- function() return AiWait(AiBestCityCenter()) end,
- function() return AiForce(0, {AiScout(), 1}) end,
- function() return AiForce(1, {AiSoldier(), 3, AiShooter(), 4, AiCavalry(), 4, AiCatapult(), 1}) end,
- function() return AiWaitForce(1) end,
- function() return AiSleep(2000) end,
- function() DebugMessage("Attacking..."); return AiAttackWithForce(1) end,
- function() return AiForce(1, {AiSoldier(), 3, AiShooter(), 4, AiCavalry(), 4, AiCatapult(), 1}) end,
- function() return AiWaitForce(1) end,
- function() return AiSleep(2000) end,
- function() DebugMessage("Attacking..."); return AiAttackWithForce(1) end,
- function() return AiLoop(hum_exp_10c_loop_funcs, stratagus.gameData.AIState.loop_index) end,
- }
- local hum_exp_10_ally = {
- function() return AiSet(AiWorker(), 1) end,
- function() return AiNeed(AiCityCenter()) end,
- function() return AiNeed(AiLumberMill()) end,
- function() return AiNeed(AiBarracks()) end,
- function() return AiSet(AiWorker(), 14) end,
- function() return AiWait(AiWorker()) end,
- function() return AiForce(2, {AiSoldier(), 3, AiShooter(), 3}) end,
- function() return AiWaitForce(2) end,
- function() return AiSleep(2000) end,
- function() DebugMessage("Attacking..."); return AiAttackWithForce(2) end,
- function() return AiNeed(AiAirport()) end,
- function() return AiForce(1, {AiFlyer(), 1}) end,
- function() return AiWaitForce(1) end,
- function() return AiSleep(1000) end,
- function() DebugMessage("Attacking..."); return AiAttackWithForce(1) end,
- function() return AiResearch(AiUpgradeMissile1()) end,
- function() return AiResearch(AiUpgradeMissile2()) end,
- function() return AiLoop(hum_exp_10_ally_force, stratagus.gameData.AIState.loop_index) end,
- }
- function AiHumanExp10a() return AiLoop(hum_exp_10a_funcs, stratagus.gameData.AIState.index) end
- function AiHumanExp10b() return AiLoop(hum_exp_10b_funcs, stratagus.gameData.AIState.index) end
- function AiHumanExp10c() return AiLoop(hum_exp_10c_funcs, stratagus.gameData.AIState.index) end
- --function AiHumanExp10Hero() return AiLoop(hum_exp_10_hero_loop, stratagus.gameData.AIState.index) end
- function AiHumanExp10Ally() return AiLoop(hum_exp_10_ally, stratagus.gameData.AIState.index) end
- DefineAi("hum-exp-10a", "*", "hum-exp-10a", AiHumanExp10a)
- DefineAi("hum-exp-10b", "*", "hum-exp-10b", AiHumanExp10b)
- DefineAi("hum-exp-10c", "*", "hum-exp-10c", AiHumanExp10c)
- --DefineAi("hum-exp-10-hero", "*", "hum-exp-10-hero", AiHumanExp10Hero)
- DefineAi("hum-exp-10-ally", "*", "hum-exp-10-ally", AiHumanExp10Ally)
- --Units
- DefineAllowNormalHumanUnits("AAAAAAAAAAAAAAAA")
- DefineAllowExtraHumanUnits("FFFFFFFFFFFFFFFF")
- DefineAllowNormalOrcUnits("AAAAAAAAAAAAAAAA")
- DefineAllowExtraOrcUnits("FFFFFFFFFFFFFFFF")
- DefineAllowSpecialUnits("FFFFFFFFFFFFFFFF")
- DefineAllowHumanAlways()
- DefineAllowOrcAlways()
- DefineAllow("upgrade-holy-vision", "RRRRRRRRRRRRRRRR")
- DefineAllow("upgrade-healing", "RRRRRRRRRRRRRRRR")
- DefineAllow("upgrade-exorcism", "RRRRRRRRRRRRRRRR")
- DefineAllow("upgrade-fireball", "RRRRRRRRRRRRRRRR")
- DefineAllow("upgrade-slow", "RRRRRRRRRRRRRRRR")
- Load("campaigns/human-exp/levelx10h.sms")
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