Add Allies10a
This commit is contained in:
175
mods/ra/maps/allies-10a/allies10a-AI.lua
Normal file
175
mods/ra/maps/allies-10a/allies10a-AI.lua
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@@ -0,0 +1,175 @@
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--[[
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Copyright 2007-2021 The OpenRA Developers (see AUTHORS)
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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.
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]]
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AttackGroup = { }
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AttackGroupSize = 10
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BGAttackGroup = { }
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BGAttackGroupSize = 6
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SovietInfantry = { "e1", "e2", "e4" }
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SovietVehicles = { "4tnk", "3tnk", "3tnk", "3tnk" }
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SovietAircraftType = { "mig" }
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Migs = { }
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ProductionInterval =
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{
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easy = DateTime.Seconds(30),
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normal = DateTime.Seconds(24),
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hard = DateTime.Seconds(15)
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}
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SendBGAttackGroup = function()
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if #BGAttackGroup < BGAttackGroupSize then
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return
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end
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Utils.Do(BGAttackGroup, function(unit)
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if not unit.IsDead then
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Trigger.OnIdle(unit, unit.Hunt)
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end
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end)
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BGAttackGroup = { }
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end
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ProduceBadGuyInfantry = function()
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if BadGuyRax.IsDead or BadGuyRax.Owner ~= BadGuy then
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return
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end
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BadGuy.Build({ Utils.Random(SovietInfantry) }, function(units)
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table.insert(BGAttackGroup, units[1])
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SendBGAttackGroup()
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Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceBadGuyInfantry)
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end)
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end
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AttackWaypoints = { AttackWaypoint1, AttackWaypoint2 }
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SendAttackGroup = function()
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if #AttackGroup < AttackGroupSize then
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return
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end
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local way = Utils.Random(AttackWaypoints)
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Utils.Do(AttackGroup, function(unit)
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if not unit.IsDead then
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unit.AttackMove(way.Location)
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Trigger.OnIdle(unit, unit.Hunt)
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end
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end)
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AttackGroup = { }
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end
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ProduceInfantry = function()
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if (USSRRax1.IsDead or USSRRax1.Owner ~= USSR) and (USSRRax2.IsDead or USSRRax2.Owner ~= USSR) then
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return
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end
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USSR.Build({ Utils.Random(SovietInfantry) }, function(units)
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table.insert(AttackGroup, units[1])
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SendAttackGroup()
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Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceInfantry)
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end)
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end
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ProduceVehicles = function()
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if USSRWarFactory.IsDead or USSRWarFactory.Owner ~= USSR then
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return
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end
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USSR.Build({ Utils.Random(SovietVehicles) }, function(units)
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table.insert(AttackGroup, units[1])
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SendAttackGroup()
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Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceVehicles)
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end)
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end
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ProduceAircraft = function()
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if (Airfield1.IsDead or Airfield1.Owner ~= BadGuy) and (Airfield2.IsDead or Airfield2.Owner ~= BadGuy) and (Airfield3.IsDead or Airfield3.Owner ~= BadGuy) and (Airfield4.IsDead or Airfield4.Owner ~= BadGuy) then
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return
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end
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BadGuy.Build(SovietAircraftType, function(units)
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local mig = units[1]
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Migs[#Migs + 1] = mig
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Trigger.OnKilled(mig, ProduceAircraft)
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local alive = Utils.Where(Migs, function(y) return not y.IsDead end)
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if #alive < 2 then
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Trigger.AfterDelay(DateTime.Seconds(ProductionInterval[Map.LobbyOption("difficulty")] / 2), ProduceAircraft)
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end
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InitializeAttackAircraft(mig, Greece)
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end)
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end
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ParadropDelay =
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{
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easy = { DateTime.Minutes(1), DateTime.Minutes(2) },
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normal = { DateTime.Seconds(45), DateTime.Minutes(1) },
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hard = { DateTime.Seconds(30), DateTime.Seconds(45) }
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}
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ParadropLZs = { ParaLZ1.CenterPosition, ParaLZ2.CenterPosition, ParaLZ3.CenterPosition, ParaLZ4.CenterPosition, ParaLZ5.CenterPosition }
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Paradrop = function()
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local aircraft = StandardDrop.TargetParatroopers(Utils.Random(ParadropLZs), Angle.NorthWest)
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Utils.Do(aircraft, function(a)
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Trigger.OnPassengerExited(a, function(t, p)
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IdleHunt(p)
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end)
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end)
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Trigger.AfterDelay(Utils.RandomInteger(ParadropDelay[1], ParadropDelay[2]), Paradrop)
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end
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BombDelays =
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{
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easy = 4,
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normal = 3,
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hard = 2
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}
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SendParabombs = function()
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local targets = Utils.Where(Greece.GetActors(), function(actor)
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return
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actor.HasProperty("Sell") and
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actor.Type ~= "brik" and
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actor.Type ~= "sbag"
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end)
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if #targets > 0 then
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local proxy = Actor.Create("powerproxy.parabombs", false, { Owner = USSR })
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proxy.TargetAirstrike(Utils.Random(targets).CenterPosition, Angle.NorthWest)
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proxy.Destroy()
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end
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Trigger.AfterDelay(DateTime.Minutes(BombDelays), SendParabombs)
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end
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ActivateAI = function()
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local difficulty = Map.LobbyOption("difficulty")
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ParadropDelay = ParadropDelay[difficulty]
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BombDelays = BombDelays[difficulty]
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local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == USSR and self.HasProperty("StartBuildingRepairs") end)
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Utils.Do(buildings, function(actor)
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Trigger.OnDamaged(actor, function(building)
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if building.Owner == USSR and building.Health < building.MaxHealth * 3/4 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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ProduceBadGuyInfantry()
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Trigger.AfterDelay(DateTime.Minutes(2), ProduceInfantry)
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Trigger.AfterDelay(DateTime.Minutes(4), ProduceVehicles)
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Trigger.AfterDelay(DateTime.Minutes(6), ProduceAircraft)
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end
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220
mods/ra/maps/allies-10a/allies10a.lua
Normal file
220
mods/ra/maps/allies-10a/allies10a.lua
Normal file
@@ -0,0 +1,220 @@
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--[[
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Copyright 2007-2021 The OpenRA Developers (see AUTHORS)
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||||
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.
|
||||
]]
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StartingUnits = { "mcv", "2tnk", "2tnk", "2tnk", "2tnk" }
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MammothWays = { MammothWay1.Location, MammothWay2.Location, MammothWay3.Location, MammothWay4.Location, ParaLZ5.Location }
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PeekersA = { Peekaboo1, Peekaboo2, Peekaboo3 }
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PeekersB = { Peekaboo4, Peekaboo5 }
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AmbushTeam = { "3tnk", "v2rl", "e2", "e2", "e4" }
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NorthHarassFootprint = { CPos.New(24, 75), CPos.New(25, 75), CPos.New(26, 75), CPos.New(27, 75), CPos.New(36, 72), CPos.New(37, 72), CPos.New(38, 72), CPos.New(39, 72) }
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NorthHarassTeam = { "e2", "e2", "e2", "3tnk" }
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MissileSilos = { MissileSilo1, MissileSilo2, MissileSilo3, MissileSilo4 }
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StartTimer = false
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TimerColor = Player.GetPlayer("USSR").Color
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TimerTicks = DateTime.Minutes(59) + DateTime.Seconds(42)
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ticked = TimerTicks
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MissionStart = function()
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Utils.Do(USSR.GetGroundAttackers(), function(unit)
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Trigger.OnDamaged(unit, function() IdleHunt(unit) end)
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end)
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Reinforcements.Reinforce(Greece, StartingUnits, { MCVEntry.Location, MCVStop.Location })
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PatrolMammoth.Patrol(MammothWays, true, 20)
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Trigger.AfterDelay(DateTime.Seconds(10), function()
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Utils.Do(PeekersA, function(unit)
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if not unit.IsDead then
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unit.AttackMove(MCVStop.Location)
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IdleHunt(unit)
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end
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end)
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end)
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Trigger.AfterDelay(DateTime.Seconds(45), function()
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Utils.Do(PeekersB, function(unit)
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if not unit.IsDead then
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unit.AttackMove(AttackWaypoint1.Location)
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IdleHunt(unit)
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end
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end)
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end)
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end
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MissionTriggers = function()
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Trigger.OnKilled(CommandCenter, function()
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USSR.MarkCompletedObjective(HoldOut)
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end)
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Trigger.OnEnteredProximityTrigger(FCom.CenterPosition, WDist.FromCells(15), function(actor, id)
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if actor.Owner == Greece and not MissilesLaunched then
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Trigger.RemoveProximityTrigger(id)
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LaunchMissiles()
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end
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end)
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Trigger.OnKilled(BridgeBarrel, function()
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local bridge = Utils.Where(Map.ActorsInWorld, function(actor) return actor.Type == "bridge1" end)[1]
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if not bridge.IsDead then
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bridge.Kill()
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end
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end)
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Trigger.OnEnteredProximityTrigger(OreAmbushTrigger.CenterPosition, WDist.FromCells(5), function(actor, id)
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if actor.Owner == Greece and actor.Type == "harv" and not Map.LobbyOption("difficulty") == "easy" then
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Trigger.RemoveProximityTrigger(id)
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local ambush = Reinforcements.Reinforce(USSR, AmbushTeam, { OreAmbushEntry.Location})
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Utils.Do(ambush, IdleHunt)
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end
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end)
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local northFootTriggered
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Trigger.OnEnteredFootprint(NorthHarassFootprint, function(actor, id)
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if actor.Owner == Greece and not northFootTriggered then
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Trigger.RemoveFootprintTrigger(id)
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northFootTriggered = true
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local northHarass = Reinforcements.Reinforce(USSR, NorthHarassTeam, { OreAmbushEntry.Location})
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Utils.Do(northHarass, IdleHunt)
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end
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end)
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end
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LaunchMissiles = function()
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MissilesLaunched = true
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local missileCam = Actor.Create("camera", true, { Owner = Greece, Location = FCom.Location })
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Camera.Position = FCom.CenterPosition
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Media.PlaySpeechNotification(Greece, "AbombLaunchDetected")
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MissileSilo1.ActivateNukePower(CPos.New(127, 127))
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Trigger.AfterDelay(DateTime.Seconds(3), function()
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Media.DisplayMessage("INCOMING TRANSMISSION", "LANDCOM 16")
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Media.PlaySpeechNotification(Greece, "AbombLaunchDetected")
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MissileSilo2.ActivateNukePower(CPos.New(127, 127))
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end)
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Trigger.AfterDelay(DateTime.Seconds(5), function()
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Media.PlaySpeechNotification(Greece, "AbombLaunchDetected")
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MissileSilo3.ActivateNukePower(CPos.New(127, 127))
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end)
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Trigger.AfterDelay(DateTime.Seconds(6), function()
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Media.PlaySpeechNotification(Greece, "AbombLaunchDetected")
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MissileSilo4.ActivateNukePower(CPos.New(127, 127))
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end)
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Trigger.AfterDelay(DateTime.Seconds(8), function()
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local fmvStart = DateTime.GameTime
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Media.PlayMovieFullscreen("ally10b.vqa", function()
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-- Completing immediately indicates that the FMV is not available
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-- Fall back to a text message
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if fmvStart == DateTime.GameTime then
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Media.DisplayMessage("Commander, we're tracking four missiles. They must be deactivated! We are scrambling a team to assult the missile control bunker. Clear the way and capture the enemy command center. Hurry!", "LANDCOM 16")
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end
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end)
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end)
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Trigger.AfterDelay(DateTime.Seconds(9), function()
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CaptureFCom = Greece.AddObjective("Capture the enemy Command Center. Hurry!")
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StartTimer = true
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Media.PlaySpeechNotification(Greece, "TimerStarted")
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Greece.MarkCompletedObjective(ApproachBase)
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Trigger.AfterDelay(DateTime.Minutes(30), function()
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Media.PlaySpeechNotification(Greece, "ThirtyMinutesRemaining")
|
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end)
|
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Trigger.AfterDelay(DateTime.Minutes(40), function()
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Media.PlaySpeechNotification(Greece, "TwentyMinutesRemaining")
|
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end)
|
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Trigger.AfterDelay(DateTime.Minutes(50), function()
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Media.PlaySpeechNotification(Greece, "TenMinutesRemaining")
|
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end)
|
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Trigger.AfterDelay(DateTime.Minutes(55), function()
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Media.PlaySpeechNotification(Greece, "WarningFiveMinutesRemaining")
|
||||
end)
|
||||
Trigger.AfterDelay(DateTime.Minutes(56), function()
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Media.PlaySpeechNotification(Greece, "WarningFourMinutesRemaining")
|
||||
end)
|
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Trigger.AfterDelay(DateTime.Minutes(57), function()
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Media.PlaySpeechNotification(Greece, "WarningThreeMinutesRemaining")
|
||||
end)
|
||||
Trigger.AfterDelay(DateTime.Minutes(58), function()
|
||||
Media.PlaySpeechNotification(Greece, "WarningTwoMinutesRemaining")
|
||||
end)
|
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Trigger.AfterDelay(DateTime.Minutes(59), function()
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Media.PlaySpeechNotification(Greece, "WarningOneMinuteRemaining")
|
||||
end)
|
||||
end)
|
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|
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Trigger.OnCapture(CommandCenter, function()
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Greece.MarkCompletedObjective(CaptureFCom)
|
||||
end)
|
||||
|
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Paradrop()
|
||||
Trigger.AfterDelay(DateTime.Minutes(2), SendParabombs)
|
||||
end
|
||||
|
||||
SilosDamaged = function()
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||||
if not MissilesLaunched then
|
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LaunchMissiles()
|
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end
|
||||
end
|
||||
|
||||
Tick = function()
|
||||
USSR.Cash = 50000
|
||||
BadGuy.Cash = 50000
|
||||
|
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if StartTimer then
|
||||
if ticked > 0 then
|
||||
UserInterface.SetMissionText("Missiles reach their targets in " .. Utils.FormatTime(ticked), TimerColor)
|
||||
ticked = ticked - 1
|
||||
elseif ticked == 0 then
|
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UserInterface.SetMissionText("We're too late!", USSR.Color)
|
||||
USSR.MarkCompletedObjective(HoldOut)
|
||||
end
|
||||
end
|
||||
|
||||
if Greece.HasNoRequiredUnits() then
|
||||
USSR.MarkCompletedObjective(HoldOut)
|
||||
end
|
||||
end
|
||||
|
||||
WorldLoaded = function()
|
||||
Greece = Player.GetPlayer("Greece")
|
||||
USSR = Player.GetPlayer("USSR")
|
||||
BadGuy = Player.GetPlayer("BadGuy")
|
||||
|
||||
Trigger.OnObjectiveAdded(Greece, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
|
||||
HoldOut = USSR.AddObjective("Hold out until missiles reach their destination")
|
||||
ApproachBase = Greece.AddObjective("Find a way to take the atomic weapons off-line.")
|
||||
|
||||
Trigger.OnObjectiveCompleted(Greece, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
end)
|
||||
Trigger.OnObjectiveFailed(Greece, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
Trigger.OnPlayerLost(Greece, function()
|
||||
Media.PlaySpeechNotification(Greece, "Lose")
|
||||
end)
|
||||
Trigger.OnPlayerWon(Greece, function()
|
||||
Media.PlaySpeechNotification(Greece, "Win")
|
||||
end)
|
||||
|
||||
Camera.Position = DefaultCameraPosition.CenterPosition
|
||||
StandardDrop = Actor.Create("paradrop", false, { Owner = USSR })
|
||||
MissionStart()
|
||||
MissionTriggers()
|
||||
ActivateAI()
|
||||
OnAnyDamaged(MissileSilos, SilosDamaged)
|
||||
end
|
||||
BIN
mods/ra/maps/allies-10a/map.bin
Normal file
BIN
mods/ra/maps/allies-10a/map.bin
Normal file
Binary file not shown.
BIN
mods/ra/maps/allies-10a/map.png
Normal file
BIN
mods/ra/maps/allies-10a/map.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 17 KiB |
1618
mods/ra/maps/allies-10a/map.yaml
Normal file
1618
mods/ra/maps/allies-10a/map.yaml
Normal file
File diff suppressed because it is too large
Load Diff
90
mods/ra/maps/allies-10a/rules.yaml
Normal file
90
mods/ra/maps/allies-10a/rules.yaml
Normal file
@@ -0,0 +1,90 @@
|
||||
World:
|
||||
LuaScript:
|
||||
Scripts: allies10a.lua, allies10a-AI.lua, campaign-global.lua
|
||||
MissionData:
|
||||
BriefingVideo: ally10.vqa
|
||||
LossVideo: trinity.vqa
|
||||
StartVideo: mcv_land.vqa
|
||||
Briefing: Kosygin has indicated that this is the site of Stalin's main atomic weapons plant. Use extreme care in approaching the Soviet base -- we don't know if any atomic bombs are armed yet. Take the facility off-line and then destroy any atomic weapons that exist.
|
||||
ScriptLobbyDropdown@difficulty:
|
||||
ID: difficulty
|
||||
Label: Difficulty
|
||||
Values:
|
||||
easy: Easy
|
||||
normal: Normal
|
||||
hard: Hard
|
||||
Default: normal
|
||||
|
||||
Player:
|
||||
PlayerResources:
|
||||
DefaultCash: 6500
|
||||
|
||||
PARADROP:
|
||||
ParatroopersPower:
|
||||
DropItems: E1, E1, E1, E2, E2
|
||||
AlwaysVisible:
|
||||
|
||||
FCOM:
|
||||
Capturable:
|
||||
Types: building
|
||||
|
||||
MSLO:
|
||||
-WithColoredOverlay@IDISABLE:
|
||||
NukePower:
|
||||
DisplayTimerRelationships: Neutral
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
Capturable:
|
||||
Types: ~disabled
|
||||
|
||||
MCV:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MRJ:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
HPAD:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
E7:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
E7.noautotarget:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
PDOX:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
IRON:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
SYRD:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
SPEN:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
QTNK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
TTNK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
SHOK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
DTRK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
3
mods/ra/maps/allies-10a/weapons.yaml
Normal file
3
mods/ra/maps/allies-10a/weapons.yaml
Normal file
@@ -0,0 +1,3 @@
|
||||
Atomic:
|
||||
-Warhead@21Shake:
|
||||
-Warhead@22FlashEffect:
|
||||
@@ -13,6 +13,7 @@ Allied Campaign:
|
||||
allies-08a
|
||||
allies-08b
|
||||
allies-09a
|
||||
allies-10a
|
||||
Soviet Campaign:
|
||||
soviet-01
|
||||
soviet-02a
|
||||
|
||||
Reference in New Issue
Block a user