Add Soviet-08b
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174
mods/ra/maps/soviet-08b/soviet08b.lua
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174
mods/ra/maps/soviet-08b/soviet08b.lua
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--[[
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Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
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This file is part of OpenRA, which is free software. It is made
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available to you under the terms of the GNU General Public License
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as published by the Free Software Foundation, either version 3 of
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the License, or (at your option) any later version. For more
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information, see COPYING.
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]]
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AlliedScouts = { Jeep1, Jeep2, Rifle1, Rifle2, Rifle3, Rifle4 }
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SovReinforcements =
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{
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one =
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{
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actors = { "e1", "e1", "e1", "e1", "e1" },
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entryPath = { SouthEntry.Location, Unload1.Location + CVec.New(1, 0) },
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exitPath = { SouthEntry.Location },
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},
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two =
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{
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actors = { "e4", "e4", "e1", "e1", "e1" },
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entryPath = { SouthEntry.Location, Unload2.Location + CVec.New(0, 1) },
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exitPath = { SouthEntry.Location }
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},
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mammoth =
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{
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actors = { "4tnk" },
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entryPath = { SouthEntry.Location, Unload1.Location + CVec.New(0, 1) },
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exitPath = { SouthEntry.Location }
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}
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}
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Village = { Church, Civ1, Civ2, Civ3, Civ4, Civ5, Civ6, Civ7, Civ8 }
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ActivateAIDelay = DateTime.Seconds(45)
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FirstReinforcementTrigger = function()
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Trigger.AfterDelay(DateTime.Seconds(30), function()
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Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
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local reinforcement = SovReinforcements.one
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Reinforcements.ReinforceWithTransport(USSR, "lst.reinforcement", reinforcement.actors, reinforcement.entryPath, reinforcement.exitPath)
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end)
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end
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SecondReinforcementTrigger = function()
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Trigger.AfterDelay(DateTime.Seconds(60), function()
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Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
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local reinforcement = SovReinforcements.two
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Reinforcements.ReinforceWithTransport(USSR, "lst.reinforcement", reinforcement.actors, reinforcement.entryPath, reinforcement.exitPath)
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end)
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end
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AddParadropReinforcementTrigger = function()
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Trigger.AfterDelay(DateTime.Seconds(90), function()
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Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
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ScriptedDrop.TargetParatroopers(ScriptedParadrop.CenterPosition, Angle.New(0))
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end)
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end
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ChurchAmbushTrigger = function()
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if not AmbushSwitch then
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local hiding = Reinforcements.Reinforce(Germany, { 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3' }, { ChurchAmbush.Location, AmbushMove.Location }, 0)
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Utils.Do(hiding, IdleHunt)
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end
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AmbushSwitch = true
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end
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Trigger.OnKilled(Church, function()
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Actor.Create("moneycrate", true, { Owner = USSR, Location = ChurchAmbush.Location })
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end)
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DestroyVillage = function()
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Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
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USSR.MarkCompletedObjective(DestroyVillageObjective)
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local reinforcement = SovReinforcements.mammoth
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Reinforcements.ReinforceWithTransport(USSR, "lst.reinforcement", reinforcement.actors, reinforcement.entryPath, reinforcement.exitPath)
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end
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AddRetreatTrigger = function()
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Trigger.OnEnteredProximityTrigger(Jeep2.CenterPosition, WDist.FromCells(12), function(actor, id)
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if actor.Owner == USSR and actor.Type == "barr" then
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AlliedScouts = Utils.Where(AlliedScouts, function(scout) return not scout.IsDead end)
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local removed
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Utils.Do(AlliedScouts, function(scout)
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if scout.Type == "e1" and not removed then
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removed = true
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else
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scout.Stop()
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scout.Move(ScoutRetreat.Location, 1)
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end
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end)
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Trigger.RemoveProximityTrigger(id)
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end
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end)
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end
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BoatAttack = function(boat)
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if boat.IsDead then
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return
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else
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boat.AttackMove(BoatRally.Location)
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end
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end
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Tick = function()
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Greece.Cash = 1000
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if Greece.HasNoRequiredUnits() and Germany.HasNoRequiredUnits() then
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USSR.MarkCompletedObjective(KillAll)
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end
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if USSR.HasNoRequiredUnits() then
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Greece.MarkCompletedObjective(BeatUSSR)
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end
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end
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WorldLoaded = function()
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USSR = Player.GetPlayer("USSR")
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Germany = Player.GetPlayer("Germany")
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Greece = Player.GetPlayer("Greece")
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Trigger.OnObjectiveAdded(USSR, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
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end)
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KillAll = USSR.AddObjective("Destroy all Allied units and structures.")
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DestroyVillageObjective = USSR.AddObjective("Destroy the village of Allied sympathizers.", "Secondary", false)
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BeatUSSR = Greece.AddObjective("Defeat the Soviet forces.")
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Trigger.OnObjectiveCompleted(USSR, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
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end)
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Trigger.OnObjectiveFailed(USSR, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
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end)
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Trigger.OnPlayerLost(USSR, function()
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Media.PlaySpeechNotification(USSR, "MissionFailed")
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end)
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end)
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Trigger.OnPlayerWon(USSR, function()
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Media.PlaySpeechNotification(USSR, "MissionAccomplished")
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end)
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end)
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FirstReinforcementTrigger()
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SecondReinforcementTrigger()
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AddParadropReinforcementTrigger()
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AddRetreatTrigger()
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ScriptedDrop = Actor.Create("scripteddrop", false, { Owner = USSR })
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OnAnyDamaged(Village, ChurchAmbushTrigger)
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Trigger.OnAllRemovedFromWorld(Village, DestroyVillage)
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Camera.Position = SovietBase.CenterPosition
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Trigger.AfterDelay(ActivateAIDelay, ActivateAI)
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Trigger.AfterDelay(DateTime.Minutes(2), function() BoatAttack(Gunboat1) end)
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Trigger.AfterDelay(DateTime.Minutes(5), function() BoatAttack(Gunboat2) end)
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Trigger.AfterDelay(DateTime.Minutes(7), function() BoatAttack(Gunboat3) end)
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Trigger.AfterDelay(DateTime.Minutes(10), function() BoatAttack(Gunboat4) end)
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Trigger.AfterDelay(DateTime.Minutes(12), function() BoatAttack(Gunboat5) end)
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Trigger.AfterDelay(DateTime.Minutes(14), function() BoatAttack(Gunboat6) end)
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end
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OnAnyDamaged = function(actors, func)
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Utils.Do(actors, function(actor)
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Trigger.OnDamaged(actor, func)
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end)
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end
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