Add Soviet08a
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committed by
Oliver Brakmann
parent
67cba65800
commit
32968e4f4b
166
mods/ra/maps/soviet-08a/soviet08a.lua
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166
mods/ra/maps/soviet-08a/soviet08a.lua
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--[[
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Copyright 2007-2018 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 = { Actor189, Actor216, Actor217, Actor218, Actor219 }
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ussrReinforcements =
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{
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east =
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{
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actors = { "e1", "e1", "e1", "e1", "e1" },
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entryPath = { EastEntry.Location, EastUnload.Location + CVec.New(1, 0) },
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exitPath = { EastEntry.Location },
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},
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south =
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{
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actors = { "e4", "e4", "e1", "e1", "e1" },
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entryPath = { SouthEntry.Location, SouthUnload.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, SouthUnload.Location + CVec.New(0, 1) },
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exitPath = { SouthEntry.Location }
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}
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}
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Obj2ActorTriggerActivator = { Church, Actor147, Actor148, Actor149, Actor150, Actor151, Actor152, Actor153 }
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ActivateAIDelay = DateTime.Seconds(45)
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AddEastReinforcementTrigger = 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 = ussrReinforcements.east
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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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AddSouthReinforcementTrigger = 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 = ussrReinforcements.south
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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.SendParatroopers(ScriptedParadrop.CenterPosition, false, 10)
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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 })
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Utils.Do(hiding, function(actor)
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IdleHunt(actor)
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end)
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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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Obj2TriggerFunction = function()
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ussr.MarkCompletedObjective(DestroyVillageObjective)
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Media.PlaySpeechNotification(ussr, "ReinforcementsArrived")
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local reinforcement = ussrReinforcements.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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AddReinforcmentTriggers = function()
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AddEastReinforcementTrigger()
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AddSouthReinforcementTrigger()
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AddParadropReinforcementTrigger()
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end
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AddRetreatTrigger = function()
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Trigger.OnEnteredProximityTrigger(Actor222.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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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.AddPrimaryObjective("Destroy all Allied units and structures.")
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DestroyVillageObjective = ussr.AddSecondaryObjective("Destroy the village of Allied sympathizers.")
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BeatUSSR = greece.AddPrimaryObjective("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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AddReinforcmentTriggers()
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AddRetreatTrigger()
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scripteddrop = Actor.Create("scripteddrop", false, { Owner = ussr })
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OnAnyDamaged(Obj2ActorTriggerActivator, ChurchAmbushTrigger)
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Trigger.OnAllRemovedFromWorld(Obj2ActorTriggerActivator, Obj2TriggerFunction)
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Camera.Position = SovietBase.CenterPosition
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Trigger.AfterDelay(ActivateAIDelay, ActivateAI)
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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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