diff --git a/mods/ra/maps/soviet-06a/soviet06a.lua b/mods/ra/maps/soviet-06a/soviet06a.lua index 722cb9301b..4a40aa2ac0 100644 --- a/mods/ra/maps/soviet-06a/soviet06a.lua +++ b/mods/ra/maps/soviet-06a/soviet06a.lua @@ -140,7 +140,7 @@ WorldLoaded = function() AlliedObjective = AddPrimaryObjective(Greece, "") SovietObjective = AddPrimaryObjective(USSR, "escort-convoy") SovietObjective2 = AddSecondaryObjective(USSR, "destroy-capture-radar-dome-reinforcements") - SaveAllTrucks = AddSecondaryObjective(USSR, "Keep all trucks alive.") + SaveAllTrucks = AddSecondaryObjective(USSR, "keep-trucks-alive") end Tick = function() diff --git a/mods/ra/maps/soviet-06b/map.yaml b/mods/ra/maps/soviet-06b/map.yaml index b8c88bb315..0423f76d82 100644 --- a/mods/ra/maps/soviet-06b/map.yaml +++ b/mods/ra/maps/soviet-06b/map.yaml @@ -288,94 +288,98 @@ Actors: Location: 57,46 Owner: Greece Facing: 640 + TurretFacing: 768 Actor93: gun Location: 61,48 Owner: Greece Facing: 640 + TurretFacing: 768 Actor103: 2tnk Location: 76,30 Owner: Greece - Facing: 640 + Facing: 384 Actor104: 2tnk Location: 76,29 Owner: Greece - Facing: 640 + Facing: 384 Actor106: arty - Location: 63,47 + Location: 64,46 Owner: Greece - Facing: 640 + Facing: 384 + Stance: Defend Actor107: arty Location: 58,44 Owner: Greece - Facing: 640 + Facing: 384 + Stance: Defend Actor110: 3tnk Location: 43,63 Owner: USSR - Facing: 128 + Facing: 896 Actor111: 3tnk Location: 44,62 Owner: USSR - Facing: 128 + Facing: 896 Actor112: v2rl Location: 41,64 Owner: USSR - Facing: 128 + Facing: 896 Actor113: v2rl Location: 43,64 Owner: USSR - Facing: 128 + Facing: 896 Actor115: 2tnk Location: 75,30 Owner: Greece - Facing: 640 + Facing: 384 Actor116: 2tnk Location: 75,31 Owner: Greece - Facing: 640 + Facing: 384 Actor117: 2tnk - Location: 83,20 + Location: 83,19 Owner: Greece - Facing: 640 + Facing: 384 Actor118: 2tnk Location: 88,21 Owner: Greece - Facing: 640 + Facing: 384 Actor119: 2tnk Location: 62,44 Owner: Greece - Facing: 640 + Facing: 384 Actor120: 1tnk Location: 59,44 Owner: Greece - Facing: 640 + Facing: 384 Actor121: 1tnk Location: 63,46 Owner: Greece - Facing: 640 - Actor123: ca + Facing: 384 + BridgeBreaker: ca Location: 87,29 Owner: Greece - Facing: 896 - Actor124: ca + Facing: 128 + BridgeBreaker2: ca Location: 87,31 Owner: Greece - Facing: 640 - Actor125: ca + Facing: 384 + ResponseCruiser: ca Location: 75,25 Owner: Greece - Facing: 896 + Facing: 128 Actor126: pt Location: 71,16 Owner: Greece - Facing: 896 + Facing: 128 Actor127: pt Location: 65,20 Owner: Greece - Facing: 896 + Facing: 128 Actor128: dd Location: 70,20 Owner: Greece - Facing: 896 + Facing: 128 Actor129: waypoint Location: 46,60 Owner: Neutral @@ -437,7 +441,7 @@ Actors: AttackWaypoint2: waypoint Owner: Neutral Location: 41,55 - Barr: tent + Tent: tent Location: 67,45 Owner: Greece CameraStart: camera @@ -470,20 +474,20 @@ Actors: IntroEnemy1: 1tnk Location: 55,49 Owner: Greece - Facing: 640 + Facing: 384 IntroEnemy2: 2tnk Location: 56,50 Owner: Greece - Facing: 640 + Facing: 384 IntroEnemy3: 1tnk Location: 58,50 Owner: Greece - Facing: 640 + Facing: 384 Mcv: mcv Location: 51,55 Owner: USSR Health: 82 - Facing: 640 + Facing: 384 McvWaypoint: waypoint Location: 39,67 Owner: Neutral @@ -494,11 +498,11 @@ Actors: Truck1: truk Location: 42,66 Owner: USSR - Facing: 128 + Facing: 896 Truck2: truk Location: 39,65 Owner: USSR - Facing: 128 + Facing: 896 Weap: weap Location: 67,41 Owner: Greece diff --git a/mods/ra/maps/soviet-06b/soviet06b-AI.lua b/mods/ra/maps/soviet-06b/soviet06b-AI.lua index 66d9999387..7ef5f87648 100644 --- a/mods/ra/maps/soviet-06b/soviet06b-AI.lua +++ b/mods/ra/maps/soviet-06b/soviet06b-AI.lua @@ -6,29 +6,117 @@ the License, or (at your option) any later version. For more information, see COPYING. ]] -IdlingUnits = function() - local lazyUnits = Greece.GetGroundAttackers() +InfAttack = { } +ArmorAttack = { } +AttackPaths = { { AttackWaypoint1.Location }, { AttackWaypoint2.Location } } - Utils.Do(lazyUnits, function(unit) - Trigger.OnDamaged(unit, function() - Trigger.ClearAll(unit) - Trigger.AfterDelay(0, function() IdleHunt(unit) end) - end) +AlliedInfantryTypes = { "e1", "e1", "e3" } +AlliedArmorTypes = { "jeep", "jeep", "1tnk", "1tnk", "2tnk", "2tnk", "arty" } + +ProduceInfantry = function(barracks) + if barracks.IsDead or barracks.Owner ~= Greece then + return + elseif GreeceMoney() <= 299 and IsHarvesterMissing() then + return + end + + local delay = Utils.RandomInteger(DateTime.Seconds(3), DateTime.Seconds(9)) + local toBuild = { Utils.Random(AlliedInfantryTypes) } + local path = Utils.Random(AttackPaths) + Greece.Build(toBuild, function(unit) + InfAttack[#InfAttack + 1] = unit[1] + + if #InfAttack >= 10 then + SendUnits(InfAttack, path) + InfAttack = { } + Trigger.AfterDelay(DateTime.Minutes(2), function() + ProduceInfantry(barracks) + end) + else + Trigger.AfterDelay(delay, function() + ProduceInfantry(barracks) + end) + end end) end -BaseApwr = { type = "apwr", pos = CVec.New(5, -9), cost = 500, exists = true } -BaseTent = { type = "tent", pos = CVec.New(-4, -4), cost = 400, exists = true } -BaseProc = { type = "proc", pos = CVec.New(0, -8), cost = 1400, exists = true } -BaseWeap = { type = "weap", pos = CVec.New(-4, -8), cost = 2000, exists = true } -BaseApwr2 = { type = "apwr", pos = CVec.New(6, -5), cost = 500, exists = true } +ProduceArmor = function(factory) + if factory.IsDead or factory.Owner ~= Greece then + return + elseif IsHarvesterMissing() then + ProduceHarvester(factory) + return + end -BaseBuildings = { BaseApwr, BaseTent, BaseProc, BaseWeap, BaseApwr2 } + local delay = Utils.RandomInteger(DateTime.Seconds(12), DateTime.Seconds(17)) + local toBuild = { Utils.Random(AlliedArmorTypes) } + local path = Utils.Random(AttackPaths) + Greece.Build(toBuild, function(unit) + ArmorAttack[#ArmorAttack + 1] = unit[1] + if #ArmorAttack >= 6 then + SendUnits(ArmorAttack, path) + ArmorAttack = { } + Trigger.AfterDelay(DateTime.Minutes(3), function() + ProduceArmor(factory) + end) + else + Trigger.AfterDelay(delay, function() + ProduceArmor(factory) + end) + end + end) +end + +ProduceHarvester = function(factory) + if GreeceMoney() < Actor.Cost("harv") then + return + end + + local toBuild = { "harv" } + Greece.Build(toBuild, function(unit) + unit.FindResources() + ProduceArmor(factory) + end) +end + +SendUnits = function(units, path) + Utils.Do(units, function(unit) + if unit.IsDead then + return + end + + unit.Patrol(path, false) + IdleHunt(unit) + end) +end + +IsHarvesterMissing = function() + return #Greece.GetActorsByType("harv") == 0 +end + +GreeceMoney = function() + return Greece.Cash + Greece.Resources +end + +BaseBlueprints = +{ + { type = "apwr", actor = Apwr, cost = 500, shape = { 3, 3 }, location = CPos.New(76, 41) }, + { type = "tent", actor = Tent, cost = 400, shape = { 2, 3 }, location = CPos.New(67, 45), onBuilt = ProduceInfantry }, + { type = "proc", actor = Proc, cost = 1400, shape = { 3, 4 }, location = CPos.New(71, 41) }, + { type = "weap", actor = Weap, cost = 2000, shape = { 3, 3 }, location = CPos.New(67, 41), onBuilt = ProduceArmor }, + { type = "apwr", actor = Apwr2, cost = 500, shape = { 3, 3 }, location = CPos.New(77, 45) } +} + +--[[ + Similar to the original CnC/RA [BASE] and [STRUCTURES] .INI sections. + Check a list every so often and (re)build structures missing from + that list, in order, if circumstances allow for it. +]] BuildBase = function() - for i,v in ipairs(BaseBuildings) do - if not v.exists then - BuildBuilding(v) + for _, blueprint in pairs(BaseBlueprints) do + if not blueprint.actor then + BuildBlueprint(blueprint) return end end @@ -36,82 +124,103 @@ BuildBase = function() Trigger.AfterDelay(DateTime.Seconds(10), BuildBase) end -BuildBuilding = function(building) - Trigger.AfterDelay(Actor.BuildTime(building.type), function() +BuildBlueprint = function(blueprint) + Trigger.AfterDelay(Actor.BuildTime(blueprint.type), function() if CYard.IsDead or CYard.Owner ~= Greece then return - elseif Harvester.IsDead and Greece.Resources <= 299 then + elseif GreeceMoney() <= 299 and IsHarvesterMissing() then return end - local actor = Actor.Create(building.type, true, { Owner = Greece, Location = CYardLocation.Location + building.pos }) - Greece.Cash = Greece.Cash - building.cost + if IsBuildAreaBlocked(Greece, blueprint) then + Trigger.AfterDelay(DateTime.Seconds(5), function() + BuildBlueprint(blueprint) + end) + return + end - building.exists = true - Trigger.OnKilled(actor, function() building.exists = false end) - Trigger.OnDamaged(actor, function(building) - if building.Owner == Greece and building.Health < building.MaxHealth * 3/4 then - building.StartBuildingRepairs() - end - end) + local actor = Actor.Create(blueprint.type, true, { Owner = Greece, Location = blueprint.location }) + OnBlueprintBuilt(actor, blueprint) Trigger.AfterDelay(DateTime.Seconds(10), BuildBase) end) end -ProduceInfantry = function() - if not BaseTent.exists then - return - elseif Harvester.IsDead and Greece.Resources <= 299 then - return +OnBlueprintBuilt = function(actor, blueprint) + Greece.Cash = Greece.Cash - blueprint.cost + blueprint.actor = actor + MaintainBuilding(actor, blueprint, 0.75) + + if blueprint.onBuilt then + -- Build() will not work properly on producers if immediately called. + Trigger.AfterDelay(1, function() + blueprint.onBuilt(actor) + end) + end +end + +IsBuildAreaBlocked = function(player, blueprint) + local nw, se = blueprint.northwestEdge, blueprint.southeastEdge + local blockers = Map.ActorsInBox(nw, se, function(actor) + -- Neutral check is for ignoring trees near the refinery. + return actor.Owner ~= Neutral and actor.CenterPosition.Z == 0 and actor.HasProperty("Health") + end) + + if #blockers == 0 then + return false end - local delay = Utils.RandomInteger(DateTime.Seconds(3), DateTime.Seconds(9)) - local toBuild = { Utils.Random(AlliedInfantryTypes) } - local Path = Utils.Random(AttackPaths) - Greece.Build(toBuild, function(unit) - InfAttack[#InfAttack + 1] = unit[1] + ScatterBlockers(player, blockers) + return true +end - if #InfAttack >= 10 then - SendUnits(InfAttack, Path) - InfAttack = { } - Trigger.AfterDelay(DateTime.Minutes(2), ProduceInfantry) - else - Trigger.AfterDelay(delay, ProduceInfantry) +ScatterBlockers = function(player, actors) + Utils.Do(actors, function(actor) + if actor.IsIdle and actor.Owner == player and actor.HasProperty("Scatter") then + actor.Scatter() end end) end -ProduceArmor = function() - if not BaseWeap.exists then - return - elseif Harvester.IsDead and Greece.Resources <= 599 then - return +BeginBaseMaintenance = function() + Utils.Do(BaseBlueprints, function(blueprint) + MaintainBuilding(blueprint.actor, blueprint) + end) + + Utils.Do(Greece.GetActors(), function(actor) + if actor.HasProperty("StartBuildingRepairs") then + MaintainBuilding(actor, nil, 0.75) + end + end) +end + +MaintainBuilding = function(actor, blueprint, repairThreshold) + if blueprint then + Trigger.OnKilled(actor, function() blueprint.actor = nil end) + Trigger.OnSold(actor, function() blueprint.actor = nil end) + if not blueprint.northwestEdge then + PrepareBlueprintEdges(blueprint) + end end - local delay = Utils.RandomInteger(DateTime.Seconds(12), DateTime.Seconds(17)) - local toBuild = { Utils.Random(AlliedArmorTypes) } - local Path = Utils.Random(AttackPaths) - Greece.Build(toBuild, function(unit) - ArmorAttack[#ArmorAttack + 1] = unit[1] + if repairThreshold then + local original = actor.Owner - if #ArmorAttack >= 6 then - SendUnits(ArmorAttack, Path) - ArmorAttack = { } - Trigger.AfterDelay(DateTime.Minutes(3), ProduceArmor) - else - Trigger.AfterDelay(delay, ProduceArmor) - end - end) + Trigger.OnDamaged(actor, function() + if actor.Owner ~= original or actor.Health > actor.MaxHealth * repairThreshold then + return + end + + actor.StartBuildingRepairs() + end) + end end -SendUnits = function(units, waypoints) - Utils.Do(units, function(unit) - if not unit.IsDead then - Utils.Do(waypoints, function(waypoint) - unit.AttackMove(waypoint.Location) - end) - IdleHunt(unit) - end - end) +PrepareBlueprintEdges = function(blueprint) + local shapeX, shapeY = blueprint.shape[1], blueprint.shape[2] + local northwestEdge = Map.CenterOfCell(blueprint.location) + WVec.New(-512, -512, 0) + local southeastEdge = northwestEdge + WVec.New(shapeX * 1024, shapeY * 1024, 0) + + blueprint.northwestEdge = northwestEdge + blueprint.southeastEdge = southeastEdge end diff --git a/mods/ra/maps/soviet-06b/soviet06b-reinforcements_teams.lua b/mods/ra/maps/soviet-06b/soviet06b-reinforcements_teams.lua index 6452540b4b..b00f0c3cf2 100644 --- a/mods/ra/maps/soviet-06b/soviet06b-reinforcements_teams.lua +++ b/mods/ra/maps/soviet-06b/soviet06b-reinforcements_teams.lua @@ -44,8 +44,11 @@ EnemyPaths = } Wave = 0 -SendEnemies = function() +SendReinforcements = function() Trigger.AfterDelay(EnemyAttackDelay[Difficulty], function() + if Dome.IsDead or Dome.Owner ~= Greece then + return + end Wave = Wave + 1 if Wave > 3 then @@ -60,8 +63,6 @@ SendEnemies = function() Utils.Do(units, IdleHunt) end - if not Dome.IsDead then - SendEnemies() - end + SendReinforcements() end) end diff --git a/mods/ra/maps/soviet-06b/soviet06b.lua b/mods/ra/maps/soviet-06b/soviet06b.lua index 74e90cf218..ea49ae97fa 100644 --- a/mods/ra/maps/soviet-06b/soviet06b.lua +++ b/mods/ra/maps/soviet-06b/soviet06b.lua @@ -6,110 +6,211 @@ the License, or (at your option) any later version. For more information, see COPYING. ]] -IntroAttackers = { IntroEnemy1, IntroEnemy2, IntroEnemy3 } -Trucks = { Truck1, Truck2 } -InfAttack = { } -ArmorAttack = { } -AttackPaths = { { AttackWaypoint1 }, { AttackWaypoint2 } } -AlliedInfantryTypes = { "e1", "e1", "e3" } -AlliedArmorTypes = { "jeep", "jeep", "1tnk", "1tnk", "2tnk", "2tnk", "arty" } - -SovietReinforcements1 = { "e6", "e6", "e6", "e6", "e6" } -SovietReinforcements2 = { "e4", "e4", "e2", "e2", "e2" } -SovietReinforcements1Waypoints = { McvWaypoint.Location, APCWaypoint1.Location } -SovietReinforcements2Waypoints = { McvWaypoint.Location, APCWaypoint2.Location } - -TruckGoalTrigger = { CPos.New(85, 10), CPos.New(85, 11), CPos.New(85, 12), CPos.New(86, 13), CPos.New(87, 13), CPos.New(88, 13), CPos.New(88, 14), CPos.New(89, 14), CPos.New(90, 14), CPos.New(90, 15), CPos.New(91, 15), CPos.New(91, 16), CPos.New(91, 17), CPos.New(92, 17), CPos.New(93, 17), CPos.New(94, 17), CPos.New(94, 18), CPos.New(95, 18), CPos.New(96, 18), CPos.New(96, 19), CPos.New(97, 19), CPos.New(98, 19)} - -Trigger.OnEnteredFootprint(TruckGoalTrigger, function(a, id) - if not TruckGoalTriggered and a.Owner == USSR and a.Type == "truk" then - TruckGoalTriggered = true - USSR.MarkCompletedObjective(SovietObjective) - USSR.MarkCompletedObjective(SaveAllTrucks) +Trigger.OnRemovedFromWorld(Mcv, function() + if McvDeployed or Mcv.IsDead then + return end -end) -Trigger.OnAllKilled(Trucks, function() - Greece.MarkCompletedObjective(AlliedObjective) -end) + McvDeployed = true + BuildBase() + SendReinforcements() -Trigger.OnAnyKilled(Trucks, function() - USSR.MarkFailedObjective(SaveAllTrucks) -end) + Trigger.AfterDelay(DateTime.Minutes(1), function() + ProduceInfantry(Tent) + end) -Trigger.OnKilled(Apwr, function() - BaseApwr.exists = false -end) - -Trigger.OnKilled(Barr, function() - BaseTent.exists = false -end) - -Trigger.OnKilled(Proc, function() - BaseProc.exists = false -end) - -Trigger.OnKilled(Weap, function() - BaseWeap.exists = false -end) - -Trigger.OnKilled(Apwr2, function() - BaseApwr2.exists = false -end) - -Trigger.OnKilledOrCaptured(Dome, function() - Trigger.AfterDelay(DateTime.Seconds(2), function() - USSR.MarkCompletedObjective(SovietObjective2) - Media.PlaySpeechNotification(USSR, "ObjectiveMet") + Trigger.AfterDelay(DateTime.Minutes(2), function() + ProduceArmor(Weap) end) end) -Trigger.OnRemovedFromWorld(Mcv, function() - if not McvDeployed then - McvDeployed = true - BuildBase() - SendEnemies() - Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry) - Trigger.AfterDelay(DateTime.Minutes(2), ProduceArmor) +PrepareResponseCruiser = function() + local responseBuildings = { Apwr, Tent, Weap } + local responseOrdered = false + + Utils.Do(responseBuildings, function(building) + Trigger.OnDamaged(building, function() + if responseOrdered or USSR.IsObjectiveCompleted(DisruptDome) then + return + end + + responseOrdered = true + OrderResponseCruiser() + end) + end) +end + +OrderResponseCruiser = function() + if ResponseCruiser.IsDead then + return end -end) + + ResponseCruiser.AttackMove(waypoint94.Location, 2) + ResponseCruiser.Wait(DateTime.Seconds(90)) + + Trigger.OnIdle(ResponseCruiser, function() + ResponseCruiser.AttackMove(waypoint69.Location, 2) + end) + + Trigger.OnDamaged(ResponseCruiser, function(_, attacker) + if attacker.IsDead or not ResponseCruiser.CanTarget(attacker) then + return + end + + ResponseCruiser.Attack(attacker) + ResponseCruiser.Scatter() + end) +end + +PrepareBridgeBreakers = function() + local target = Map.ActorsInCircle(waypoint78.CenterPosition, WDist.New(1536), function(actor) + return actor.Type == "br3" + end)[1] + + if not target then + Media.Debug("No bridge segment found.") + return + end + + local orderSent = false + Trigger.AfterDelay(DateTime.Seconds(30), function() + orderSent = true + OrderBridgeBreakers(target) + end) + + local bridgeEntryCells = { CPos.New(75, 30), CPos.New(76, 30), CPos.New(77, 30) } + Trigger.OnEnteredFootprint(bridgeEntryCells, function(a, id) + if a.Owner ~= USSR then + return + end + + Trigger.RemoveFootprintTrigger(id) + + if not orderSent then + OrderBridgeBreakers(target, "with bridge reveal") + end + end) +end + +OrderBridgeBreakers = function(target, reveal) + if target.IsDead then + return + end + + local breakers = { BridgeBreaker, BridgeBreaker2 } + Utils.Do(breakers, function(breaker) + if breaker.IsDead then + return + end + + breaker.Stop() + breaker.Attack(target, true, true) + end) + + if not reveal then + return + end + + local camera = Actor.Create("camera", true, { Owner = USSR, Location = target.Location }) + Trigger.OnKilled(target, function() + Trigger.AfterDelay(DateTime.Seconds(2), camera.Destroy) + end) +end + +PrepareObjectives = function() + InitObjectives(USSR) + KillTrucks = AddPrimaryObjective(Greece, "") + EscortConvoy = AddPrimaryObjective(USSR, "escort-convoy") + DisruptDome = AddSecondaryObjective(USSR, "destroy-capture-radar-dome-reinforcements") + SaveAllTrucks = AddSecondaryObjective(USSR, "keep-trucks-alive") + + Trigger.OnKilledOrCaptured(Dome, function() + -- Let the capture notification play first. + Trigger.AfterDelay(DateTime.Seconds(2), function() + USSR.MarkCompletedObjective(DisruptDome) + Media.PlaySpeechNotification(USSR, "ObjectiveMet") + end) + end) +end + +PrepareTrucks = function() + local trucks = { Truck1, Truck2 } + local goalCells = { CPos.New(85, 10), CPos.New(85, 11), CPos.New(85, 12), CPos.New(86, 13), CPos.New(87, 13), CPos.New(88, 13), CPos.New(88, 14), CPos.New(89, 14), CPos.New(90, 14), CPos.New(90, 15), CPos.New(91, 15), CPos.New(91, 16), CPos.New(91, 17), CPos.New(92, 17), CPos.New(93, 17), CPos.New(94, 17), CPos.New(94, 18), CPos.New(95, 18), CPos.New(96, 18), CPos.New(96, 19), CPos.New(97, 19), CPos.New(98, 19)} + + local goalTriggered = false + Trigger.OnEnteredFootprint(goalCells, function(a) + if not goalTriggered and a.Owner == USSR and a.Type == "truk" then + goalTriggered = true + USSR.MarkCompletedObjective(EscortConvoy) + USSR.MarkCompletedObjective(SaveAllTrucks) + end + end) + + Trigger.OnAllKilled(trucks, function() + Greece.MarkCompletedObjective(KillTrucks) + end) + + Trigger.OnAnyKilled(trucks, function() + USSR.MarkFailedObjective(SaveAllTrucks) + end) +end + +BeginIntro = function() + local introAttackers = { IntroEnemy1, IntroEnemy2, IntroEnemy3 } + local sovietReinforcements1 = { "e6", "e6", "e6", "e6", "e6" } + local sovietReinforcements2 = { "e4", "e4", "e2", "e2", "e2" } + local sovietReinforcements1Path = { McvWaypoint.Location, APCWaypoint1.Location } + local sovietReinforcements2Path = { McvWaypoint.Location, APCWaypoint2.Location } + + Mcv.Move(McvWaypoint.Location) + Utils.Do(introAttackers, IdleHunt) + Reinforcements.ReinforceWithTransport(USSR, "apc", sovietReinforcements1, sovietReinforcements1Path) + Reinforcements.ReinforceWithTransport(USSR, "apc", sovietReinforcements2, sovietReinforcements2Path) +end + +PrepareIdleGuards = function() + local lazyUnits = Utils.Where(Greece.GetGroundAttackers(), function(unit) + return unit.Type ~= "ca" and unit.Type ~= "arty" + end) + + Utils.Do(lazyUnits, function(unit) + local triggered = false + + Trigger.OnDamaged(unit, function() + if triggered then + return + end + + triggered = true + IdleHunt(unit) + end) + end) +end WorldLoaded = function() USSR = Player.GetPlayer("USSR") Greece = Player.GetPlayer("Greece") + Neutral = Player.GetPlayer("Neutral") + PrepareObjectives() Camera.Position = CameraStart.CenterPosition - - Mcv.Move(McvWaypoint.Location) Harvester.FindResources() - Utils.Do(IntroAttackers, function(actor) - IdleHunt(actor) - end) + BeginBaseMaintenance() - Reinforcements.ReinforceWithTransport(USSR, "apc", SovietReinforcements1, SovietReinforcements1Waypoints) - Reinforcements.ReinforceWithTransport(USSR, "apc", SovietReinforcements2, SovietReinforcements2Waypoints) + if Difficulty ~= "easy" then + PrepareResponseCruiser() + Trigger.AfterDelay(1, PrepareBridgeBreakers) + end - Utils.Do(Map.NamedActors, function(actor) - if actor.Owner == Greece and actor.HasProperty("StartBuildingRepairs") then - Trigger.OnDamaged(actor, function(building) - if building.Owner == Greece and building.Health < 3/4 * building.MaxHealth then - building.StartBuildingRepairs() - end - end) - end - end) - - InitObjectives(USSR) - AlliedObjective = AddPrimaryObjective(Greece, "") - SovietObjective = AddPrimaryObjective(USSR, "escort-convoy") - SovietObjective2 = AddSecondaryObjective(USSR, "destroy-capture-radar-dome-reinforcements") - SaveAllTrucks = AddSecondaryObjective(USSR, "Keep all trucks alive.") + PrepareTrucks() + BeginIntro() + PrepareIdleGuards() end Tick = function() if USSR.HasNoRequiredUnits() then - Greece.MarkCompletedObjective(AlliedObjective) + Greece.MarkCompletedObjective(KillTrucks) end if Greece.Resources >= Greece.ResourceCapacity * 0.75 then @@ -117,3 +218,4 @@ Tick = function() Greece.Resources = Greece.ResourceCapacity * 0.25 end end +