Add bridge break, fixes to Soviet-06b

This commit is contained in:
JovialFeline
2023-12-17 00:40:08 -05:00
committed by Smittytron
parent 63247d2d11
commit ac610c54eb
5 changed files with 407 additions and 191 deletions

View File

@@ -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