Port the Co-Op Allies03 map to Lua.
This commit is contained in:
@@ -74,6 +74,8 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Red Alert Lua scripts", "Re
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mods\ra\maps\fort-lonestar\fort-lonestar.lua = mods\ra\maps\fort-lonestar\fort-lonestar.lua
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mods\ra\maps\intervention\intervention.lua = mods\ra\maps\intervention\intervention.lua
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mods\ra\maps\monster-tank-madness\monster-tank-madness.lua = mods\ra\maps\monster-tank-madness\monster-tank-madness.lua
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mods\ra\maps\evacuation\evacuation.lua = mods\ra\maps\evacuation\evacuation.lua
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mods\ra\maps\exodus\exodus.lua = mods\ra\maps\exodus\exodus.lua
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mods\ra\maps\soviet-01\soviet01.lua = mods\ra\maps\soviet-01\soviet01.lua
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mods\ra\maps\soviet-02a\soviet02a.lua = mods\ra\maps\soviet-02a\soviet02a.lua
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mods\ra\maps\soviet-02b\soviet02b.lua = mods\ra\maps\soviet-02b\soviet02b.lua
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387
mods/ra/maps/exodus/exodus.lua
Normal file
387
mods/ra/maps/exodus/exodus.lua
Normal file
@@ -0,0 +1,387 @@
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Difficulty = Map.LobbyOption("difficulty")
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UnitsEvacuatedThreshold =
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{
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hard = 200,
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normal = 100,
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easy = 50
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}
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AttackAtFrame =
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{
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hard = 500,
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normal = 500,
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easy = 600
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}
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MinAttackAtFrame =
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{
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hard = 100,
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normal = 100,
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easy = 150
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}
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MaxSovietYaks =
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{
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hard = 4,
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normal = 2,
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easy = 0
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}
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SovietParadrops =
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{
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hard = 40,
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normal = 20,
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easy = 0
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}
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SovietParadropTicks =
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{
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hard = DateTime.Minutes(17),
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normal = DateTime.Minutes(20),
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easy = DateTime.Minutes(20)
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}
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SovietUnits2Ticks =
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{
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hard = DateTime.Minutes(12),
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normal = DateTime.Minutes(15),
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easy = DateTime.Minutes(15)
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}
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SovietEntryPoints =
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{
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SovietEntryPoint1, SovietEntryPoint2, SovietEntryPoint3, SovietEntryPoint4, SovietEntryPoint5, SovietEntryPoint6
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}
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SovietRallyPoints =
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{
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SovietRallyPoint1, SovietRallyPoint2, SovietRallyPoint3, SovietRallyPoint4, SovietRallyPoint5, SovietRallyPoint6
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}
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SovietAirfields =
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{
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SovietAirfield1, SovietAirfield2, SovietAirfield3, SovietAirfield4,
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SovietAirfield5, SovietAirfield6, SovietAirfield7, SovietAirfield8
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}
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MountainEntry =
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{
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MountainEntry1.Location, MountainEntry2.Location, MountainEntry3.Location, MountainEntry4.Location,
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MountainEntry5.Location, MountainEntry6.Location, MountainEntry7.Location, MountainEntry8.Location
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}
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BridgeEntry =
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{
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BridgeEntry1.Location, BridgeEntry2.Location, BridgeEntry3.Location, BridgeEntry4.Location
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}
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MobileConstructionVehicle = { "mcv" }
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Yak = { "yak" }
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ReinforcementsTicks1 = DateTime.Minutes(5)
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Reinforcements1 =
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{
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"mgg", "2tnk", "2tnk", "2tnk", "2tnk", "1tnk", "1tnk",
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"jeep", "jeep", "e1", "e1", "e1", "e1", "e3", "e3"
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}
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ReinforcementsTicks2 = DateTime.Minutes(10)
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Reinforcements2 =
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{
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"mgg", "2tnk", "2tnk", "2tnk", "2tnk", "truk", "truk", "truk",
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"truk", "truk", "truk", "1tnk", "1tnk", "jeep", "jeep"
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}
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SovietUnits1 =
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{
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"3tnk", "3tnk", "3tnk", "3tnk", "3tnk", "3tnk", "v2rl", "v2rl", "ftrk",
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"apc", "e1", "e1", "e2", "e3", "e3", "e4"
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}
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SovietUnits2 =
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{
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"4tnk", "4tnk", "4tnk", "4tnk", "3tnk", "3tnk", "3tnk", "3tnk", "v2rl",
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"v2rl", "ftrk", "apc", "e1", "e1", "e2", "e3", "e3", "e4"
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}
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CurrentReinforcement1 = 0
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CurrentReinforcement2 = 0
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SpawnAlliedUnit = function(units)
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Reinforcements.Reinforce(allies1, units, { Allies1EntryPoint.Location, Allies1MovePoint.Location })
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if allies2 then
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Reinforcements.Reinforce(allies2, units, { Allies2EntryPoint.Location, Allies2MovePoint.Location })
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end
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Utils.Do(humans, function(player)
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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Media.PlaySpeechNotification(player, "AlliedReinforcementsNorth")
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end)
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end)
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if CurrentReinforcement1 < #Reinforcements1 then
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CurrentReinforcement1 = CurrentReinforcement1 + 1
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Trigger.AfterDelay(ReinforcementsTicks1, function()
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reinforcements1 = { Reinforcements1[CurrentReinforcement1] }
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SpawnAlliedUnit(reinforcements1)
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end)
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end
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if CurrentReinforcement2 < #Reinforcements2 then
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CurrentReinforcement2 = CurrentReinforcement2 + 1
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Trigger.AfterDelay(ReinforcementsTicks2, function()
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reinforcements2 = { Reinforcements2[CurrentReinforcement2] }
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SpawnAlliedUnit(reinforcements2)
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end)
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end
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end
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SovietGroupSize = 5
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SpawnSovietUnits = function()
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local spawnPoint = Utils.Random(SovietEntryPoints)
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local rallyPoint = Utils.Random(SovietRallyPoints)
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local route = { spawnPoint.Location, rallyPoint.Location }
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local units = SovietUnits1
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if DateTime.GameTime >= SovietUnits2Ticks[Difficulty] then
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units = SovietUnits2
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end
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local unit = { Utils.Random(units) }
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Reinforcements.Reinforce(soviets, unit, route)
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local delay = math.max(attackAtFrame - 5, minAttackAtFrame)
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Trigger.AfterDelay(delay, SpawnSovietUnits)
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end
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SovietParadrop = 0
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SendSovietParadrop = function()
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local sovietParadrops = SovietParadrops[Difficulty]
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if (SovietParadrop > sovietParadrops) then
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return
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end
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SovietParadrop = SovietParadrop + 1
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Utils.Do(humans, function(player)
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Media.PlaySpeechNotification(player, "SovietForcesApproaching")
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end)
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local x = Utils.RandomInteger(ParadropBoxTopLeft.Location.X, ParadropBoxBottomRight.Location.X)
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local y = Utils.RandomInteger(ParadropBoxBottomRight.Location.Y, ParadropBoxTopLeft.Location.Y)
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local randomParadropCell = CPos.New(x, y)
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local lz = Map.CenterOfCell(randomParadropCell)
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local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = soviets })
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powerproxy.SendParatroopers(lz)
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powerproxy.Destroy()
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Trigger.AfterDelay(sovietParadropTicks, SendSovietParadrop)
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end
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IdleHunt = function(unit)
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Trigger.OnIdle(unit, unit.Hunt)
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end
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ManageSovietUnits = function()
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Utils.Do(SovietRallyPoints, function(rallyPoint)
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local radius = WDist.FromCells(8)
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local units = Map.ActorsInCircle(rallyPoint.CenterPosition, radius, function(actor)
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return actor.Owner == soviets and actor.HasProperty("Hunt")
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end)
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if #units > SovietGroupSize then
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Utils.Do(units, IdleHunt)
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end
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end)
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local scatteredUnits = Utils.Where(soviets.GetGroundAttackers(), function(unit)
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return not Map.IsNamedActor(unit) and unit.IsIdle and unit.HasProperty("Hunt")
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end)
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Utils.Do(scatteredUnits, IdleHunt)
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end
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AircraftTargets = function()
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local targets = Utils.Where(Map.ActorsInWorld, function(a)
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return (a.Owner == allies1 or a.Owner == allies2) and a.HasProperty("Health")
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end)
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-- prefer mobile units
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table.sort(targets, function(a, b) return a.HasProperty("Move") and not b.HasProperty("Move") end)
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return targets
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end
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YakAttack = function(yak, target)
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if not target or target.IsDead or (not target.IsInWorld) then
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local targets = AircraftTargets()
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if #targets > 0 then
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target = Utils.Random(targets)
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else
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yak.Wait(DateTime.Seconds(5))
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end
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end
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if target and yak.AmmoCount() > 0 then
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yak.Attack(target)
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else
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yak.ReturnToBase() -- includes yak.Resupply()
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end
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yak.CallFunc(function()
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YakAttack(yak, target)
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end)
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end
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ManageSovietAircraft = function()
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if allies1.IsObjectiveCompleted(destroyAirbases) then
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return
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end
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local maxSovietYaks = MaxSovietYaks[Difficulty]
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local sovietYaks = soviets.GetActorsByType('yak')
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if #sovietYaks < maxSovietYaks then
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soviets.Build(Yak, function(units)
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local yak = units[1]
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YakAttack(yak)
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end)
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end
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end
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UnitsEvacuated = 0
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EvacuateAlliedUnit = function(unit)
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if (unit.Owner == allies1 or unit.Owner == allies2) and unit.HasProperty("Move") then
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unit.Stop()
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unit.Owner = allies
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if unit.Type == 'mgg' then
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Utils.Do(humans, function(player)
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if player then
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player.MarkCompletedObjective(evacuateMgg)
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end
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end)
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end
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UnitsEvacuated = UnitsEvacuated + 1
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if unit.HasProperty("HasPassengers") then
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UnitsEvacuated = UnitsEvacuated + unit.PassengerCount
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end
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local exitCell = Map.ClosestEdgeCell(unit.Location)
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Trigger.OnIdle(unit, function()
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unit.ScriptedMove(exitCell)
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end)
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local exit = Map.CenterOfCell(exitCell)
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Trigger.OnEnteredProximityTrigger(exit, WDist.FromCells(1), function(a)
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a.Destroy()
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end)
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UserInterface.SetMissionText(UnitsEvacuated .. "/" .. unitsEvacuatedThreshold .. " units evacuated.", TextColor)
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if UnitsEvacuated >= unitsEvacuatedThreshold then
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Utils.Do(humans, function(player)
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if player then
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player.MarkCompletedObjective(evacuateUnits)
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end
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end)
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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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if DateTime.GameTime % 100 == 0 then
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ManageSovietUnits()
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ManageSovietAircraft()
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Utils.Do(humans, function(player)
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if player and player.HasNoRequiredUnits() then
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soviets.MarkCompletedObjective(sovietObjective)
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end
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end)
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end
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end
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WorldLoaded = function()
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-- NPC
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neutral = Player.GetPlayer("Neutral")
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allies = Player.GetPlayer("Allies")
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soviets = Player.GetPlayer("Soviets")
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-- Player controlled
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allies1 = Player.GetPlayer("Allies1")
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allies2 = Player.GetPlayer("Allies2")
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humans = { allies1, allies2 }
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Utils.Do(humans, function(player)
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if player and player.IsLocalPlayer then
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Trigger.OnObjectiveAdded(player, 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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Trigger.OnObjectiveCompleted(player, 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(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
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end)
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Trigger.OnPlayerWon(player, function()
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Media.PlaySpeechNotification(player, "MissionAccomplished")
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end)
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Trigger.OnPlayerLost(player, function()
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Media.PlaySpeechNotification(player, "MissionFailed")
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end)
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TextColor = player.Color
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end
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end)
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unitsEvacuatedThreshold = UnitsEvacuatedThreshold[Difficulty]
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UserInterface.SetMissionText(UnitsEvacuated .. "/" .. unitsEvacuatedThreshold .. " units evacuated.", TextColor)
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Utils.Do(humans, function(player)
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if player then
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evacuateUnits = player.AddPrimaryObjective("Evacuate " .. unitsEvacuatedThreshold .. " units.")
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destroyAirbases = player.AddSecondaryObjective("Destroy the nearby Soviet airbases.")
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evacuateMgg = player.AddSecondaryObjective("Evacuate at least one mobile gap generator.")
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end
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end)
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Trigger.OnAllKilledOrCaptured(SovietAirfields, function()
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Utils.Do(humans, function(player)
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if player then
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player.MarkCompletedObjective(destroyAirbases)
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end
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end)
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end)
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sovietObjective = soviets.AddPrimaryObjective("Eradicate all allied troops.")
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if not allies2 or allies1.IsLocalPlayer then
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Camera.Position = Allies1EntryPoint.CenterPosition
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else
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Camera.Position = Allies2EntryPoint.CenterPosition
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end
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if not allies2 then
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allies1.Cash = 10000
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Media.DisplayMessage("Transferring funds.", "Co-Commander is missing")
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end
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SpawnAlliedUnit(MobileConstructionVehicle)
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minAttackAtFrame = MinAttackAtFrame[Difficulty]
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attackAtFrame = AttackAtFrame[Difficulty]
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Trigger.AfterDelay(attackAtFrame, SpawnSovietUnits)
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sovietParadropTicks = SovietParadropTicks[Difficulty]
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Trigger.AfterDelay(sovietParadropTicks, SendSovietParadrop)
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Trigger.OnEnteredFootprint(MountainEntry, EvacuateAlliedUnit)
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Trigger.OnEnteredFootprint(BridgeEntry, EvacuateAlliedUnit)
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end
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BIN
mods/ra/maps/exodus/map.bin
Normal file
BIN
mods/ra/maps/exodus/map.bin
Normal file
Binary file not shown.
BIN
mods/ra/maps/exodus/map.png
Normal file
BIN
mods/ra/maps/exodus/map.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 17 KiB |
1429
mods/ra/maps/exodus/map.yaml
Normal file
1429
mods/ra/maps/exodus/map.yaml
Normal file
File diff suppressed because it is too large
Load Diff
184
mods/ra/maps/exodus/rules.yaml
Normal file
184
mods/ra/maps/exodus/rules.yaml
Normal file
@@ -0,0 +1,184 @@
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Player:
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PlayerResources:
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DefaultCash: 5000
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World:
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MissionData:
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Briefing: The Allies are now being flanked from both sides. Evacuate before the remaining Allied forces in the area are wiped out. Einstein has recently developed a technology which allows us to obscure units from the enemy. Pull out at least one prototype mobile gap generator intact.
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LuaScript:
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Scripts: exodus.lua
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ScriptLobbyDropdown@difficulty:
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ID: difficulty
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Label: Difficulty
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Values:
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easy: Easy
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normal: Normal
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hard: Hard
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Default: normal
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powerproxy.paratroopers:
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ParatroopersPower:
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DropItems: E1,E1,E3,E3,E4
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HBOX:
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Buildable:
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Prerequisites: ~disabled
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EditorOnlyTooltip:
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Description: invalid targets for YakAttack
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E7:
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Buildable:
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Prerequisites: ~disabled
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TRAN:
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Buildable:
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Prerequisites: ~disabled
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BARR:
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Buildable:
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Prerequisites: ~disabled
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MIG:
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Buildable:
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Prerequisites: ~disabled
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HELI:
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Buildable:
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Prerequisites: ~disabled
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HIND:
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Buildable:
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Prerequisites: ~disabled
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SS:
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Buildable:
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Prerequisites: ~disabled
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||||
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ARTY:
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Buildable:
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Prerequisites: ~disabled
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AGUN:
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Buildable:
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Prerequisites: ~disabled
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MSUB:
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Buildable:
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Prerequisites: ~disabled
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||||
|
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DD:
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Buildable:
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Prerequisites: ~disabled
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||||
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CA:
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Buildable:
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Prerequisites: ~disabled
|
||||
|
||||
PT:
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Buildable:
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Prerequisites: ~disabled
|
||||
|
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MSLO:
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Buildable:
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Prerequisites: ~disabled
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||||
|
||||
SPEN:
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Buildable:
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Prerequisites: ~disabled
|
||||
|
||||
SYRD:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
IRON:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
PDOX:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
TSLA:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
FTUR:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
SAM:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
HPAD:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
AFLD:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
ATEK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
STEK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
4TNK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MCV:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
APC:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MNLY.AP:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MNLY.AT:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
TRUK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
TTNK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
FTRK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
CTNK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MRJ:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MGG:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
CreatesShroud:
|
||||
Range: 6c0
|
||||
|
||||
GAP:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
CAMERA.Large:
|
||||
Inherits: CAMERA
|
||||
RevealsShroud:
|
||||
Range: 49c0
|
||||
EditorOnlyTooltip:
|
||||
Description: required for YakAttack to work
|
||||
Reference in New Issue
Block a user