Merge pull request #7360 from abcdefg30/allies03b

Ported allies03b to lua
This commit is contained in:
Oliver Brakmann
2015-01-25 20:01:30 +01:00
5 changed files with 1794 additions and 0 deletions

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ProductionUnits = { "e1", "e1", "e2" }
ProductionBuildings = { USSRBarracks1, USSRBarracks2, USSRBarracks3 }
FirstUSSRBase = { USSRFlameTower1, USSRFlameTower2, USSRFlameTower3, USSRBarracks1, PGuard1, PGuard2, PGuard3, PGuard4, PGuard5 }
SecondUSSRBase = { USSRFlameTower4, USSRFlameTower5, USSRFlameTower6, USSRRadarDome, USSRBarracks2, USSRPowerPlant, USSRSubPen, USSRBaseGuard1, USSRBaseGuard2, uSSRBaseGuard3, MediGuard }
Prisoners = { PrisonedEngi1, PrisonedEngi2, PrisonedEngi3, PrisonedEngi4 }
PGuards = { PGuard1, PGuard2, PGuard3, PGuard4, PGuard5 }
AlliedIslandReinforcements = { "1tnk", "1tnk" }
USSRTankReinforcements = { "3tnk", "3tnk", "3tnk" }
USSRTankReinforcementsWaypoints = { USSRReinforcementsEntryWaypoint.Location, USSRReinforcementsCameraWaypoint.Location + CVec.New(1, -1), USSRReinforcementsRallyWaypoint.Location }
TrukTriggerArea = { CPos.New(51, 89), CPos.New(52, 89), CPos.New(53, 89), CPos.New(54, 89), CPos.New(55, 89), CPos.New(56, 89), CPos.New(57, 89) }
FreeMediTriggerArea = { CPos.New(56, 93), CPos.New(56, 94), CPos.New(57, 94), CPos.New(57, 95), CPos.New(57, 96), CPos.New(57, 97), CPos.New(57, 98), CPos.New(57, 99), CPos.New(57, 100), CPos.New(57, 101), CPos.New(57, 102) }
CameraTriggerArea = { CPos.New(73, 88), CPos.New(73, 87), CPos.New(76, 92), CPos.New(76, 93), CPos.New(76, 94) }
BeachTriggerArea = { CPos.New(111, 36), CPos.New(112, 36), CPos.New(112, 37), CPos.New(113, 37), CPos.New(113, 38), CPos.New(114, 38), CPos.New(114, 39), CPos.New(115, 39), CPos.New(116, 39), CPos.New(116, 40), CPos.New(117, 40), CPos.New(118, 40), CPos.New(119, 40), CPos.New(119, 41) }
ParadropTriggerArea = { CPos.New(81, 66), CPos.New(82, 66), CPos.New(83, 66), CPos.New(84, 66), CPos.New(85, 66), CPos.New(86, 66), CPos.New(87, 66), CPos.New(93, 64), CPos.New(94, 64), CPos.New(94, 63), CPos.New(95, 63), CPos.New(95, 62), CPos.New(96, 62), CPos.New(96, 61), CPos.New(97, 61), CPos.New(97, 60), CPos.New(98, 60), CPos.New(99, 60), CPos.New(100, 60), CPos.New(101, 60), CPos.New(102, 60), CPos.New(103, 60) }
ReinforcementsTriggerArea = { CPos.New(57, 46), CPos.New(58, 46), CPos.New(66, 35), CPos.New(65, 35), CPos.New(65, 36), CPos.New(64, 36), CPos.New(64, 37), CPos.New(64, 38), CPos.New(64, 39), CPos.New(64, 40), CPos.New(64, 41), CPos.New(63, 41), CPos.New(63, 42), CPos.New(63, 43), CPos.New(62, 43), CPos.New(62, 44) }
Barracks3TriggerArea = { CPos.New(69, 50), CPos.New(69, 51), CPos.New(69, 52), CPos.New(69, 53), CPos.New(69, 54), CPos.New(61, 45), CPos.New(62, 45), CPos.New(62, 46), CPos.New(62, 47), CPos.New(62, 48), CPos.New(63, 48), CPos.New(57, 46), CPos.New(58, 46) }
JeepTriggerArea = { CPos.New(75, 76), CPos.New(76, 76), CPos.New(77, 76), CPos.New(78, 76), CPos.New(79, 76), CPos.New(80, 76), CPos.New(81, 76), CPos.New(82, 76), CPos.New(91, 78), CPos.New(92, 78), CPos.New(93, 78), CPos.New(95, 84), CPos.New(96, 84), CPos.New(97, 84), CPos.New(98, 84), CPos.New(99, 84), CPos.New(100, 84) }
JeepBarrels = { JeepBarrel1, JeepBarrel2, JeepBarrel3, JeepBarrel4 }
GuardTanks = { Heavy1, Heavy2, Heavy3 }
CheckpointGuards = { USSRCheckpointGuard1, USSRCheckpointGuard2 }
CheckpointGuardWaypoints = { CheckpointGuardWaypoint1, CheckpointGuardWaypoint2 }
if Map.Difficulty == "Easy" then
TanyaType = "e7"
else
TanyaType = "e7.noautotarget"
ChangeStance = true
end
IdleHunt = function(actor) Trigger.OnIdle(actor, actor.Hunt) end
Tick = function()
if TeleportJeepCamera and Jeep.IsInWorld then
JeepCamera.Teleport(Jeep.Location)
end
end
ProduceUnits = function(factory, count)
if ussr.IsProducing("e1") then
Trigger.AfterDelay(DateTime.Seconds(5), function() ProduceUnits(factory, count) end)
return
end
local units = { }
for i = 0, count, 1 do
units[i] = Utils.Random(ProductionUnits)
end
if not factory.IsDead then
factory.IsPrimaryBuilding = true
ussr.Build(units, function(soldiers)
Utils.Do(soldiers, function(unit) IdleHunt(unit) end)
end)
end
end
SetupAlliedUnits = function()
Tanya = Actor.Create(TanyaType, true, { Owner = player, Location = TanyaWaypoint.Location, Facing = 128 })
if ChangeStance then
Tanya.Stance = "HoldFire"
Trigger.AfterDelay(DateTime.Seconds(2), function()
Media.DisplayMessage("According to the rules of engagement I need your explicit orders to fire, Commander!", "Tanya")
end)
end
Camera.Position = Tanya.CenterPosition
InsertionHeli.Wait(DateTime.Seconds(2))
InsertionHeli.Move(InsertionHeliExit.Location)
InsertionHeli.Destroy()
Trigger.OnKilled(Tanya, function() player.MarkFailedObjective(TanyaSurvive) end)
end
SetupTopRightIsland = function()
player.MarkCompletedObjective(FindAllies)
Media.PlaySpeechNotification(player, "AlliedReinforcementsArrived")
Reinforcements.Reinforce(player, AlliedIslandReinforcements, { AlliedIslandReinforcementsEntry.Location, IslandParadropReinforcementsDropzone.Location })
SendUSSRParadrops(128 + 52, IslandParadropReinforcementsDropzone)
end
SendUSSRParadrops = function(facing, dropzone)
local paraproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = ussr })
local units = paraproxy.SendParatroopers(dropzone.CenterPosition, false, facing)
Utils.Do(units, function(unit)
IdleHunt(unit)
end)
paraproxy.Destroy()
end
SendUSSRTankReinforcements = function()
local camera = Actor.Create("camera", true, { Owner = player, Location = USSRReinforcementsCameraWaypoint.Location })
local ussrTanks = Reinforcements.Reinforce(ussr, USSRTankReinforcements, USSRTankReinforcementsWaypoints)
Trigger.OnAllRemovedFromWorld(ussrTanks, function()
Trigger.AfterDelay(DateTime.Seconds(3), function()
if not camera.IsDead then
camera.Destroy()
end
end)
end)
end
JeepCheckpointMove = function()
JeepCamera = Actor.Create("camera.jeep", true, { Owner = player })
TeleportJeepCamera = true
Trigger.OnIdle(Jeep, function()
if Jeep.Location == JeepCheckpoint.Location then
Trigger.ClearAll(Jeep)
for i = 1, 2, 1 do
CheckpointGuards[i].Move(CheckpointGuardWaypoints[i].Location)
end
else
Jeep.Move(JeepCheckpoint.Location)
end
end)
end
JeepSuicideMove = function()
if not JeepCamera then
JeepCamera = Actor.Create("camera.jeep", true, { Owner = player })
TeleportJeepCamera = true
end
Trigger.OnIdle(Jeep, function()
if Jeep.Location == JeepSuicideWaypoint.Location then
Trigger.ClearAll(Jeep)
TeleportJeepCamera = false
Jeep.Kill()
if not USSRFlameTower4.IsDead then USSRFlameTower4.Kill() end
Trigger.AfterDelay(DateTime.Seconds(1), JeepCamera.Destroy)
else
Jeep.Move(JeepSuicideWaypoint.Location)
end
end)
end
AlertFirstBase = function()
if not FirstBaseAlert then
FirstBaseAlert = true
Utils.Do(FirstUSSRBase, function(unit)
if unit.HasProperty("Move") then
IdleHunt(unit)
end
end)
for i = 0, 2 do
Trigger.AfterDelay(DateTime.Seconds(i), function()
Media.PlaySoundNotification(player, "AlertBuzzer")
end)
end
ProduceUnits(ProductionBuildings[1], Utils.RandomInteger(4, 8))
end
end
InitPlayers = function()
player = Player.GetPlayer("Greece")
ussr = Player.GetPlayer("USSR")
ussr.Cash = 10000
end
InitObjectives = function()
Trigger.OnObjectiveAdded(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
KillBridges = player.AddPrimaryObjective("Destroy all bridges.")
TanyaSurvive = player.AddPrimaryObjective("Tanya must survive.")
FindAllies = player.AddSecondaryObjective("Find our lost tanks.")
FreePrisoners = player.AddSecondaryObjective("Free all Allied soldiers and keep them alive.")
ussr.AddPrimaryObjective("Bridges must not be destroyed.")
Trigger.OnObjectiveCompleted(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
end)
Trigger.OnObjectiveFailed(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
end)
Trigger.OnPlayerLost(player, function()
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.PlaySpeechNotification(player, "Lose")
end)
end)
Trigger.OnPlayerWon(player, function()
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.PlaySpeechNotification(player, "Win")
end)
end)
end
InitTriggers = function()
Utils.Do(ussr.GetGroundAttackers(), function(unit)
Trigger.OnDamaged(unit, function() IdleHunt(unit) end)
end)
Trigger.OnAnyKilled(Prisoners, function() player.MarkFailedObjective(FreePrisoners) end)
Trigger.OnKilled(PrisonedMedi, function() player.MarkFailedObjective(FreePrisoners) end)
Trigger.OnKilled(MediHideaway, function()
if not MediFreed then
MediFreed = true
player.MarkFailedObjective(FreePrisoners)
end
end)
Trigger.OnKilled(ExplosiveBarrel, function()
if not ExplodingBridge.IsDead then ExplodingBridge.Kill() end
reinforcementsTriggered = true
Trigger.AfterDelay(DateTime.Seconds(1), SendUSSRTankReinforcements)
end)
Trigger.OnKilled(ExplosiveBarrel2, function()
if not USSRFlameTower3.IsDead then USSRFlameTower3.Kill() end
end)
Trigger.OnAnyKilled(JeepBarrels, function()
Utils.Do(JeepBarrels, function(barrel)
if not barrel.IsDead then barrel.Kill() end
end)
Utils.Do(GuardTanks, function(tank)
if not tank.IsDead then tank.Kill() end
end)
jeepTriggered = true
JeepSuicideMove()
end)
Utils.Do(FirstUSSRBase, function(unit)
Trigger.OnDamaged(unit, function()
if not baseCamera then baseCamera = Actor.Create("camera", true, { Owner = player, Location = BaseCameraWaypoint.Location }) end
AlertFirstBase()
end)
end)
Trigger.OnAllRemovedFromWorld(FirstUSSRBase, function() -- The camera can remain when one building is captured
if baseCamera then baseCamera.Destroy() end
end)
Trigger.OnDamaged(USSRBarracks3, function()
if not Barracks3Producing then
Barracks3Producing = true
ProduceUnits(ProductionBuildings[3], Utils.RandomInteger(2, 5))
end
end)
Trigger.OnCapture(USSRRadarDome, function()
largeCameraA = Actor.Create("camera.verylarge", true, { Owner = player, Location = LargeCameraWaypoint1.Location })
largeCameraB = Actor.Create("camera.verylarge", true, { Owner = player, Location = LargeCameraWaypoint2.Location })
largeCameraC = Actor.Create("camera.verylarge", true, { Owner = player, Location = LargeCameraWaypoint3.Location })
end)
Trigger.OnRemovedFromWorld(USSRRadarDome, function()
if largeCameraA and largeCameraA.IsInWorld then largeCameraA.Destroy() end
if largeCameraB and largeCameraB.IsInWorld then largeCameraB.Destroy() end
if largeCameraC and largeCameraC.IsInWorld then largeCameraC.Destroy() end
end)
Trigger.OnEnteredFootprint(TrukTriggerArea, function(a, id)
if a.Owner == player and not trukTriggered then
trukTriggered = true
Trigger.RemoveFootprintTrigger(id)
if USSRTruk.IsDead then
return
end
Trigger.OnIdle(USSRTruk, function()
if USSRTruk.Location == BaseCameraWaypoint.Location then
Trigger.ClearAll(USSRTruk)
local driver = Actor.Create("e1", true, { Owner = ussr, Location = USSRTruk.Location })
if not PGuard5.IsDead then
driver.AttackMove(PGuard5.Location)
else
driver.Scatter()
end
FirstUSSRBase[#FirstUSSRBase + 1] = driver
Trigger.AfterDelay(DateTime.Seconds(3), AlertFirstBase)
else
USSRTruk.Move(BaseCameraWaypoint.Location)
end
end)
Trigger.OnEnteredProximityTrigger(BaseCameraWaypoint.CenterPosition, WRange.New(7 * 1024), function(a, id)
if a.Type == "truk" and not baseCamera then
Trigger.RemoveProximityTrigger(id)
baseCamera = Actor.Create("camera", true, { Owner = player, Location = BaseCameraWaypoint.Location })
end
end)
end
end)
Trigger.OnEnteredFootprint(FreeMediTriggerArea, function(a, id)
if a.Owner == player and not MediFreed then
MediFreed = true
Trigger.RemoveFootprintTrigger(id)
Reinforcements.Reinforce(player, { "medi" }, { MediSpawnpoint.Location, MediRallypoint.Location })
end
end)
Trigger.OnEnteredFootprint(CameraTriggerArea, function(a, id)
if a.Owner == player and not baseCamera then
Trigger.RemoveFootprintTrigger(id)
baseCamera = Actor.Create("camera", true, { Owner = player, Location = BaseCameraWaypoint.Location })
end
end)
Trigger.OnEnteredFootprint(BeachTriggerArea, function(a, id)
if a.Owner == player and not beachTransportTriggered then
beachTransportTriggered = true
Trigger.RemoveFootprintTrigger(id)
SetupTopRightIsland()
end
end)
Trigger.OnEnteredFootprint(ParadropTriggerArea, function(a, id)
if a.Owner == player and a.Type ~= "jeep.mission" and not paradropsTriggered then
paradropsTriggered = true
Trigger.RemoveFootprintTrigger(id)
SendUSSRParadrops(54, ParadropReinforcementsDropzone)
end
end)
Trigger.OnEnteredFootprint(ReinforcementsTriggerArea, function(a, id)
if a.Owner == player and not reinforcementsTriggered then
reinforcementsTriggered = true
Trigger.RemoveFootprintTrigger(id)
Trigger.AfterDelay(DateTime.Seconds(1), SendUSSRTankReinforcements)
end
end)
Trigger.OnEnteredFootprint(Barracks3TriggerArea, function(a, id)
if a.Owner == player and not Barracks3Producing then
Barracks3Producing = true
Trigger.RemoveFootprintTrigger(id)
ProduceUnits(ProductionBuildings[3], Utils.RandomInteger(2, 5))
end
end)
Trigger.OnEnteredFootprint(JeepTriggerArea, function(a, id)
if a.Owner == player and not jeepTriggered then
jeepTriggered = true
Trigger.RemoveFootprintTrigger(id)
JeepCheckpointMove()
end
end)
Trigger.AfterDelay(0, function()
local bridges = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(self) return self.Type == "bridge1" or self.Type == "bridge2" end)
ExplodingBridge = bridges[1]
Trigger.OnAllKilled(bridges, function()
player.MarkCompletedObjective(KillBridges)
player.MarkCompletedObjective(TanyaSurvive)
player.MarkCompletedObjective(FreePrisoners)
end)
end)
end
WorldLoaded = function()
InitPlayers()
InitObjectives()
InitTriggers()
SetupAlliedUnits()
end

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@@ -2,6 +2,7 @@ Allied Campaign:
./mods/ra/maps/allies-01 ./mods/ra/maps/allies-01
./mods/ra/maps/allies-02 ./mods/ra/maps/allies-02
./mods/ra/maps/allies-03a ./mods/ra/maps/allies-03a
./mods/ra/maps/allies-03b
Soviet Campaign: Soviet Campaign:
./mods/ra/maps/soviet-01 ./mods/ra/maps/soviet-01