Ported monster-tank-madness to lua
This commit is contained in:
BIN
mods/ra/maps/monster-tank-madness/map.bin
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mods/ra/maps/monster-tank-madness/map.bin
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mods/ra/maps/monster-tank-madness/map.png
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mods/ra/maps/monster-tank-madness/map.png
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After Width: | Height: | Size: 28 KiB |
2402
mods/ra/maps/monster-tank-madness/map.yaml
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2402
mods/ra/maps/monster-tank-madness/map.yaml
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File diff suppressed because it is too large
Load Diff
361
mods/ra/maps/monster-tank-madness/monster-tank-madness.lua
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361
mods/ra/maps/monster-tank-madness/monster-tank-madness.lua
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@@ -0,0 +1,361 @@
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AlliedUnits =
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{
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{ 0, { "1tnk", "1tnk", "2tnk", "2tnk" } },
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{ Utils.Seconds(3), { "e1", "e1", "e1", "e3", "e3" } },
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{ Utils.Seconds(7), { "e6" } }
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}
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ReinforceBaseUnits = { "1tnk", "1tnk", "2tnk", "arty", "arty" }
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CivilianEvacuees = { "c1", "c2", "c5", "c7", "c8" }
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USSROutpostFlameTurrets = { FlameTurret1, FlameTurret2 }
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ExplosiveBarrels = { ExplosiveBarrel1, ExplosiveBarrel2 }
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SuperTanks = { stnk1, stnk2, stnk3 }
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SuperTankMoveWaypoints = { HospitalSuperTankPoint, AlliedBaseBottomRight, DemitriTriggerAreaCenter, DemitriLZ }
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SuperTankMove = 1
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SuperTankHuntWaypoints = { SuperTankHuntWaypoint1, SuperTankHuntWaypoint2, SuperTankHuntWaypoint3, SuperTankHuntWaypoint4 }
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SuperTankHunt = 1
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SuperTankHuntCounter = 1
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ExtractionHeli = "tran"
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ExtractionWaypoint = CPos.New(DemitriLZ.Location.X, 0)
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ExtractionLZ = DemitriLZ.Location
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BeachTrigger = { CPos.New(19, 44), CPos.New(20, 44), CPos.New(21, 44), CPos.New(22, 44), CPos.New(22, 45), CPos.New(23, 45), CPos.New(22, 44), CPos.New(24, 45), CPos.New(24, 46), CPos.New(24, 47), CPos.New(25, 47), CPos.New(25, 48) }
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SetupAlliedBaseTrigger = { CPos.New(19, 33), CPos.New(20, 33), CPos.New(21, 33), CPos.New(22, 33), CPos.New(23, 33), CPos.New(24, 33), CPos.New(25, 33), CPos.New(26, 33), CPos.New(27, 33), CPos.New(28, 33) }
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DemitriAreaTrigger = { CPos.New(32, 98), CPos.New(32, 99), CPos.New(33, 99), CPos.New(33, 100), CPos.New(33, 101), CPos.New(33, 102), CPos.New(32, 102), CPos.New(32, 103) }
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HospitalAreaTrigger = { CPos.New(43, 41), CPos.New(44, 41), CPos.New(45, 41), CPos.New(46, 41), CPos.New(46, 42), CPos.New(46, 43), CPos.New(46, 44), CPos.New(46, 45), CPos.New(46, 46), CPos.New(45, 46), CPos.New(44, 46), CPos.New(43, 46) }
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EvacuateCivilians = function()
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local evacuees = Reinforcements.Reinforce(neutral, CivilianEvacuees, { HospitalCivilianSpawnPoint.Location }, 0)
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Trigger.OnAnyKilled(evacuees, function()
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player.MarkFailedObjective(RescueCivilians)
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end)
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Trigger.OnAllRemovedFromWorld(evacuees, function()
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player.MarkCompletedObjective(RescueCivilians)
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end)
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Utils.Do(evacuees, function(civ)
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Trigger.OnIdle(civ, function()
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if civ.Location == AlliedBaseEntryPoint.Location then
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civ.Destroy()
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else
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civ.Move(AlliedBaseEntryPoint.Location)
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end
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end)
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end)
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end
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SpawnAndMoveAlliedBaseUnits = function()
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Media.PlaySpeechNotification(player, "ReinforcementsArrived")
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Reinforcements.Reinforce(player, ReinforceBaseUnits, { AlliedBaseEntryPoint.Location, AlliedBaseMovePoint.Location }, 18)
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end
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SetupAlliedBase = function()
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local alliedOutpost = Map.ActorsInBox(AlliedBaseTopLeft.CenterPosition, AlliedBaseBottomRight.CenterPosition,
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function(self) return self.Owner == outpost end)
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Media.PlaySoundNotification(player, "BaseSetup")
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Utils.Do(alliedOutpost, function(building)
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building.Owner = player
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end)
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AlliedBaseHarv.Owner = player
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AlliedBaseHarv.FindResources()
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FindDemitri = player.AddPrimaryObjective("Find Dr. Demitri. He is likely hiding in the village\n to the far south.")
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InfiltrateRadarDome = player.AddPrimaryObjective("Reprogram the super tanks by sending a spy into\n the Soviet radar dome.")
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DefendOutpost = player.AddSecondaryObjective("Defend and repair our outpost.")
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player.MarkCompletedObjective(FindOutpost)
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Trigger.AfterDelay(Utils.Seconds(1), function() -- don't fail the Objective instantly
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Trigger.OnAllRemovedFromWorld(alliedOutpost, function() player.MarkFailedObjective(DefendOutpost) end)
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end)
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Trigger.AfterDelay(Utils.Minutes(1) + Utils.Seconds(40), function()
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if not SuperTankDomeIsInfiltrated then
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SuperTankAttack = true
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Utils.Do(SuperTanks, function(tnk)
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if not tnk.IsDead then
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Trigger.ClearAll(tnk)
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Trigger.OnIdle(tnk, function()
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if SuperTankAttack then
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if tnk.Location == SuperTankMoveWaypoints[SuperTankMove].Location then
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SuperTankMove = SuperTankMove + 1
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if SuperTankMove == 5 then
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SuperTankAttack = false
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end
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else
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tnk.AttackMove(SuperTankMoveWaypoints[SuperTankMove].Location, 2)
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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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end
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end)
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end
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SendAlliedUnits = function()
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Camera.Position = StartEntryPoint.CenterPosition
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Actor.Create("camera" ,true , { Owner = player, Location = ProvingGroundsCameraPoint.Location })
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Actor.Create("camera" ,true , { Owner = ussr, Location = USSRSpen.Location })
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Trigger.AfterDelay(Utils.Seconds(1), function() Media.PlaySpeechNotification(player, "ReinforcementsArrived") end)
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--To avoid overlapping "battlecontrol initialized" and "reinforcements have arrived"
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Utils.Do(AlliedUnits, function(table)
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Trigger.AfterDelay(table[1], function()
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Reinforcements.Reinforce(player, table[2], { StartEntryPoint.Location, StartMovePoint.Location }, 18)
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end)
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end)
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Trigger.AfterDelay(Utils.Seconds(1), function() InitialUnitsArrived = true end)
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end
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SuperTankDomeInfiltrated = function()
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turkey.SetStance(player, "Ally")
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turkey.SetStance(neutral, "Ally")
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SuperTankAttack = true
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Utils.Do(SuperTanks, function(tnk)
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if not tnk.IsDead then
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Trigger.ClearAll(tnk)
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tnk.Stop()
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if tnk.Location.Y > 61 then
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SuperTankHunt = 4
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SuperTankHuntCounter = -1
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end
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Trigger.OnIdle(tnk, function()
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if SuperTankAttack then
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if tnk.Location == SuperTankHuntWaypoints[SuperTankHunt].Location then
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SuperTankHunt = SuperTankHunt + SuperTankHuntCounter
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if SuperTankHunt == 0 or SuperTankHunt == 5 then
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SuperTankAttack = false
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end
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else
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tnk.AttackMove(SuperTankHuntWaypoints[SuperTankHunt].Location, 2)
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end
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else
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tnk.Hunt()
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end
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end)
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end
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end)
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player.MarkCompletedObjective(InfiltrateRadarDome)
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Trigger.AfterDelay(Utils.Minutes(3), SuperTanksDestruction)
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Trigger.AfterDelay(Utils.Seconds(2), function()
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Media.PlaySpeechNotification(player, "ControlCenterDeactivated")
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Trigger.AfterDelay(Utils.Seconds(3), function()
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Media.DisplayMessage("In 3 minutes the super tanks will self destruct.")
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Media.PlaySpeechNotification(player, "WarningThreeMinutesRemaining")
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end)
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end)
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end
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SuperTanksDestruction = function()
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local badGuys = Map.ActorsInBox(Map.TopLeft, Map.BottomRight,
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function(self) return self.Owner == badguy and self.HasProperty("Health") end)
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Utils.Do(badGuys, function(unit)
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unit.Kill()
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end)
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Utils.Do(SuperTanks, function(tnk)
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if not tnk.IsDead then
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Trigger.ClearAll(tnk)
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tnk.Kill()
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end
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end)
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player.MarkCompletedObjective(DefendOutpost)
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end
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CreateDemitri = function()
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local demitri = Actor.Create("demitri", true, { Owner = player, Location = DemitriChurchSpawnPoint.Location })
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demitri.Move(DemitriTriggerAreaCenter.Location)
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Media.PlaySpeechNotification(player, "TargetFreed")
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EvacuateDemitri = player.AddPrimaryObjective("Evacuate Dr. Demitri with the helicopter waiting\n at our outpost.")
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player.MarkCompletedObjective(FindDemitri)
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local flarepos = CPos.New(DemitriLZ.Location.X, DemitriLZ.Location.Y - 1)
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local demitriLZFlare = Actor.Create("flare", true, { Owner = player, Location = flarepos })
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Trigger.AfterDelay(Utils.Seconds(3), function() Media.PlaySpeechNotification(player, "SignalFlareNorth") end)
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local demitriChinook = Reinforcements.ReinforceWithTransport(player, ExtractionHeli, nil, { ExtractionWaypoint, ExtractionLZ })[1]
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Trigger.OnAnyKilled({ demitri, demitriChinook }, function()
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player.MarkFailedObjective(EvacuateDemitri)
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end)
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Trigger.OnRemovedFromWorld(demitriChinook, function()
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if not demitriChinook.IsDead then
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Media.PlaySpeechNotification(player, "TargetRescued")
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Trigger.AfterDelay(Utils.Seconds(1), function() player.MarkCompletedObjective(EvacuateDemitri) end)
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Trigger.AfterDelay(Utils.Seconds(3), SpawnAndMoveAlliedBaseUnits)
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end
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end)
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Trigger.OnRemovedFromWorld(demitri, function()
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if not demitriChinook.IsDead and demitriChinook.HasPassengers then
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demitriChinook.Move(ExtractionWaypoint)
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Trigger.OnIdle(demitriChinook, demitriChinook.Destroy)
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demitriLZFlare.Destroy()
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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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ussr.Resources = ussr.Resources - (0.01 * ussr.ResourceCapacity / 25)
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if InitialUnitsArrived then -- don't fail the mission straight at the beginning
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if not DemitriFound or not SuperTankDomeIsInfiltrated then
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if player.HasNoRequiredUnits() then
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player.MarkFailedObjective(EliminateSuperTanks)
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end
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end
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end
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end
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InitPlayers = function()
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player = Player.GetPlayer("Greece")
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neutral = Player.GetPlayer("Neutral")
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outpost = Player.GetPlayer("Outpost")
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badguy = Player.GetPlayer("BadGuy")
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ussr = Player.GetPlayer("USSR")
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ukraine = Player.GetPlayer("Ukraine")
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turkey = Player.GetPlayer("Turkey")
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player.Cash = 0
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ussr.Cash = 2000
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--badguy.Resources = badguy.ResourceCapacity -- doesn't work, workaround below
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Trigger.OnCapture(Actor479, function()
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player.Cash = player.Cash + Utils.RandomInteger(1200, 1300)
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end)
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end
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InitObjectives = function()
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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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EliminateSuperTanks = player.AddPrimaryObjective("Eliminate these super tanks.")
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CrossRiver = player.AddPrimaryObjective("Find a way to transport your forces to the mainland")
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FindOutpost = player.AddPrimaryObjective("Find our outpost and start repairs on it.")
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RescueCivilians = player.AddSecondaryObjective("Evacuate all civilians from the hospital.")
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BadGuyObj = badguy.AddPrimaryObjective("Deny the destruction of the super tanks.")
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USSRObj = ussr.AddPrimaryObjective("Deny the destruction of the super tanks.")
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UkraineObj = ukraine.AddPrimaryObjective("Survive.")
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TurkeyObj = turkey.AddPrimaryObjective("Destroy.")
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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.OnPlayerLost(player, function()
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Media.PlaySpeechNotification(player, "Lose")
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ussr.MarkCompletedObjective(USSRObj)
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badguy.MarkCompletedObjective(BadGuyObj)
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ukraine.MarkCompletedObjective(UkraineObj)
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turkey.MarkCompletedObjective(TurkeyObj)
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end)
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Trigger.OnPlayerWon(player, function()
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Media.PlaySpeechNotification(player, "Win")
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Media.DisplayMessage("Dr. Demitri has been extracted and the super tanks have been dealt with.")
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ussr.MarkFailedObjective(USSRObj)
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badguy.MarkFailedObjective(BadGuyObj)
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ukraine.MarkFailedObjective(UkraineObj)
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turkey.MarkFailedObjective(TurkeyObj)
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end)
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end
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InitTriggers = function()
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Trigger.OnAllKilled(SuperTanks, function()
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Trigger.AfterDelay(Utils.Seconds(3), function() player.MarkCompletedObjective(EliminateSuperTanks) end)
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end)
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Trigger.OnKilled(SuperTankDome, function()
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if not SuperTankDomeIsInfiltrated then
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player.MarkFailedObjective(InfiltrateRadarDome)
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end
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end)
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Trigger.OnInfiltrated(SuperTankDome, function()
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if not SuperTankDomeIsInfiltrated then
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SuperTankDomeIsInfiltrated = true
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SuperTankDomeInfiltrated()
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end
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end)
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Trigger.OnCapture(SuperTankDome, function()
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if not SuperTankDomeIsInfiltrated then
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SuperTankDomeIsInfiltrated = true
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SuperTankDomeInfiltrated()
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end
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end)
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Trigger.OnAnyKilled(USSROutpostFlameTurrets, function()
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Utils.Do(ExplosiveBarrels, function(barrel)
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if not barrel.IsDead then barrel.Kill() end
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end)
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end)
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Trigger.OnKilled(DemitriChurch, function()
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if not DemitriFound then
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player.MarkFailedObjective(FindDemitri)
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end
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end)
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Trigger.OnKilled(Hospital, function()
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if not HospitalEvacuated then
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HospitalEvacuated = true
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player.MarkFailedObjective(RescueCivilians)
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end
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end)
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beachReached = false
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Trigger.OnEnteredFootprint(BeachTrigger, function(a, id)
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if not beachReached and a.Owner == player then
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beachReached = true
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Trigger.RemoveFootprintTrigger(id)
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player.MarkCompletedObjective(CrossRiver)
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end
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end)
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Trigger.OnEnteredFootprint(SetupAlliedBaseTrigger, function(a, id)
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if not outpostReached and a.Owner == player then
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outpostReached = true
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Trigger.RemoveFootprintTrigger(id)
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SetupAlliedBase()
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end
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end)
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Trigger.OnEnteredFootprint(DemitriAreaTrigger, function(a, id)
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if not DemitriFound and a.Owner == player then
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DemitriFound = true
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Trigger.RemoveFootprintTrigger(id)
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CreateDemitri()
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end
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end)
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Trigger.OnEnteredFootprint(HospitalAreaTrigger, function(a, id)
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if not HospitalEvacuated and a.Owner == player then
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HospitalEvacuated = true
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Trigger.RemoveFootprintTrigger(id)
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EvacuateCivilians()
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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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InitPlayers()
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InitObjectives()
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InitTriggers()
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SendAlliedUnits()
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end
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Reference in New Issue
Block a user