--[[ Copyright 2007-2018 The OpenRA Developers (see AUTHORS) This file is part of OpenRA, which is free software. It is made available to you under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. For more information, see COPYING. ]] RunInitialActivities = function() Harvester.FindResources() IdlingUnits() Trigger.AfterDelay(10, function() BringPatrol1() BringPatrol2() BuildBase() 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) Reinforcements.Reinforce(player, SovietMCV, SovietStartToBasePath, 0, function(mcv) mcv.Move(StartCamPoint.Location) end) Media.PlaySpeechNotification(player, "ReinforcementsArrived") Trigger.OnKilled(Barr, function(building) BaseBarracks.exists = false end) Trigger.OnKilled(Proc, function(building) BaseProc.exists = false end) Trigger.OnKilled(Weap, function(building) BaseWeaponsFactory.exists = false end) Trigger.OnEnteredFootprint(VillageCamArea, function(actor, id) if actor.Owner == player then Trigger.RemoveFootprintTrigger(id) if not AllVillagersDead then VillageCamera = Actor.Create("camera", true, { Owner = player, Location = VillagePoint.Location }) end end end) Trigger.OnAllKilled(Village, function() if VillageCamera then VillageCamera.Destroy() end AllVillagersDead = true end) Trigger.OnAnyKilled(Civs, function() Trigger.ClearAll(civ1) Trigger.ClearAll(civ2) Trigger.ClearAll(civ3) local units = Reinforcements.Reinforce(Greece, Avengers, { SWRoadPoint.Location }, 0) Utils.Do(units, function(unit) unit.Hunt() end) end) Runner1.Move(CrossroadsEastPoint.Location) Runner2.Move(InVillagePoint.Location) Tank5.Move(V2MovePoint.Location) Trigger.AfterDelay(DateTime.Seconds(2), function() Tank1.Stop() Tank2.Stop() Tank3.Stop() Tank4.Stop() Tank5.Stop() Trigger.AfterDelay(1, function() Tank1.Move(SovietBaseEntryPointNE.Location) Tank2.Move(SovietBaseEntryPointW.Location) Tank3.Move(SovietBaseEntryPointNE.Location) Tank4.Move(SovietBaseEntryPointW.Location) Tank5.Move(V2MovePoint.Location) end) end) Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry) Trigger.AfterDelay(DateTime.Minutes(2), ProduceArmor) if Map.LobbyOption("difficulty") == "hard" or Map.LobbyOption("difficulty") == "normal" then Trigger.AfterDelay(DateTime.Seconds(15), ReinfInf) end Trigger.AfterDelay(DateTime.Minutes(1), ReinfInf) Trigger.AfterDelay(DateTime.Minutes(3), ReinfInf) Trigger.AfterDelay(DateTime.Minutes(2), ReinfArmor) end Tick = function() if Greece.HasNoRequiredUnits() then player.MarkCompletedObjective(KillAll) player.MarkCompletedObjective(KillRadar) end if player.HasNoRequiredUnits() then Greece.MarkCompletedObjective(BeatUSSR) end if Greece.Resources >= Greece.ResourceCapacity * 0.75 then Greece.Cash = Greece.Cash + Greece.Resources - Greece.ResourceCapacity * 0.25 Greece.Resources = Greece.ResourceCapacity * 0.25 end if RCheck then RCheck = false if Map.LobbyOption("difficulty") == "hard" then Trigger.AfterDelay(DateTime.Seconds(150), ReinfArmor) elseif Map.LobbyOption("difficulty") == "normal" then Trigger.AfterDelay(DateTime.Minutes(5), ReinfArmor) else Trigger.AfterDelay(DateTime.Minutes(8), ReinfArmor) end end end WorldLoaded = function() player = Player.GetPlayer("USSR") Greece = Player.GetPlayer("Greece") RunInitialActivities() Trigger.OnObjectiveAdded(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") end) 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) KillAll = player.AddPrimaryObjective("Defeat the Allied forces.") BeatUSSR = Greece.AddPrimaryObjective("Defeat the Soviet forces.") KillRadar = player.AddSecondaryObjective("Destroy Allied Radar Dome to stop enemy\nreinforcements.") Trigger.OnPlayerLost(player, function() Media.PlaySpeechNotification(player, "Lose") end) Trigger.OnPlayerWon(player, function() Media.PlaySpeechNotification(player, "Win") end) Trigger.OnKilled(RadarDome, function() player.MarkCompletedObjective(KillRadar) Media.PlaySpeechNotification(player, "ObjectiveMet") end) Camera.Position = StartCamPoint.CenterPosition end