--[[ Copyright (c) The OpenRA Developers and Contributors 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. ]] ArmorAttack = { } AttackPaths = { { AttackWaypoint1 }, { AttackWaypoint2 } } BaseAttackers = { BaseAttacker1, BaseAttacker2 } InfAttack = { } IntroAttackers = { IntroEnemy1, IntroEnemy2, IntroEnemy3 } Trucks = { Truck1, Truck2 } 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(83, 7), CPos.New(83, 8), CPos.New(83, 9), CPos.New(83, 10), CPos.New(84, 10), CPos.New(84, 11), CPos.New(84, 12), CPos.New(85, 12), CPos.New(86, 12), CPos.New(87, 12), CPos.New(87, 13), CPos.New(88, 13), CPos.New(89, 13), CPos.New(90, 13), CPos.New(90, 14), CPos.New(90, 15), CPos.New(91, 15), CPos.New(92, 15), CPos.New(93, 15), CPos.New(94, 15) } CameraBarrierTrigger = { CPos.New(65, 39), CPos.New(65, 40), CPos.New(66, 40), CPos.New(66, 41), CPos.New(67, 41), CPos.New(67, 42), CPos.New(68, 42), CPos.New(68, 43), CPos.New(68, 44) } CameraBaseTrigger = { CPos.New(53, 42), CPos.New(54, 42), CPos.New(54, 41), CPos.New(55, 41), CPos.New(56, 41), CPos.New(56, 40), CPos.New(57, 40), CPos.New(57, 39), CPos.New(58, 39), CPos.New(59, 39), CPos.New(59, 38), CPos.New(60, 38), CPos.New(61, 38) } 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) end end) Trigger.OnEnteredFootprint(CameraBarrierTrigger, function(a, id) if not CameraBarrierTriggered and a.Owner == USSR then CameraBarrierTriggered = true local cameraBarrier = Actor.Create("camera", true, { Owner = USSR, Location = CameraBarrier.Location }) Trigger.AfterDelay(DateTime.Seconds(15), function() cameraBarrier.Destroy() end) end end) Trigger.OnEnteredFootprint(CameraBaseTrigger, function(a, id) if not CameraBaseTriggered and a.Owner == USSR then CameraBaseTriggered = true local cameraBase1 = Actor.Create("camera", true, { Owner = USSR, Location = CameraBase1.Location }) local cameraBase2 = Actor.Create("camera", true, { Owner = USSR, Location = CameraBase2.Location }) local cameraBase3 = Actor.Create("camera", true, { Owner = USSR, Location = CameraBase3.Location }) local cameraBase4 = Actor.Create("camera", true, { Owner = USSR, Location = CameraBase4.Location }) Trigger.AfterDelay(DateTime.Minutes(1), function() cameraBase1.Destroy() cameraBase2.Destroy() cameraBase3.Destroy() cameraBase4.Destroy() end) end end) Trigger.OnAllKilled(Trucks, function() Greece.MarkCompletedObjective(AlliedObjective) end) Trigger.OnAnyKilled(Trucks, function() USSR.MarkFailedObjective(SaveAllTrucks) 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") end) end) -- Activate the AI once the player deployed the Mcv Trigger.OnRemovedFromWorld(Mcv, function() if not McvDeployed then McvDeployed = true BuildBase() SendEnemies() Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry) Trigger.AfterDelay(DateTime.Minutes(2), ProduceArmor) Trigger.AfterDelay(DateTime.Minutes(2), function() Utils.Do(BaseAttackers, function(actor) IdleHunt(actor) end) end) end end) WorldLoaded = function() USSR = Player.GetPlayer("USSR") Greece = Player.GetPlayer("Greece") Camera.Position = CameraStart.CenterPosition Mcv.Move(McvWaypoint.Location) Harvester.FindResources() Utils.Do(IntroAttackers, function(actor) IdleHunt(actor) 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.ReinforceWithTransport(USSR, "apc", SovietReinforcements1, SovietReinforcements1Waypoints) Reinforcements.ReinforceWithTransport(USSR, "apc", SovietReinforcements2, SovietReinforcements2Waypoints) 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.") end Tick = function() if USSR.HasNoRequiredUnits() then Greece.MarkCompletedObjective(AlliedObjective) 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 end