--[[ Copyright 2007-2019 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. ]] SovietStartReinf = { "e2", "e2" } SovietStartToBasePath = { StartPoint.Location, SovietBasePoint.Location } SovietMCVReinf = { "mcv", "3tnk", "3tnk", "e1", "e1" } SovExpansionPointGuard = { "2tnk", "2tnk", "e3", "e3", "e3" } if Map.LobbyOption("difficulty") == "easy" then ArmorReinfGreece = { "jeep", "1tnk", "1tnk" } else ArmorReinfGreece = { "jeep", "jeep", "1tnk", "1tnk", "1tnk" } end InfantryReinfGreece = { "e1", "e1", "e1", "e1", "e1" } CrossroadsReinfPath = { ReinfRoadPoint.Location } ArtyReinf = { "e3", "e3", "e3", "arty", "arty" } CoastGuardReinf = { "e1", "e1", "e3", "e1", "e3" } DDPatrol1 = { "dd", "dd", "dd" } DDPatrol1Path = { EIslandPoint.Location, WIslandPoint.Location, DDAttackPoint.Location, SReinfPathPoint4.Location, DDAttackPoint.Location, WIslandPoint.Location, EIslandPoint.Location, NearDockPoint.Location } DDPatrol2 = { "dd", "dd" } DDPatrol2Path = { NReinfPathPoint1.Location, SReinfPathPoint1.Location, SReinfPathPoint2.Location, SReinfPathPoint1.Location, NReinfPathPoint1.Location, NearDockPoint.Location } ShipArrivePath = { ReinfNorthPoint.Location, NearDockPoint.Location } AlliedInfantryTypes = { "e1", "e3" } AlliedTankTypes = { "jeep", "1tnk" } AlliedAttackPath = { GreeceBaseEPoint.Location, CrossroadPoint.Location, NWOrefieldPoint.Location, AtUSSRBasePoint.Location } AlliedCrossroadsToRadarPath = { ReinfRoadPoint.Location, CrossroadPoint.Location, GreeceBaseEPoint.Location, GreeceBasePoint.Location } SouthReinfPath = { ReinfEastPoint.Location, SReinfPathPoint1.Location, SReinfPathPoint2.Location, SReinfPathPoint3.Location, SReinfPathPoint4.Location, USSRlstPoint.Location } NorthReinfPath = { ReinfEastPoint.Location, NReinfPathPoint1.Location, GGUnloadPoint.Location } GoodGuyOrefieldPatrolPath = { PatrolPoint1.Location, PatrolPoint2.Location, PatrolPoint3.Location, PatrolPoint4.Location } Ships = { } GreeceInfAttack = { } GGInfAttack = { } TankAttackGG = { } ShipWaypoints = { EIslandPoint, WIslandPoint, DDAttackPoint } InfantryWaypoints = { CrossroadPoint, NWOrefieldPoint, AtUSSRBasePoint, SovietBasePoint } InfantryGGWaypoints = { PatrolPoint2, BetweenBasesPoint, PrepGGArmyPoint } TanksGGWaypoints = { PatrolPoint2, BetweenBasesPoint, PrepGGArmyPoint } Para = function() local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = player }) local units = powerproxy.SendParatroopers(ParaPoint.CenterPosition, false, 28) powerproxy.Destroy() end Para2 = function() local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = player }) local units = powerproxy.SendParatroopers(USSRExpansionPoint.CenterPosition, false, 28) powerproxy.Destroy() end ReinfInf = function() Reinforcements.Reinforce(Greece, InfantryReinfGreece, CrossroadsReinfPath, 0, function(soldier) soldier.Hunt() end) end ReinfArmor = function() RCheck = false Reinforcements.Reinforce(Greece, ArmorReinfGreece, CrossroadsReinfPath, 0, function(soldier) soldier.Hunt() end) end IslandTroops1 = function() local units = Reinforcements.ReinforceWithTransport(GoodGuy, "lst", CoastGuardReinf, { ReinfEastPoint.Location, NReinfPathPoint1.Location, GGUnloadPoint.Location }, { ReinfEastPoint.Location })[2] Utils.Do(units, function(unit) Trigger.OnIdle(unit, function(coastguard) coastguard.AttackMove(CoastGuardPoint.Location) end) end) if not CheckForCYard() then return elseif Map.LobbyOption("difficulty") == "easy" then return else Trigger.OnAllKilled(units, function() if Map.LobbyOption("difficulty") == "hard" then Trigger.AfterDelay(DateTime.Minutes(3), IslandTroops1) else Trigger.AfterDelay(DateTime.Minutes(5), IslandTroops1) end end) end end IslandTroops2 = function() local units = Reinforcements.ReinforceWithTransport(GoodGuy, "lst", ArmorReinfGreece, NorthReinfPath, { ReinfEastPoint.Location })[2] Utils.Do(units, function(unit) Trigger.OnIdle(unit, function(patrols) patrols.Patrol(GoodGuyOrefieldPatrolPath, true, 150) end) end) if not CheckForCYard() then return elseif Map.LobbyOption("difficulty") == "easy" then return else Trigger.OnAllKilled(units, function() if Map.LobbyOption("difficulty") == "hard" then Trigger.AfterDelay(DateTime.Minutes(3), IslandTroops2) else Trigger.AfterDelay(DateTime.Minutes(5), IslandTroops2) end end) end end IslandTroops3 = function() local units = Reinforcements.ReinforceWithTransport(GoodGuy, "lst", SovExpansionPointGuard, SouthReinfPath, { ReinfEastPoint.Location })[2] Utils.Do(units, function(unit) Trigger.OnIdle(unit, function(guards) guards.AttackMove(USSRExpansionPoint.Location) end) end) if not CheckForCYard() then return elseif Map.LobbyOption("difficulty") == "easy" then return else Trigger.OnAllKilled(units, function() if Map.LobbyOption("difficulty") == "hard" then Trigger.AfterDelay(DateTime.Minutes(3), IslandTroops3) else Trigger.AfterDelay(DateTime.Minutes(5), IslandTroops3) end end) end end BringDDPatrol1 = function() local units = Reinforcements.Reinforce(Greece, DDPatrol1, ShipArrivePath, 0) Utils.Do(units, function(unit) Trigger.OnIdle(unit, function(patrols) patrols.Patrol(DDPatrol1Path, true, 250) end) end) if not CheckForCYard() then return else Trigger.OnAllKilled(units, function() if Map.LobbyOption("difficulty") == "hard" then Trigger.AfterDelay(DateTime.Minutes(4), BringDDPatrol1) else Trigger.AfterDelay(DateTime.Minutes(7), BringDDPatrol1) end end) end end BringDDPatrol2 = function() local units = Reinforcements.Reinforce(Greece, DDPatrol2, ShipArrivePath, 0) Utils.Do(units, function(unit) Trigger.OnIdle(unit, function(patrols) patrols.Patrol(DDPatrol2Path, true, 250) end) end) if not CheckForCYard() then return else Trigger.OnAllKilled(units, function() if Map.LobbyOption("difficulty") == "hard" then Trigger.AfterDelay(DateTime.Minutes(4), BringDDPatrol2) else Trigger.AfterDelay(DateTime.Minutes(7), BringDDPatrol2) end end) end end