--[[ Copyright 2007-2020 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. ]] 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 truckGoalTrigger and a.Owner == player and a.Type == "truk" then truckGoalTrigger = true player.MarkCompletedObjective(sovietObjective) player.MarkCompletedObjective(SaveAllTrucks) end end) Trigger.OnEnteredFootprint(CameraBarrierTrigger, function(a, id) if not cameraBarrierTrigger and a.Owner == player then cameraBarrierTrigger = true local cameraBarrier = Actor.Create("camera", true, { Owner = player, Location = CameraBarrier.Location }) Trigger.AfterDelay(DateTime.Seconds(15), function() cameraBarrier.Destroy() end) end end) Trigger.OnEnteredFootprint(CameraBaseTrigger, function(a, id) if not cameraBaseTrigger and a.Owner == player then cameraBaseTrigger = true local cameraBase1 = Actor.Create("camera", true, { Owner = player, Location = CameraBase1.Location }) local cameraBase2 = Actor.Create("camera", true, { Owner = player, Location = CameraBase2.Location }) local cameraBase3 = Actor.Create("camera", true, { Owner = player, Location = CameraBase3.Location }) local cameraBase4 = Actor.Create("camera", true, { Owner = player, Location = CameraBase4.Location }) Trigger.AfterDelay(DateTime.Minutes(1), function() cameraBase1.Destroy() cameraBase2.Destroy() cameraBase3.Destroy() cameraBase4.Destroy() end) end end) Trigger.OnAllKilled(Trucks, function() enemy.MarkCompletedObjective(alliedObjective) end) Trigger.OnAnyKilled(Trucks, function() player.MarkFailedObjective(SaveAllTrucks) end) Trigger.OnKilled(Apwr, function(building) BaseApwr.exists = false end) Trigger.OnKilled(Barr, function(building) BaseTent.exists = false end) Trigger.OnKilled(Proc, function(building) BaseProc.exists = false end) Trigger.OnKilled(Weap, function(building) BaseWeap.exists = false end) Trigger.OnKilled(Apwr2, function(building) BaseApwr2.exists = false end) Trigger.OnKilledOrCaptured(Dome, function() Trigger.AfterDelay(DateTime.Seconds(2), function() player.MarkCompletedObjective(sovietObjective2) Media.PlaySpeechNotification(player, "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() player = Player.GetPlayer("USSR") enemy = 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 == enemy and actor.HasProperty("StartBuildingRepairs") then Trigger.OnDamaged(actor, function(building) if building.Owner == enemy and building.Health < 3/4 * building.MaxHealth then building.StartBuildingRepairs() end end) end end) Reinforcements.ReinforceWithTransport(player, "apc", SovietReinforcements1, SovietReinforcements1Waypoints) Reinforcements.ReinforceWithTransport(player, "apc", SovietReinforcements2, SovietReinforcements2Waypoints) 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) Trigger.OnPlayerWon(player, function() Media.PlaySpeechNotification(player, "Win") end) Trigger.OnPlayerLost(player, function() Media.PlaySpeechNotification(player, "Lose") end) alliedObjective = enemy.AddPrimaryObjective("Destroy all Soviet troops.") sovietObjective = player.AddPrimaryObjective("Escort the Convoy.") sovietObjective2 = player.AddSecondaryObjective("Destroy or capture the Allied radar dome to stop\nenemy reinforcements.") SaveAllTrucks = player.AddSecondaryObjective("Keep all trucks alive.") end Tick = function() if player.HasNoRequiredUnits() then enemy.MarkCompletedObjective(alliedObjective) end if enemy.Resources >= enemy.ResourceCapacity * 0.75 then enemy.Cash = enemy.Cash + enemy.Resources - enemy.ResourceCapacity * 0.25 enemy.Resources = enemy.ResourceCapacity * 0.25 end end