--[[ 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. ]] SovietStartReinf = { "e2", "e2" } SovietStartToBasePath = { StartPoint.Location, SovietBasePoint.Location } SovietMCVReinf = { "mcv", "3tnk", "3tnk", "e1", "e1" } SovExpansionPointGuard = { "2tnk", "2tnk", "e3", "e3", "e3" } if 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 = USSR }) powerproxy.TargetParatroopers(ParaPoint.CenterPosition, Angle.New(112)) powerproxy.Destroy() end Para2 = function() local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = USSR }) powerproxy.TargetParatroopers(USSRExpansionPoint.CenterPosition, Angle.New(112)) 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 Difficulty == "easy" then return else Trigger.OnAllKilled(units, function() if 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(Greece, "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 Difficulty == "easy" then return else Trigger.OnAllKilled(units, function() if 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(Greece, "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 Difficulty == "easy" then return else Trigger.OnAllKilled(units, function() if 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 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 Difficulty == "hard" then Trigger.AfterDelay(DateTime.Minutes(4), BringDDPatrol2) else Trigger.AfterDelay(DateTime.Minutes(7), BringDDPatrol2) end end) end end