--[[ 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. ]] StartUnits = { APC, StartSpy, Rifle1, Rifle2, Rifle3, Rifle4, Rocket1, Rocket2, Rocket3, Rocket4, Rocket5 } SarinPlants = { SarinLab1, SarinLab2, SarinLab3, SarinLab4, SarinLab5 } MammothStart = { CPos.New(37, 46), CPos.New(37, 47), CPos.New(37, 48), CPos.New(37, 49), CPos.New(37,50) } NorthPatrol = { NorthPatrol1.Location, NorthPatrol2.Location, NorthPatrol3.Location, NorthPatrol4.Location, NorthPatrol5.Location } BarrerlInvestigators = { Alert1, Alert2, Alert3, Alert4, Alert5 } RaxTeam = { "e1", "e2", "e2", "e4", "e4", "shok" } SouthPatrol = { SouthPatrol1.Location, SouthPatrol2.Location, SouthPatrol3.Location } MCVReinforcements = { easy = { "1tnk", "1tnk", "2tnk", "2tnk", "2tnk", "2tnk", "arty", "mcv" }, normal = { "1tnk", "1tnk", "2tnk", "2tnk", "mcv" }, hard = { "1tnk", "1tnk", "mcv" } } SetupTriggers = function() Trigger.OnEnteredFootprint(MammothStart, function(actor, mammothcam) if actor.Owner == Greece then Trigger.RemoveFootprintTrigger(mammothcam) NorthMammoth.Patrol(NorthPatrol, true, 20) local mammothCamera = Actor.Create("camera", true, { Owner = Greece, Location = NorthPatrol1.Location }) Trigger.AfterDelay(DateTime.Seconds(10), function() mammothCamera.Destroy() end) end end) Trigger.OnEnteredProximityTrigger(NorthPatrol3.CenterPosition, WDist.FromCells(8), function(actor, trigger1) if actor.Owner == Greece then Trigger.RemoveProximityTrigger(trigger1) local baseCamera = Actor.Create("camera", true, { Owner = Greece, Location = BaseCam.Location }) if Difficulty == "hard" then Reinforcements.Reinforce(BadGuy, RaxTeam, { BadGuyRaxSpawn.Location, BaseCam.Location }, 0) end Trigger.AfterDelay(DateTime.Seconds(10), function() baseCamera.Destroy() end) end end) Trigger.OnAllRemovedFromWorld(StartUnits, function() if not MCVArrived then USSR.MarkCompletedObjective(SovietObj) end end) Trigger.OnKilled(VeryImportantBarrel, function() Utils.Do(BarrerlInvestigators, function(actor) if not actor.IsDead then actor.AttackMove(AlertGo.Location) end end) end) Trigger.OnAnyKilled(SarinPlants, function() Greece.MarkFailedObjective(CaptureSarin) end) Trigger.OnAllKilledOrCaptured(SarinPlants, function() Greece.MarkCompletedObjective(CaptureSarin) end) Trigger.OnEnteredProximityTrigger(AlliesMove.CenterPosition, WDist.FromCells(3), function(actor, id) if actor.Owner == Greece then Trigger.RemoveProximityTrigger(id) Media.PlaySpeechNotification(Greece, "SignalFlareSouth") end end) end MCVArrived = false MCVArrivedTick = false PowerDownTeslas = function() if not MCVArrived then CaptureSarin = AddPrimaryObjective(Greece, "capture-sarin-plants-intact") KillBase = AddPrimaryObjective(Greece, "destroy-enemy-compound") Greece.MarkCompletedObjective(TakeOutPower) Media.PlaySpeechNotification(Greece, "ReinforcementsArrived") Reinforcements.Reinforce(Greece, MCVReinforcements[Difficulty], { AlliesSpawn.Location, AlliesMove.Location }) local baseFlare = Actor.Create("flare", true, { Owner = Greece, Location = AlliedBase.Location }) Actor.Create("proc", true, { Owner = USSR, Location = Proc1.Location }) Actor.Create("proc", true, { Owner = USSR, Location = Proc2.Location }) SouthMammoth.Patrol(SouthPatrol, true, 20) MCVArrived = true Trigger.AfterDelay(DateTime.Seconds(1), function() MCVArrivedTick = true PrepareFinishingHunt(USSR) end) Trigger.AfterDelay(DateTime.Seconds(60), function() local attackers = Reinforcements.Reinforce(USSR, { "e1", "e1", "e1", "e2", "e4" }, { SovietGroundEntry3.Location }, 5) Utils.Do(attackers, IdleHunt) end) Trigger.AfterDelay(DateTime.Seconds(100), function() baseFlare.Destroy() ActivateAI() end) end end PrepareFinishingHunt = function(player) local buildings = GetBaseBuildings(player) Trigger.OnAllKilledOrCaptured(buildings, function() Utils.Do(player.GetGroundAttackers(), function(actor) actor.Stop() IdleHunt(actor) end) end) end GetBaseBuildings = function(player) -- Excludes the unrepairable sarin plants, which is desired anyway. local buildings = Utils.Where(player.GetActors(), function(actor) return actor.HasProperty("StartBuildingRepairs") end) return buildings end Tick = function() USSR.Cash = 10000 BadGuy.Cash = 10000 if BadGuy.PowerState ~= "Normal" then PowerDownTeslas() end if Greece.HasNoRequiredUnits() and MCVArrivedTick then USSR.MarkCompletedObjective(SovietObj) end if USSR.HasNoRequiredUnits() then Greece.MarkCompletedObjective(KillBase) end end WorldLoaded = function() Greece = Player.GetPlayer("Greece") USSR = Player.GetPlayer("USSR") BadGuy = Player.GetPlayer("BadGuy") SovietObj = AddPrimaryObjective(USSR, "") TakeOutPower = AddPrimaryObjective(Greece, "cut-power-east") InitObjectives(Greece) StartSpy.DisguiseAsType("e1", BadGuy) Camera.Position = DefaultCameraPosition.CenterPosition SetupTriggers() end