--[[ Copyright 2007-2018 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. ]] ConvoyUnits = { { "ftrk", "ftrk", "truk", "truk", "apc", "ftrk" }, { "ftrk", "3tnk", "truk", "truk", "apc" }, { "3tnk", "3tnk", "truk", "truk", "ftrk" } } ConvoyRallyPoints = { { SovietEntry1.Location, SovietRally1.Location, SovietRally3.Location, SovietRally5.Location, SovietRally4.Location, SovietRally6.Location }, { SovietEntry2.Location, SovietRally10.Location, SovietRally11.Location } } ConvoyDelays = { easy = { DateTime.Minutes(4), DateTime.Minutes(5) + DateTime.Seconds(20) }, normal = { DateTime.Minutes(2) + DateTime.Seconds(30), DateTime.Minutes(4) }, hard = { DateTime.Minutes(1) + DateTime.Seconds(30), DateTime.Minutes(2) + DateTime.Seconds(30) }, tough = { DateTime.Minutes(1), DateTime.Minutes(1) + DateTime.Seconds(15) } } Convoys = { easy = 2, normal = 3, hard = 5, tough = 10 } ParadropDelays = { easy = { DateTime.Seconds(40), DateTime.Seconds(90) }, normal = { DateTime.Seconds(30), DateTime.Seconds(70) }, hard = { DateTime.Seconds(20), DateTime.Seconds(50) }, tough = { DateTime.Seconds(10), DateTime.Seconds(25) } } ParadropWaves = { easy = 4, normal = 6, hard = 10, tough = 25 } ParadropLZs = { ParadropPoint1.CenterPosition, ParadropPoint2.CenterPosition, ParadropPoint3.CenterPosition } Paradropped = 0 Paradrop = function() Trigger.AfterDelay(Utils.RandomInteger(ParadropDelay[1], ParadropDelay[2]), function() local units = PowerProxy.SendParatroopers(Utils.Random(ParadropLZs)) Utils.Do(units, function(unit) Trigger.OnAddedToWorld(unit, IdleHunt) end) Paradropped = Paradropped + 1 if Paradropped <= ParadropWaves[Map.LobbyOption("difficulty")] then Paradrop() end end) end ConvoysSent = 0 SendConvoys = function() Trigger.AfterDelay(Utils.RandomInteger(ConvoyDelay[1], ConvoyDelay[2]), function() local path = Utils.Random(ConvoyRallyPoints) local units = Reinforcements.Reinforce(ussr, Utils.Random(ConvoyUnits), { path[1] }) local lastWaypoint = path[#path] Utils.Do(units, function(unit) Trigger.OnAddedToWorld(unit, function() if unit.Type == "truk" then Utils.Do(path, function(waypoint) unit.Move(waypoint) end) Trigger.OnIdle(unit, function() unit.Move(lastWaypoint) end) else unit.Patrol(path) Trigger.OnIdle(unit, function() unit.AttackMove(lastWaypoint) end) end end) end) local id = Trigger.OnEnteredFootprint({ lastWaypoint }, function(a, id) if a.Owner == ussr and Utils.Any(units, function(unit) return unit == a end) then -- We are at our destination and thus don't care about other queued actions anymore a.Stop() a.Destroy() if a.Type == "truk" then player.MarkFailedObjective(DestroyConvoys) end end end) Trigger.OnAllRemovedFromWorld(units, function() Trigger.RemoveFootprintTrigger(id) ConvoysSent = ConvoysSent + 1 if ConvoysSent <= Convoys[Map.LobbyOption("difficulty")] then SendConvoys() else player.MarkCompletedObjective(DestroyConvoys) end end) Media.PlaySpeechNotification(player, "ConvoyApproaching") end) end Tick = function() if player.HasNoRequiredUnits() then player.MarkFailedObjective(KillUSSR) end if ussr.HasNoRequiredUnits() then player.MarkCompletedObjective(KillUSSR) -- We don't care about future convoys anymore player.MarkCompletedObjective(DestroyConvoys) end end InitObjectives = function() Trigger.OnObjectiveAdded(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") end) KillUSSR = player.AddPrimaryObjective("Destroy all Soviet units and buildings in this region.") DestroyConvoys = player.AddSecondaryObjective("Eliminate all passing Soviet convoys.") 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.OnPlayerLost(player, function() Trigger.AfterDelay(DateTime.Seconds(1), function() Media.PlaySpeechNotification(player, "MissionFailed") end) end) Trigger.OnPlayerWon(player, function() Trigger.AfterDelay(DateTime.Seconds(1), function() Media.PlaySpeechNotification(player, "MissionAccomplished") end) end) end WorldLoaded = function() player = Player.GetPlayer("Greece") ussr = Player.GetPlayer("USSR") Camera.Position = AlliedConyard.CenterPosition InitObjectives() local difficulty = Map.LobbyOption("difficulty") ConvoyDelay = ConvoyDelays[difficulty] ParadropDelay = ParadropDelays[difficulty] PowerProxy = Actor.Create("powerproxy.paratroopers", false, { Owner = ussr }) Paradrop() SendConvoys() Trigger.AfterDelay(0, ActivateAI) end