--[[ 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. ]] if DateTime.IsHalloween then UnitTypes = { "ant", "ant", "ant" } BeachUnitTypes = { "ant", "ant" } ProxyType = "powerproxy.parazombies" ProducedUnitTypes = { { factory = AlliedBarracks1, types = { "e1", "e3" } }, { factory = AlliedBarracks2, types = { "e1", "e3" } }, { factory = SovietBarracks1, types = { "ant" } }, { factory = SovietBarracks2, types = { "ant" } }, { factory = SovietBarracks3, types = { "ant" } }, { factory = AlliedWarFactory1, types = { "jeep", "1tnk", "2tnk", "arty", "ctnk" } }, { factory = SovietWarFactory1, types = { "3tnk", "4tnk", "v2rl", "ttnk", "apc" } } } else UnitTypes = { "3tnk", "ftrk", "ttnk", "apc" } BeachUnitTypes = { "e1", "e2", "e3", "e4", "e1", "e2", "e3", "e4", "e1", "e2", "e3", "e4", "e1", "e2", "e3", "e4" } ProxyType = "powerproxy.paratroopers" ProducedUnitTypes = { { factory = AlliedBarracks1, types = { "e1", "e3" } }, { factory = AlliedBarracks2, types = { "e1", "e3" } }, { factory = SovietBarracks1, types = { "dog", "e1", "e2", "e3", "e4", "shok" } }, { factory = SovietBarracks2, types = { "dog", "e1", "e2", "e3", "e4", "shok" } }, { factory = SovietBarracks3, types = { "dog", "e1", "e2", "e3", "e4", "shok" } }, { factory = AlliedWarFactory1, types = { "jeep", "1tnk", "2tnk", "arty", "ctnk" } }, { factory = SovietWarFactory1, types = { "3tnk", "4tnk", "v2rl", "ttnk", "apc" } } } end ShipUnitTypes = { "1tnk", "1tnk", "jeep", "2tnk", "2tnk" } HelicopterUnitTypes = { "e1", "e1", "e1", "e1", "e3", "e3" }; ParadropWaypoints = { Paradrop1, Paradrop2, Paradrop3, Paradrop4, Paradrop5, Paradrop6, Paradrop7, Paradrop8 } Mig1Waypoints = { Mig11, Mig12, Mig13, Mig14 } Mig2Waypoints = { Mig21, Mig22, Mig23, Mig24 } BindActorTriggers = function(a) if a.HasProperty("Hunt") then if a.Owner == Allies then Trigger.OnIdle(a, function(a) if a.IsInWorld then a.Hunt() end end) else Trigger.OnIdle(a, function(a) if a.IsInWorld then a.AttackMove(AlliedTechnologyCenter.Location) end end) end end if a.HasProperty("HasPassengers") then Trigger.OnPassengerExited(a, function(t, p) BindActorTriggers(p) end) Trigger.OnDamaged(a, function() if a.HasPassengers then a.Stop() a.UnloadPassengers() end end) end end SendSovietUnits = function(entryCell, unitTypes, interval) local units = Reinforcements.Reinforce(Soviets, unitTypes, { entryCell }, interval) Utils.Do(units, function(unit) BindActorTriggers(unit) end) Trigger.OnAllKilled(units, function() SendSovietUnits(entryCell, unitTypes, interval) end) end SendMigs = function(waypoints) local migEntryPath = { waypoints[1].Location, waypoints[2].Location } local migs = Reinforcements.Reinforce(Soviets, { "mig" }, migEntryPath, 4) Utils.Do(migs, function(mig) mig.Move(waypoints[3].Location) mig.Move(waypoints[4].Location) mig.Destroy() end) Trigger.AfterDelay(DateTime.Seconds(40), function() SendMigs(waypoints) end) end ShipAlliedUnits = function() local units = Reinforcements.ReinforceWithTransport(Allies, "lst", ShipUnitTypes, { LstEntry.Location, LstUnload.Location }, { LstEntry.Location })[2] Utils.Do(units, function(unit) BindActorTriggers(unit) end) Trigger.AfterDelay(DateTime.Seconds(60), ShipAlliedUnits) end --- @param hpad actor InsertAlliedChinookReinforcements = function(entry, hpad) local units = Reinforcements.ReinforceWithTransport(Allies, "tran", HelicopterUnitTypes, { entry.Location, hpad.Location + CVec.New(1, 2) }, { entry.Location })[2] Utils.Do(units, function(unit) BindActorTriggers(unit) end) Trigger.AfterDelay(DateTime.Seconds(60), function() InsertAlliedChinookReinforcements(entry, hpad) end) end ParadropSovietUnits = function() local lz = Utils.Random(ParadropWaypoints) local aircraft = PowerProxy.TargetParatroopers(lz.CenterPosition) Utils.Do(aircraft, function(a) Trigger.OnPassengerExited(a, function(t, p) BindActorTriggers(p) end) end) Trigger.AfterDelay(DateTime.Seconds(35), ParadropSovietUnits) end ProduceUnits = function(t) local factory = t.factory if not factory.IsDead then local unitType = t.types[Utils.RandomInteger(1, #t.types + 1)] factory.Wait(Actor.BuildTime(unitType)) factory.Produce(unitType) factory.CallFunc(function() ProduceUnits(t) end) end end SetupAlliedUnits = function() Utils.Do(Map.NamedActors, function(a) if a.Owner == Allies and a.HasProperty("AcceptsCondition") and a.AcceptsCondition("unkillable") then a.GrantCondition("unkillable") a.Stance = "Defend" end end) end SetupFactories = function() Utils.Do(ProducedUnitTypes, function(production) Trigger.OnProduction(production.factory, function(_, a) BindActorTriggers(a) end) end) end ChronoshiftAlliedUnits = function() local cells = Utils.ExpandFootprint({ ChronoshiftLocation.Location }, false) local units = { } for i = 1, #cells do local unit = Actor.Create("2tnk", true, { Owner = Allies, Facing = Angle.North }) BindActorTriggers(unit) units[unit] = cells[i] end Chronosphere.Chronoshift(units) Trigger.AfterDelay(DateTime.Seconds(60), ChronoshiftAlliedUnits) end Ticks = 0 Speed = 5 Tick = function() Ticks = Ticks + 1 local t = (Ticks + 45) % (360 * Speed) * (math.pi / 180) / Speed; Camera.Position = ViewportOrigin + WVec.New(19200 * math.sin(t), 20480 * math.cos(t), 0) end WorldLoaded = function() Allies = Player.GetPlayer("Allies") Soviets = Player.GetPlayer("Soviets") ViewportOrigin = Camera.Position SetupAlliedUnits() SetupFactories() ShipAlliedUnits() InsertAlliedChinookReinforcements(Chinook1Entry, HeliPad1) InsertAlliedChinookReinforcements(Chinook2Entry, HeliPad2) PowerProxy = Actor.Create(ProxyType, false, { Owner = Soviets }) ParadropSovietUnits() Trigger.AfterDelay(DateTime.Seconds(5), ChronoshiftAlliedUnits) Utils.Do(ProducedUnitTypes, ProduceUnits) Trigger.AfterDelay(DateTime.Seconds(30), function() SendMigs(Mig1Waypoints) end) Trigger.AfterDelay(DateTime.Seconds(30), function() SendMigs(Mig2Waypoints) end) SendSovietUnits(Entry1.Location, UnitTypes, 50) SendSovietUnits(Entry2.Location, UnitTypes, 50) SendSovietUnits(Entry3.Location, UnitTypes, 50) SendSovietUnits(Entry4.Location, UnitTypes, 50) SendSovietUnits(Entry5.Location, UnitTypes, 50) SendSovietUnits(Entry6.Location, UnitTypes, 50) SendSovietUnits(Entry7.Location, BeachUnitTypes, 15) end