--[[ 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. ]] Trigger.OnRemovedFromWorld(Mcv, function() if McvDeployed or Mcv.IsDead then return end McvDeployed = true BuildBase() SendReinforcements() Trigger.AfterDelay(DateTime.Minutes(1), function() ProduceInfantry(Tent) end) Trigger.AfterDelay(DateTime.Minutes(2), function() ProduceArmor(Weap) end) local baseAttackers = { BaseAttacker1, BaseAttacker2 } Trigger.AfterDelay(DateTime.Minutes(2), function() Utils.Do(baseAttackers, IdleHunt) end) end) PrepareReveals = function() local cameraBarrierCells = { 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) } local cameraBaseCells = { 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) } local cameraBarrierTriggered = false local cameraBaseTriggered = false Trigger.OnEnteredFootprint(cameraBarrierCells, function(a, id) if cameraBarrierTriggered or a.Owner ~= USSR then return end cameraBarrierTriggered = true Trigger.RemoveFootprintTrigger(id) local cameraBarrier = Actor.Create("camera", true, { Owner = USSR, Location = CameraBarrier.Location }) Trigger.AfterDelay(DateTime.Seconds(12), cameraBarrier.Destroy) end) Trigger.OnEnteredFootprint(cameraBaseCells, function(a, id) if cameraBaseTriggered or a.Owner ~= USSR then return end cameraBaseTriggered = true Trigger.RemoveFootprintTrigger(id) local cameraBase1 = Actor.Create("camera", true, { Owner = USSR, Location = CameraBase1.Location }) local cameraBase2 = Actor.Create("camera", true, { Owner = USSR, Location = CameraBase2.Location }) local cameraBase3 = Actor.Create("camera", true, { Owner = USSR, Location = CameraBase3.Location }) local cameraBase4 = Actor.Create("camera", true, { Owner = USSR, Location = CameraBase4.Location }) Trigger.AfterDelay(DateTime.Minutes(1), function() cameraBase1.Destroy() cameraBase2.Destroy() cameraBase3.Destroy() cameraBase4.Destroy() end) end) end PrepareResponseCruiser = function() local responseBuildings = { Apwr1, Apwr2, Powr1, Powr2, Weap, Tent } local responseOrdered = false Utils.Do(responseBuildings, function(building) Trigger.OnDamaged(building, function() if responseOrdered or USSR.IsObjectiveCompleted(DisruptDome) then return end responseOrdered = true OrderResponseCruiser() end) end) end OrderResponseCruiser = function() if ResponseCruiser.IsDead then return end Trigger.OnIdle(ResponseCruiser, function() ResponseCruiser.AttackMove(waypoint0.Location, 2) end) Trigger.OnDamaged(ResponseCruiser, function(_, attacker) if attacker.IsDead or not ResponseCruiser.CanTarget(attacker) then return end ResponseCruiser.Attack(attacker) ResponseCruiser.Scatter() end) end PrepareBridgeBreakers = function() local target = Map.ActorsInCircle(waypoint78.CenterPosition, WDist.New(1536), function(actor) return actor.Type == "br3" end)[1] if not target then Media.Debug("No bridge segment found.") return end local orderSent = false Trigger.AfterDelay(DateTime.Seconds(30), function() orderSent = true OrderBridgeBreakers(target) end) local bridgeEntryCells = { CPos.New(75, 30), CPos.New(76, 30), CPos.New(77, 30) } Trigger.OnEnteredFootprint(bridgeEntryCells, function(a, id) if a.Owner ~= USSR then return end Trigger.RemoveFootprintTrigger(id) if not orderSent then OrderBridgeBreakers(target, "with bridge reveal") end end) end OrderBridgeBreakers = function(target, reveal) if target.IsDead then return end local breakers = { BridgeBreaker1, BridgeBreaker2 } Utils.Do(breakers, function(breaker) if breaker.IsDead then return end breaker.Stop() breaker.Attack(target, true, true) end) if not reveal then return end local camera = Actor.Create("camera", true, { Owner = USSR, Location = target.Location }) Trigger.OnKilled(target, function() Trigger.AfterDelay(DateTime.Seconds(2), camera.Destroy) end) end PrepareObjectives = function() InitObjectives(USSR) KillTrucks = AddPrimaryObjective(Greece, "") EscortConvoy = AddPrimaryObjective(USSR, "escort-convoy") DisruptDome = AddSecondaryObjective(USSR, "destroy-capture-radar-dome-reinforcements") SaveAllTrucks = AddSecondaryObjective(USSR, "keep-trucks-alive") Trigger.OnKilledOrCaptured(Dome, function() -- Let the capture notification play first. Trigger.AfterDelay(DateTime.Seconds(2), function() USSR.MarkCompletedObjective(DisruptDome) Media.PlaySpeechNotification(USSR, "ObjectiveMet") end) end) end PrepareTrucks = function() local trucks = { Truck1, Truck2 } local goalCells = { 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) } local goalTriggered = false Trigger.OnEnteredFootprint(goalCells, function(a) if not goalTriggered and a.Owner == USSR and a.Type == "truk" then goalTriggered = true USSR.MarkCompletedObjective(EscortConvoy) USSR.MarkCompletedObjective(SaveAllTrucks) end end) Trigger.OnAllKilled(trucks, function() Greece.MarkCompletedObjective(KillTrucks) end) Trigger.OnAnyKilled(trucks, function() USSR.MarkFailedObjective(SaveAllTrucks) end) end BeginIntro = function() local introAttackers = { IntroEnemy1, IntroEnemy2, IntroEnemy3 } local sovietReinforcements1 = { "e6", "e6", "e6", "e6", "e6" } local sovietReinforcements2 = { "e4", "e4", "e2", "e2", "e2" } local sovietReinforcements1Path = { McvWaypoint.Location, APCWaypoint1.Location } local sovietReinforcements2Path = { McvWaypoint.Location, APCWaypoint2.Location } Mcv.Move(McvWaypoint.Location) Utils.Do(introAttackers, IdleHunt) Reinforcements.ReinforceWithTransport(USSR, "apc", sovietReinforcements1, sovietReinforcements1Path) Reinforcements.ReinforceWithTransport(USSR, "apc", sovietReinforcements2, sovietReinforcements2Path) end PrepareIdleGuards = function() local lazyUnits = Utils.Where(Greece.GetGroundAttackers(), function(unit) return unit.Type ~= "ca" and unit.Type ~= "arty" end) Utils.Do(lazyUnits, function(unit) local triggered = false Trigger.OnDamaged(unit, function() if triggered then return end triggered = true IdleHunt(unit) end) end) end WorldLoaded = function() USSR = Player.GetPlayer("USSR") Greece = Player.GetPlayer("Greece") PrepareReveals() PrepareObjectives() Camera.Position = CameraStart.CenterPosition Harvester.FindResources() BeginBaseMaintenance() if Difficulty ~= "easy" then PrepareResponseCruiser() Trigger.AfterDelay(1, PrepareBridgeBreakers) end if Difficulty == "hard" then BuildNavyPatrol() end PrepareTrucks() BeginIntro() PrepareIdleGuards() end BuildNavyPatrol = function() local types = { "dd", "dd" } local patrolPath = { NavyPatrol1.Location, NavyPatrol2.Location, NavyPatrol3.Location, NavyPatrol4.Location } Greece.Build(types, function(units) Utils.Do(units, function(u) u.Patrol(patrolPath, true, 100) end) Trigger.OnAllKilled(units, function() if not Greece.HasPrerequisites({ "syrd", "dome" }) then return end BuildNavyPatrol() end) end) end Tick = function() if USSR.HasNoRequiredUnits() then Greece.MarkCompletedObjective(KillTrucks) end if Greece.Resources >= Greece.ResourceCapacity * 0.75 then Greece.Cash = Greece.Cash + Greece.Resources - Greece.ResourceCapacity * 0.25 Greece.Resources = Greece.ResourceCapacity * 0.25 end end