334 lines
13 KiB
Lua
334 lines
13 KiB
Lua
--[[
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Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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This file is part of OpenRA, which is free software. It is made
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available to you under the terms of the GNU General Public License
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as published by the Free Software Foundation, either version 3 of
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the License, or (at your option) any later version. For more
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information, see COPYING.
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]]
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if Map.LobbyOption("difficulty") == "easy" then
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remainingTime = DateTime.Minutes(7)
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elseif Map.LobbyOption("difficulty") == "normal" then
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remainingTime = DateTime.Minutes(6)
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elseif Map.LobbyOption("difficulty") == "hard" then
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remainingTime = DateTime.Minutes(5)
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end
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Dogs = { Dog1, Dog2, Dog3, Dog4, Dog5, Dog6, Dog7, Dog8, Dog9, Dog10, Dog11, Dog12, Dog13, Dog14, Dog15, Dog16, Dog17, Dog18, Dog19 }
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Engineers = { Prisoner1, Prisoner2, Prisoner3, Prisoner4, Prisoner5 }
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PrisonerGuards = { PrisonerGuard1, PrisonerGuard2, PrisonerGuard3 }
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EntranceGuards = { EntranceGuard1, EntranceGuard2, EntranceGuard3, EntranceGuard4, EntranceGuard5, EntranceGuard6, EntranceGuard7, EntranceGuard8, EntranceGuard9, EntranceGuard10 }
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GoalGuards = { GoalGuard1, GoalGuard2, GoalGuard3, GoalGuard4 }
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CCGuards = { CCGuard1, CCGuard2, CCGuard3, CCGuard4 }
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StartingUnitsReinforcements = { "e1", "e1", "e1", "e1" }
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CameraCCTrigger = { CPos.New(83, 71), CPos.New(84,71) }
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CameraGoalCenterTrigger = { CPos.New(74, 66), CPos.New(75, 66), CPos.New(76, 66), CPos.New(77, 66) }
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CameraGoalLeftTrigger = { CPos.New(62, 59), CPos.New(62, 60), CPos.New(62, 62), CPos.New(62, 63) }
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CameraGoalRightTrigger = { CPos.New(90, 59), CPos.New(90, 60), CPos.New(90, 62), CPos.New(90, 63) }
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ControlCenterTrigger = { CPos.New(87, 67), CPos.New(88, 67) }
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ControlCenterEngineerTrigger = { CPos.New(87, 67), CPos.New(88, 67) }
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FTurBottomTrigger = { CPos.New(67, 82), CPos.New(67, 83) }
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FTurLeftTrigger = { CPos.New(57, 70), CPos.New(58, 70), CPos.New(59, 70), CPos.New(60, 70) }
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FTurRightTrigger = { CPos.New(97, 68), CPos.New(97, 69), CPos.New(97, 70) }
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GoalCenterTrigger = { CPos.New(73, 52), CPos.New(74, 52), CPos.New(75, 52), CPos.New(76, 52), CPos.New(77, 52), CPos.New(78, 52) }
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GoalLeft1Trigger = { CPos.New(65, 58), CPos.New(66, 58), CPos.New(67, 58), CPos.New(65, 59), CPos.New(66, 59), CPos.New(67, 59) }
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GoalLeft2Trigger = { CPos.New(65, 64), CPos.New(66, 64), CPos.New(67, 64), CPos.New(65, 65), CPos.New(66, 65), CPos.New(67, 65) }
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GoalRight1Trigger = { CPos.New(86, 57), CPos.New(87, 57), CPos.New(88, 57), CPos.New(86, 58), CPos.New(87, 58), CPos.New(88, 58) }
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GoalRight2Trigger = { CPos.New(86, 64), CPos.New(87, 64), CPos.New(88, 64), CPos.New(86, 65), CPos.New(87, 65), CPos.New(88, 65) }
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RSoldierTrapTrigger = { CPos.New(72, 72), CPos.New(72,73), CPos.New(72,74) }
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SoldierTrap2Trigger = { CPos.New(51, 73), CPos.New(51, 74) }
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Trigger.OnEnteredFootprint(CameraCCTrigger, function(a, id)
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if not cameraCCTrigger and a.Owner == player then
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cameraCCTrigger = true
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Actor.Create("camera", true, { Owner = player, Location = CameraCC.Location })
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end
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end)
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Trigger.OnEnteredFootprint(CameraGoalCenterTrigger, function(a, id)
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if not cameraGoalCenterTrigger and a.Owner == player then
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cameraGoalCenterTrigger = true
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if not controlCenterEngineerTrigger then
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Actor.Create("camera", true, { Owner = player, Location = CameraGoalCenter1.Location })
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Actor.Create("camera", true, { Owner = player, Location = CameraGoalCenter2.Location })
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Actor.Create("camera", true, { Owner = player, Location = CameraGoalCenter3.Location })
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end
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end
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end)
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Trigger.OnEnteredFootprint(CameraGoalLeftTrigger, function(a, id)
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if not cameraGoalLeftTrigger and a.Owner == player then
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cameraGoalLeftTrigger = true
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Actor.Create("camera", true, { Owner = player, Location = CameraGoalLeft1.Location })
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Actor.Create("camera", true, { Owner = player, Location = CameraGoalLeft2.Location })
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end
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end)
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Trigger.OnEnteredFootprint(CameraGoalRightTrigger, function(a, id)
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if not cameraGoalRightTrigger and a.Owner == player then
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cameraGoalRightTrigger = true
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Actor.Create("camera", true, { Owner = player, Location = CameraGoalRight1.Location })
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Actor.Create("camera", true, { Owner = player, Location = CameraGoalRight2.Location })
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end
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end)
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Trigger.OnEnteredFootprint(ControlCenterTrigger, function(a, id)
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if not controlCenterTrigger and a.Owner == player and a.Type == "e1" then
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controlCenterTrigger = true
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FTurPrisoners.Kill()
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FTurLeft.Kill()
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FTurRight.Kill()
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FTurBottom.Kill()
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player.MarkCompletedObjective(sovietObjective1)
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end
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end)
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Trigger.OnEnteredFootprint(ControlCenterEngineerTrigger, function(a, id)
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if not controlCenterEngineerTrigger and a.Owner == player and a.Type == "e6" then
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controlCenterEngineerTrigger = true
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local fturA = Actor.Create("ftur", true, { Owner = player, Location = FTur1Goal.Location})
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local fturB = Actor.Create("ftur", true, { Owner = player, Location = FTur2Goal.Location})
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Camera.Position = CameraGoalCenter1.CenterPosition
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if not cameraGoalRightTrigger then
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Actor.Create("camera", true, { Owner = player, Location = CameraGoalCenter1.Location })
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Actor.Create("camera", true, { Owner = player, Location = CameraGoalCenter2.Location })
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Actor.Create("camera", true, { Owner = player, Location = CameraGoalCenter3.Location })
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end
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Utils.Do(GoalGuards, function(actor)
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if not actor.IsDead then
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actor.AttackMove(FTur1Goal.Location)
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end
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end)
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if not Tanya.IsDead then
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Tanya.Demolish(fturA)
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Tanya.Demolish(fturB)
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end
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player.MarkCompletedObjective(sovietObjective4)
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end
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end)
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Trigger.OnEnteredFootprint(FTurBottomTrigger, function(a, id)
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if not fTurBottomTrigger and a.Owner == player then
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fTurBottomTrigger = true
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if not rSoldierTrapTrigger then
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Actor.Create("camera", true, { Owner = player, Location = CameraRSoldier.Location })
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Actor.Create("camera", true, { Owner = player, Location = CameraFTurBottom.Location })
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end
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end
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end)
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Trigger.OnEnteredFootprint(FTurLeftTrigger, function(a, id)
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if not fTurLeftTrigger and a.Owner == player then
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fTurLeftTrigger = true
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Actor.Create("camera", true, { Owner = player, Location = CameraFTurLeft.Location })
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end
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end)
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Trigger.OnEnteredFootprint(FTurRightTrigger, function(a, id)
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if not fTurRightTrigger and a.Owner == player then
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fTurRightTrigger = true
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Actor.Create("camera", true, { Owner = player, Location = CameraFTurRight.Location })
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end
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end)
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Trigger.OnEnteredFootprint(GoalCenterTrigger, function(a, id)
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if not goalCenterTrigger and a.Owner == player and a.Type == "e6" then
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goalCenterTrigger = true
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player.MarkCompletedObjective(sovietObjective5)
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end
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end)
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Trigger.OnEnteredFootprint(GoalLeft1Trigger, function(a, id)
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if not goalLeft1Trigger and a.Owner == player and a.Type == "e6" then
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goalLeft1Trigger = true
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Media.PlaySpeechNotification(player, "ControlCenterDeactivated")
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end
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end)
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Trigger.OnEnteredFootprint(GoalLeft2Trigger, function(a, id)
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if not goalLeft2Trigger and a.Owner == player and a.Type == "e6" then
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goalLeft2Trigger = true
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Media.PlaySpeechNotification(player, "ControlCenterDeactivated")
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end
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end)
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Trigger.OnEnteredFootprint(GoalRight1Trigger, function(a, id)
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if not goalRight1Trigger and a.Owner == player and a.Type == "e6" then
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goalRight1Trigger = true
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Media.PlaySpeechNotification(player, "ControlCenterDeactivated")
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end
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end)
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Trigger.OnEnteredFootprint(GoalRight2Trigger, function(a, id)
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if not goalRight2Trigger and a.Owner == player and a.Type == "e6" then
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goalRight2Trigger = true
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Media.PlaySpeechNotification(player, "ControlCenterDeactivated")
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end
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end)
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Trigger.OnEnteredFootprint(RSoldierTrapTrigger, function(a, id)
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if not rSoldierTrapTrigger and a.Owner == player then
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rSoldierTrapTrigger = true
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if not fTurBottomTrigger then
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Actor.Create("camera", true, { Owner = player, Location = CameraRSoldier.Location })
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Actor.Create("camera", true, { Owner = player, Location = CameraFTurBottom.Location })
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end
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if not RSoldier1.IsDead and not RSoldierTrap1.IsDead then
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RSoldier1.Attack(RSoldierTrap1)
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end
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if not RSoldier2.IsDead and not RSoldierTrap2.IsDead then
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RSoldier2.Attack(RSoldierTrap2)
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end
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end
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end)
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Trigger.OnEnteredFootprint(SoldierTrap2Trigger, function(a, id)
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if not soldierTrap2Trigger and a.Owner == player then
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soldierTrap2Trigger = true
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Actor.Create("camera", true, { Owner = player, Location = CameraSoldierTrap2.Location })
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if not SoldierTrap2.IsDead then
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PrisonEntranceGuard.Attack(SoldierTrap2)
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end
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PrisonEntranceGuard.Move(SoldierTrap2Waypoint.Location)
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end
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end)
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Trigger.OnAllKilled(Engineers, function()
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enemy.MarkCompletedObjective(alliedObjective)
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end)
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Trigger.OnAllKilled(PrisonerGuards, function()
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Utils.Do(Engineers, function(actor)
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actor.Owner = player
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end)
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Prisoner6.Owner = player
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player.MarkCompletedObjective(sovietObjective2)
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end)
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Trigger.OnKilled(BarlCC, function()
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if not cameraCCTrigger then
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Actor.Create("camera", true, { Owner = player, Location = CameraCC.Location })
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cameraCCTrigger = true
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end
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Utils.Do(CCGuards, function(actor)
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if not actor.IsDead then
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actor.Hunt()
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end
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end)
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end)
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Trigger.OnKilled(PBoxBrl, function()
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PBox.Kill()
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Utils.Do(Dogs, function(actor)
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actor.Owner = player
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end)
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player.MarkCompletedObjective(sovietObjective6)
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end)
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Trigger.OnKilled(PrisonEntranceGuard, function()
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if controlCenterTrigger then
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Utils.Do(PrisonerGuards, function(actor)
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if not actor.IsDead then
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actor.Hunt()
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end
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end)
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end
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end)
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IntroSequence = function()
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StartingUnits = Reinforcements.Reinforce(player, StartingUnitsReinforcements, { StartingUnitsSpawn.Location, SoldierTrap1Waypoint1.Location }, 0)
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Trigger.AfterDelay(DateTime.Seconds(3), function()
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Utils.Do(EntranceGuards, function(actor)
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if not SoldierTrap1.IsDead then
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actor.Attack(SoldierTrap1)
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end
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actor.AttackMove(SoldierTrap1Waypoint1.Location)
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actor.AttackMove(SoldierTrap1Waypoint2.Location)
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actor.AttackMove(SoldierTrap1Waypoint3.Location)
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end)
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Media.PlaySpeechNotification(player, "TimerStarted")
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timerStarted = true
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end)
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-- Trigger a game over if the player lost all human units before the security system has been deactivated
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Trigger.OnAllKilled(StartingUnits, function()
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if not controlCenterTrigger then
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enemy.MarkCompletedObjective(alliedObjective)
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end
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end)
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end
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WorldLoaded = function()
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player = Player.GetPlayer("USSR")
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enemy = Player.GetPlayer("Greece")
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Camera.Position = SoldierTrap1Waypoint1.CenterPosition
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Actor.Create("camera", true, { Owner = player, Location = CameraStart1.Location })
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Actor.Create("camera", true, { Owner = player, Location = CameraStart2.Location })
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IntroSequence()
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Trigger.OnObjectiveAdded(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
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end)
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Trigger.OnObjectiveCompleted(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
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end)
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Trigger.OnObjectiveFailed(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
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end)
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Trigger.OnPlayerWon(player, function()
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Media.PlaySpeechNotification(player, "Win")
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end)
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Trigger.OnPlayerLost(player, function()
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Media.PlaySpeechNotification(player, "Lose")
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end)
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alliedObjective = enemy.AddPrimaryObjective("Destroy all Soviet troops.")
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sovietObjective1 = player.AddPrimaryObjective("Deactivate the security system.")
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sovietObjective2 = player.AddPrimaryObjective("Rescue the engineers.")
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sovietObjective3 = player.AddPrimaryObjective("Get the engineers to the coolant stations.")
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sovietObjective4 = player.AddPrimaryObjective("Use an Engineer to reprogram the security system.")
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sovietObjective5 = player.AddPrimaryObjective("Get an Engineer to the reactor core.")
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sovietObjective6 = player.AddSecondaryObjective("Free the dogs.")
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end
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Tick = function()
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if player.HasNoRequiredUnits() and timerStarted then
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enemy.MarkCompletedObjective(alliedObjective)
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end
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if remainingTime == DateTime.Minutes(5) and Map.LobbyOption("difficulty") ~= "hard" then
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Media.PlaySpeechNotification(player, "WarningFiveMinutesRemaining")
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elseif remainingTime == DateTime.Minutes(4) then
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Media.PlaySpeechNotification(player, "WarningFourMinutesRemaining")
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elseif remainingTime == DateTime.Minutes(3) then
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Media.PlaySpeechNotification(player, "WarningThreeMinutesRemaining")
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elseif remainingTime == DateTime.Minutes(2) then
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Media.PlaySpeechNotification(player, "WarningTwoMinutesRemaining")
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elseif remainingTime == DateTime.Minutes(1) then
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Media.PlaySpeechNotification(player, "WarningOneMinuteRemaining")
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end
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if goalLeft1Trigger and goalLeft2Trigger and goalRight1Trigger and goalRight2Trigger then
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player.MarkCompletedObjective(sovietObjective3)
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end
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if remainingTime > 0 and timerStarted then
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UserInterface.SetMissionText("Time until Meltdown: " .. Utils.FormatTime(remainingTime), player.Color)
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remainingTime = remainingTime - 1
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elseif remainingTime == 0 then
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UserInterface.SetMissionText("")
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enemy.MarkCompletedObjective(alliedObjective)
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end
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end
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