Files
OpenRA/mods/ra/maps/soviet-06a/soviet06a.lua
2024-07-22 14:03:14 +03:00

283 lines
8.0 KiB
Lua

--[[
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