Files
OpenRA/mods/ra/maps/sarin-gas-1-crackdown/crackdown.lua
2020-05-23 11:38:44 +02:00

178 lines
6.1 KiB
Lua

--[[
Copyright 2007-2020 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.
]]
MammothPath = { Patrol1.Location, Patrol2.Location, Patrol3.Location, Patrol4.Location }
ConvoyTrucks = { Truck1, Truck2, Truck3, Truck4, Truck5, IntroTruck1, IntroTruck2 }
IntroTrucks = { IntroTruck1, IntroTruck2 }
TruckEscapeNorth = { EscapeNorth1, EscapeNorth2, EscapeNorth3, EscapeNorth4, EscapeNorth5, EscapeNorth6, EscapeNorth7, EscapeNorth8, EscapeNorth9, EscapeNorth10 }
TruckEscapeSouth = { EscapeSouth1, EscapeSouth2, EscapeSouth3, EscapeSouth4, EscapeSouth5 }
SovAttackStart = { StartTank, StartRifle1, StartRifle2, StartRifle3, StartRifle4 }
SovAttackStart2 = { StartRifle5, StartRifle6, StartGren }
RunAway = { IntroTruck2, StartRifle3, StartRifle4 }
GreeceRifles = { GreeceRifle1, GreeceRifle2, GreeceRifle3, GreeceRifle4, GreeceRifle5 }
CombatTeam1 = { "mnly", "spy", "spy", "mcv" }
CombatTeam2 =
{
easy = { "2tnk", "2tnk", "2tnk", "e3", "e3", "e3" },
normal = { "e3", "e3", "e3", "2tnk", "1tnk" },
hard = { "e3", "e3", "e3", "1tnk" }
}
SetupTriggers = function()
Trigger.OnInfiltrated(RadarDome, function()
greece.MarkCompletedObjective(objRadarSpy)
Actor.Create("camera", true, { Owner = greece, Location = Cam1.Location })
Actor.Create("camera", true, { Owner = greece, Location = Cam2.Location })
Actor.Create("camera", true, { Owner = greece, Location = Cam3.Location })
Actor.Create("camera", true, { Owner = greece, Location = Cam4.Location })
end)
Trigger.OnKilled(RadarDome, function()
if not greece.IsObjectiveCompleted(objRadarSpy) then
greece.MarkFailedObjective(objRadarSpy)
end
end)
Trigger.OnAllKilled(ConvoyTrucks, function()
greece.MarkCompletedObjective(objDestroyAllTrucks)
end)
end
MissionStart = function()
Trigger.AfterDelay(DateTime.Seconds(1), function()
Reinforcements.Reinforce(greece, CombatTeam1, { TruckEscapeCenter.Location, DefaultCameraPosition.Location })
local StartCamera = Actor.Create("camera", true, { Owner = greece, Location = DefaultCameraPosition.Location })
Trigger.AfterDelay(DateTime.Seconds(10), function()
StartCamera.Destroy()
end)
end)
Utils.Do(GreeceRifles, function(actor)
actor.Move(DefaultCameraPosition.Location)
end)
Utils.Do(SovAttackStart, function(actor)
actor.AttackMove(DefaultCameraPosition.Location)
end)
Utils.Do(IntroTrucks, function(truck)
truck.Move(TruckEscapeCenter.Location)
end)
Trigger.AfterDelay(DateTime.Seconds(3), function()
Utils.Do(RunAway, function(actor)
if actor.IsDead then
return
else
actor.Stop()
actor.Move(Cam4.Location)
end
end)
end)
Trigger.AfterDelay(DateTime.Seconds(10), function()
Utils.Do(SovAttackStart2, function(actor)
if actor.IsDead then
return
else
actor.AttackMove(DefaultCameraPosition.Location)
end
end)
end)
Trigger.AfterDelay(DateTime.Minutes(1), function()
local difficulty = Map.LobbyOption("difficulty")
CombatTeam2 = CombatTeam2[difficulty]
Reinforcements.Reinforce(greece, CombatTeam2, { TruckEscapeCenter.Location, DefaultCameraPosition.Location })
Media.PlaySpeechNotification(greece, "ReinforcementsArrived")
end)
end
SendPatrol = function(mammoth)
if not mammoth.IsDead then
mammoth.Patrol(MammothPath, true, 20)
end
end
MoveTruckEscapeRoute = function(truck, route)
if truck.IsDead then
return
else
Media.DisplayMessage("Convoy truck attempting to escape!")
Media.PlaySoundNotification(greece, "AlertBleep")
Utils.Do(route, function(waypoint)
truck.Move(waypoint.Location)
end)
Trigger.OnIdle(truck, function()
if truck.Location == route[#route].Location then
truck.Destroy()
greece.MarkFailedObjective(objDestroyAllTrucks)
else
truck.Move(route[#route].Location)
end
end)
end
end
Tick = function()
ussr.Cash = 5000
badguy.Cash = 5000
if ussr.HasNoRequiredUnits() and badguy.HasNoRequiredUnits() then
greece.MarkCompletedObjective(objKillAll)
end
if greece.HasNoRequiredUnits() then
ussr.MarkCompletedObjective(ussrObj)
end
end
WorldLoaded = function()
greece = Player.GetPlayer("Greece")
ussr = Player.GetPlayer("USSR")
badguy = Player.GetPlayer("BadGuy")
Trigger.OnObjectiveAdded(greece, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
objDestroyAllTrucks = greece.AddPrimaryObjective("Prevent Soviet convoy trucks from escaping.")
objKillAll = greece.AddPrimaryObjective("Clear the sector of all Soviet presence.")
objRadarSpy = greece.AddSecondaryObjective("Infiltrate the Soviet Radar Dome to reveal truck \necape routes.")
ussrObj = ussr.AddPrimaryObjective("Deny the Allies.")
Trigger.OnObjectiveCompleted(greece, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
end)
Trigger.OnObjectiveFailed(greece, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
end)
Trigger.OnPlayerLost(greece, function()
Media.PlaySpeechNotification(player, "Lose")
end)
Trigger.OnPlayerWon(greece, function()
Media.PlaySpeechNotification(player, "Win")
end)
ActivateAI()
SetupTriggers()
MissionStart()
Camera.Position = DefaultCameraPosition.CenterPosition
Trigger.AfterDelay(DateTime.Minutes(5), function() SendPatrol(PatrolMammoth) end)
Trigger.AfterDelay(DateTime.Minutes(5), function() MoveTruckEscapeRoute(Truck1, TruckEscapeNorth) end)
Trigger.AfterDelay(DateTime.Minutes(9), function() MoveTruckEscapeRoute(Truck2, TruckEscapeNorth) end)
Trigger.AfterDelay(DateTime.Minutes(12), function() MoveTruckEscapeRoute(Truck3, TruckEscapeSouth) end)
Trigger.AfterDelay(DateTime.Minutes(15), function() MoveTruckEscapeRoute(Truck4, TruckEscapeNorth) end)
Trigger.AfterDelay(DateTime.Minutes(17), function() MoveTruckEscapeRoute(Truck5, TruckEscapeSouth) end)
Trigger.AfterDelay(DateTime.Minutes(18), function() MoveTruckEscapeRoute(IntroTruck2, TruckEscapeSouth) end)
end