286 lines
7.7 KiB
Lua
286 lines
7.7 KiB
Lua
--[[
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Copyright (c) The OpenRA Developers and Contributors
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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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ConstructionVehicleReinforcements = { "mcv" }
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ConstructionVehiclePath = { ReinforcementsEntryPoint.Location, DeployPoint.Location }
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JeepReinforcements = { "e1", "e1", "e1", "jeep" }
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JeepPath = { ReinforcementsEntryPoint.Location, ReinforcementsRallyPoint.Location }
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TruckReinforcements = { "truk", "truk", "truk" }
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TruckPath = { TruckEntryPoint.Location, TruckRallyPoint.Location }
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PathGuards = { PathGuard1, PathGuard2, PathGuard3, PathGuard4, PathGuard5, PathGuard6, PathGuard7, PathGuard8, PathGuard9, PathGuard10, PathGuard11, PathGuard12, PathGuard13, PathGuard14, PathGuard15 }
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SovietBase = { SovietConyard, SovietRefinery, SovietPower1, SovietPower2, SovietSilo, SovietKennel, SovietBarracks, SovietWarfactory }
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IdlingUnits = { }
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if Difficulty == "easy" then
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DateTime.TimeLimit = DateTime.Minutes(10) + DateTime.Seconds(3)
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elseif Difficulty == "normal" then
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DateTime.TimeLimit = DateTime.Minutes(5) + DateTime.Seconds(3)
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InfantryTypes = { "e1", "e1", "e1", "e2", "e2", "e1" }
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InfantryDelay = DateTime.Seconds(18)
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AttackGroupSize = 5
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elseif Difficulty == "hard" then
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DateTime.TimeLimit = DateTime.Minutes(3) + DateTime.Seconds(3)
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InfantryTypes = { "e1", "e1", "e1", "e2", "e2", "e1" }
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InfantryDelay = DateTime.Seconds(10)
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VehicleTypes = { "ftrk" }
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VehicleDelay = DateTime.Seconds(30)
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AttackGroupSize = 7
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else
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DateTime.TimeLimit = DateTime.Minutes(1) + DateTime.Seconds(3)
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ConstructionVehicleReinforcements = { "jeep" }
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InfantryTypes = { "e1", "e1", "e1", "e2", "e2", "dog", "dog" }
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InfantryDelay = DateTime.Seconds(10)
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VehicleTypes = { "ftrk" }
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VehicleDelay = DateTime.Minutes(1) + DateTime.Seconds(10)
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AttackGroupSize = 5
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end
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SendJeepReinforcements = function()
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Media.PlaySpeechNotification(Greece, "ReinforcementsArrived")
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Reinforcements.Reinforce(Greece, JeepReinforcements, JeepPath, DateTime.Seconds(1))
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end
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RunInitialActivities = function()
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Harvester.FindResources()
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Trigger.OnKilled(Harvester, function() HarvesterKilled = true end)
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ScheduleEarlyAttackers()
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Trigger.OnAllKilled(PathGuards, function()
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Greece.MarkCompletedObjective(SecureObjective)
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SendTrucks()
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end)
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Trigger.OnAllKilled(SovietBase, function()
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local livePathGuards = Utils.Where(PathGuards, function(pg) return not pg.IsDead end)
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Utils.Do(USSR.GetGroundAttackers(), function(unit)
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if Utils.Any(livePathGuards, function(pg) return pg == unit end) then
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return
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end
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Trigger.OnIdle(unit, unit.Hunt)
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end)
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end)
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if InfantryTypes then
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Trigger.AfterDelay(InfantryDelay, ProduceInfantry)
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end
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if VehicleTypes then
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Trigger.AfterDelay(VehicleDelay, ProduceVehicles)
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end
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end
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ProduceInfantry = function()
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if SovietBarracks.IsDead then
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return
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end
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local toBuild = { Utils.Random(InfantryTypes) }
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if SovietKennel.IsDead and toBuild == "dog" then
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toBuild = { "e1" }
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end
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USSR.Build(toBuild, function(unit)
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IdlingUnits[#IdlingUnits + 1] = unit[1]
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Trigger.AfterDelay(InfantryDelay, ProduceInfantry)
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if #IdlingUnits >= (AttackGroupSize * 1.5) then
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SendAttack()
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end
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end)
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end
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ProduceVehicles = function()
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if SovietWarfactory.IsDead then
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return
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end
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if HarvesterKilled then
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USSR.Build({ "harv" }, function(harv)
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harv[1].FindResources()
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Trigger.OnKilled(harv[1], function() HarvesterKilled = true end)
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HarvesterKilled = false
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ProduceVehicles()
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end)
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return
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end
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local toBuild = { Utils.Random(VehicleTypes) }
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USSR.Build(toBuild, function(unit)
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IdlingUnits[#IdlingUnits + 1] = unit[1]
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Trigger.AfterDelay(VehicleDelay, ProduceVehicles)
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if #IdlingUnits >= (AttackGroupSize * 1.5) then
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SendAttack()
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end
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end)
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end
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SendAttack = function()
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local units = { }
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for i = 0, AttackGroupSize, 1 do
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local number = Utils.RandomInteger(1, #IdlingUnits)
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if IdlingUnits[number] and not IdlingUnits[number].IsDead then
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units[i] = IdlingUnits[number]
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table.remove(IdlingUnits, number)
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end
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end
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Utils.Do(units, function(unit)
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if Difficulty ~= "tough" then
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unit.AttackMove(DeployPoint.Location)
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end
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Trigger.OnIdle(unit, unit.Hunt)
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end)
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end
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Tick = function()
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USSR.Resources = USSR.Resources - (0.01 * USSR.ResourceCapacity / 25)
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if USSR.HasNoRequiredUnits() then
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Greece.MarkCompletedObjective(ConquestObjective)
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end
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if Greece.HasNoRequiredUnits() then
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USSR.MarkCompletedObjective(USSRobjective)
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end
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end
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FinishTimer = function()
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DateTime.TimeLimit = 0
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for i = 0, 5, 1 do
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local c = TimerColor
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if i % 2 == 0 then
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c = HSLColor.White
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end
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Trigger.AfterDelay(DateTime.Seconds(i), function()
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UserInterface.SetMissionText(UserInterface.Translate("convoy-arrived"), c)
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end)
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end
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Trigger.AfterDelay(DateTime.Seconds(6), function() UserInterface.SetMissionText("") end)
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end
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ConvoyOnSite = false
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SendTrucks = function()
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if not ConvoyOnSite then
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ConvoyOnSite = true
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DateTime.TimeLimit = 0
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UserInterface.SetMissionText("")
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ConvoyObjective = AddPrimaryObjective(Greece, "escort-convoy")
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Media.PlaySpeechNotification(Greece, "ConvoyApproaching")
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Trigger.AfterDelay(DateTime.Seconds(3), function()
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ConvoyUnharmed = true
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local trucks = Reinforcements.Reinforce(England, TruckReinforcements, TruckPath, DateTime.Seconds(1),
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function(truck)
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Trigger.OnIdle(truck, function() truck.Move(TruckExitPoint.Location) end)
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end)
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local count = 0
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Trigger.OnEnteredFootprint( { TruckExitPoint.Location }, function(a, id)
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if a.Owner == England then
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count = count + 1
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a.Destroy()
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if count == 3 then
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Greece.MarkCompletedObjective(ConvoyObjective)
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Trigger.RemoveFootprintTrigger(id)
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end
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end
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end)
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Trigger.OnAnyKilled(trucks, ConvoyCasualties)
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end)
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end
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end
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ConvoyCasualties = function()
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Media.PlaySpeechNotification(Greece, "ConvoyUnitLost")
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if ConvoyUnharmed then
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ConvoyUnharmed = false
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Trigger.AfterDelay(DateTime.Seconds(1), function() Greece.MarkFailedObjective(ConvoyObjective) end)
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end
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end
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ScheduleEarlyAttackers = function()
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if Difficulty == "tough" then
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Trigger.AfterDelay(DateTime.Seconds(12), SendEarlyAttackers)
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return
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end
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Trigger.AfterDelay(DateTime.Seconds(6), function()
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if not Greece.HasPrerequisites({ "anypower" }) then
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ScheduleEarlyAttackers()
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return
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end
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SendEarlyAttackers()
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end)
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end
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SendEarlyAttackers = function()
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local team = { EarlyAttacker1, EarlyAttacker2, EarlyAttacker3, EarlyAttacker4 }
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local dogTargets = Greece.GetActorsByType("e1")
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Utils.Do(team, function(member)
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if member.IsDead then
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return
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end
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-- Get attack dogs sprinting.
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if member.Type == "dog" and #dogTargets > 0 then
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member.Attack(Utils.Random(dogTargets))
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end
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Trigger.OnIdle(member, member.Hunt)
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end)
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end
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WorldLoaded = function()
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Greece = Player.GetPlayer("Greece")
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England = Player.GetPlayer("England")
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USSR = Player.GetPlayer("USSR")
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InitObjectives(Greece)
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USSRobjective = AddPrimaryObjective(USSR, "")
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SecureObjective = AddPrimaryObjective(Greece, "secure-convoy")
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ConquestObjective = AddPrimaryObjective(Greece, "eliminate-soviets")
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Trigger.AfterDelay(DateTime.Seconds(1), function() Media.PlaySpeechNotification(Allies, "MissionTimerInitialised") end)
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RunInitialActivities()
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Reinforcements.Reinforce(Greece, ConstructionVehicleReinforcements, ConstructionVehiclePath)
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Trigger.AfterDelay(DateTime.Seconds(5), SendJeepReinforcements)
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Trigger.AfterDelay(DateTime.Seconds(10), SendJeepReinforcements)
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Trigger.OnTimerExpired(function()
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FinishTimer()
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SendTrucks()
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end)
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Camera.Position = ReinforcementsEntryPoint.CenterPosition
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TimerColor = Greece.Color
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end
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