280 lines
9.6 KiB
Lua
280 lines
9.6 KiB
Lua
BeachheadTrigger =
|
|
{
|
|
CPos.New(120, 90), CPos.New(120, 89), CPos.New(120, 88), CPos.New(121, 88), CPos.New(122, 88), CPos.New(123, 88), CPos.New(124, 88),
|
|
CPos.New(125, 88), CPos.New(126, 88), CPos.New(126, 89), CPos.New(127, 89), CPos.New(128, 89), CPos.New(128, 90), CPos.New(129, 90),
|
|
CPos.New(130, 90), CPos.New(130, 91), CPos.New(131, 91), CPos.New(132, 91), CPos.New(133, 91), CPos.New(134, 91), CPos.New(134, 92),
|
|
CPos.New(135, 92), CPos.New(136, 92), CPos.New(137, 92), CPos.New(137, 93), CPos.New(138, 93), CPos.New(139, 93), CPos.New(140, 93),
|
|
CPos.New(140, 94), CPos.New(140, 95), CPos.New(140, 96), CPos.New(140, 97), CPos.New(140, 98), CPos.New(140, 99), CPos.New(140, 100),
|
|
CPos.New(139, 100), CPos.New(139, 101), CPos.New(139, 102), CPos.New(138, 102), CPos.New(138, 103), CPos.New(138, 104),
|
|
CPos.New(137, 104), CPos.New(137, 105), CPos.New(137, 106), CPos.New(136, 106), CPos.New(136, 107)
|
|
}
|
|
|
|
BaseRaidInterval = Utils.Minutes(3)
|
|
BaseFrontAttackInterval = Utils.Minutes(3) + Utils.Seconds(30)
|
|
BaseRearAttackInterval = Utils.Minutes(8)
|
|
UBoatPatrolDelay = Utils.Minutes(2) + Utils.Seconds(30)
|
|
BaseFrontAttackWpts = { PatrolWpt1.Location, BaseRaidWpt1.Location }
|
|
|
|
Village = { FarmHouse1, FarmHouse2, FarmHouse3, FarmHouse4, FarmHouse5, FarmHouse6, FarmHouse7, FarmHouse8, FarmHouse9, Church }
|
|
VillageRaidInterval = Utils.Minutes(3)
|
|
VillageRaidAircraft = { "mig", "mig" }
|
|
VillageRaidWpts = { VillageRaidEntrypoint.Location, VillageRaidWpt1.Location, VillageRaidWpt2.Location }
|
|
|
|
BaseRaidAircraft = { "mig", "mig" }
|
|
BaseRaidWpts = { BaseRaidEntrypoint.Location, UboatPatrolWpt1.Location, BaseRaidWpt2.Location }
|
|
|
|
BaseFrontAttackUnits = { "e3", "e3", "e1", "e1", "e1", "3tnk", "3tnk", "apc" }
|
|
BaseRearAttackUnits = { "e3", "e3", "e1", "e1", "3tnk", "3tnk", "v2rl" }
|
|
BaseRearAttackWpts = { GroundAttackWpt1.Location, BaseRearAttackWpt1.Location, BaseRearAttackWpt2.Location, BaseRearAttackWpt3.Location }
|
|
|
|
SovietHarvesters = { Harvester1, Harvester2, Harvester3 }
|
|
HarvesterGuard = { HarvGuard1, HarvGuard2, HarvGuard3 }
|
|
|
|
UBoats = { Uboat1, Uboat2, Uboat3, Uboat4, Uboat5, Uboat6 }
|
|
UboatPatrolWpts1 = { UboatPatrolWpt1.Location, UboatPatrolWpt2.Location, UboatPatrolWpt3.Location, UboatPatrolWpt4.Location }
|
|
UboatPatrolWpts2 = { UboatPatrolWpt4.Location, UboatPatrolWpt2.Location, UboatPatrolWpt1.Location }
|
|
UBoatPatrolUnits = { "ss" }
|
|
|
|
HunterSubs = { "ss", "ss" }
|
|
|
|
GroundPatrolWpts = { PatrolWpt1.Location, PatrolWpt2.Location }
|
|
GroundPatrolUnits =
|
|
{
|
|
{ "e1", "e1", "e1", "e3", "e3", "dog" },
|
|
{ "apc", "apc", "ftrk" },
|
|
{ "3tnk", "3tnk" }
|
|
}
|
|
Paratroopers = { "e1", "e1", "e1", "e3", "e3" }
|
|
|
|
ParadropSovietUnits = function()
|
|
local start = BaseRaidEntrypoint.CenterPosition + WVec.New(0, 0, Actor.CruiseAltitude("badr"))
|
|
local transport = Actor.Create("badr", true, { CenterPosition = start, Owner = soviets, Facing = (Utils.CenterOfCell(MCVDeployLocation.Location) - start).Facing })
|
|
|
|
Utils.Do(Paratroopers, function(type)
|
|
local a = Actor.Create(type, false, { Owner = soviets })
|
|
transport.LoadPassenger(a)
|
|
Trigger.OnIdle(a, function(b) b.Hunt() end)
|
|
end)
|
|
|
|
transport.Paradrop(MCVDeployLocation.Location)
|
|
end
|
|
|
|
AirRaid = function(planeTypes, ingress, egress, target)
|
|
if target == nil then
|
|
return
|
|
end
|
|
|
|
for i = 1, #planeTypes do
|
|
Trigger.AfterDelay((i - 1) * Utils.Seconds(1), function()
|
|
local start = Utils.CenterOfCell(ingress[1]) + WVec.New(0, 0, Actor.CruiseAltitude(planeTypes[i]))
|
|
local plane = Actor.Create(planeTypes[i], true, { CenterPosition = start, Owner = soviets, Facing = (Utils.CenterOfCell(ingress[2]) - start).Facing })
|
|
|
|
Utils.Do(ingress, function(wpt) plane.Move(wpt) end)
|
|
plane.Attack(target)
|
|
Utils.Do(egress, function(wpt) plane.Move(wpt) end)
|
|
plane.Destroy()
|
|
end)
|
|
end
|
|
end
|
|
|
|
BaseRaid = function()
|
|
local targets = Map.ActorsInBox(AlliedAreaTopLeft.CenterPosition, AlliedAreaBottomRight.CenterPosition, function(actor)
|
|
return actor.Owner == player and actor.HasProperty("StartBuildingRepairs")
|
|
end)
|
|
|
|
if #targets == 0 then
|
|
return
|
|
end
|
|
|
|
local target = Utils.Random(targets)
|
|
|
|
AirRaid(BaseRaidAircraft, BaseRaidWpts, { VillageRaidEntrypoint.Location }, target)
|
|
|
|
Trigger.AfterDelay(BaseRaidInterval, BaseRaid)
|
|
end
|
|
|
|
VillageRaid = function()
|
|
local target = nil
|
|
Utils.Do(Village, function(tgt)
|
|
if target == nil and not tgt.IsDead then
|
|
target = tgt
|
|
return
|
|
end
|
|
end)
|
|
|
|
if target == nil then
|
|
return
|
|
end
|
|
|
|
AirRaid(VillageRaidAircraft, VillageRaidWpts, { BaseRaidEntrypoint.Location }, target)
|
|
|
|
Trigger.AfterDelay(VillageRaidInterval, VillageRaid)
|
|
end
|
|
|
|
SendUboatPatrol = function(team)
|
|
Trigger.AfterDelay(UBoatPatrolDelay, function()
|
|
Utils.Do(team, function(uboat)
|
|
if not uboat.IsDead then
|
|
uboat.PatrolUntil(UboatPatrolWpts1, function()
|
|
return Time.GameTime > Utils.Minutes(2) + UBoatPatrolDelay
|
|
end)
|
|
uboat.Patrol(UboatPatrolWpts2)
|
|
end
|
|
end)
|
|
end)
|
|
end
|
|
|
|
SendGroundPatrol = function(team)
|
|
Utils.Do(team, function(unit) unit.Patrol(GroundPatrolWpts, true, Utils.Seconds(3)) end)
|
|
Utils.Do(team, function(unit)
|
|
Trigger.OnIdle(unit, function(actor) actor.Hunt() end)
|
|
end)
|
|
Trigger.OnAllKilled(team, function()
|
|
Build(Utils.Random(GroundPatrolUnits), SendGroundPatrol)
|
|
end)
|
|
end
|
|
|
|
BaseFrontAttack = function(team)
|
|
Utils.Do(team, function(unit) unit.Patrol(BaseFrontAttackWpts, false) end)
|
|
Utils.Do(team, function(unit)
|
|
Trigger.OnIdle(unit, function(actor) actor.Hunt() end)
|
|
end)
|
|
Trigger.AfterDelay(BaseFrontAttackInterval, function() Build(BaseFrontAttackUnits, BaseFrontAttack) end)
|
|
end
|
|
|
|
BaseRearAttack = function(team)
|
|
Utils.Do(team, function(unit) unit.Patrol(BaseRearAttackWpts, false) end)
|
|
Utils.Do(team, function(unit)
|
|
Trigger.OnIdle(unit, function(actor) actor.Hunt() end)
|
|
end)
|
|
Trigger.AfterDelay(BaseRearAttackInterval, function() Build(BaseRearAttackUnits, BaseRearAttack) end)
|
|
end
|
|
|
|
Build = function(units, action)
|
|
if not soviets.Build(units, action) then
|
|
Trigger.AfterDelay(Utils.Seconds(15), function()
|
|
Build(units, action)
|
|
end)
|
|
end
|
|
end
|
|
|
|
SetupWorld = function()
|
|
Utils.Do(SovietHarvesters, function(a) a.FindResources() end)
|
|
|
|
Utils.Do(SovietHarvesters, function(harvester)
|
|
Trigger.OnDamaged(harvester, function(h)
|
|
Utils.Do(HarvesterGuard, function(g)
|
|
if not g.IsDead then
|
|
g.Stop()
|
|
g.AttackMove(h.Location, 3)
|
|
end
|
|
end)
|
|
end)
|
|
end)
|
|
|
|
Utils.Do(UBoats, function(a) a.Stance = "Defend" end)
|
|
|
|
Utils.Do(Map.NamedActors, function(actor)
|
|
if actor.Owner == soviets and actor.HasProperty("StartBuildingRepairs") then
|
|
Trigger.OnDamaged(actor, function(building)
|
|
if building.Owner == soviets then
|
|
building.StartBuildingRepairs()
|
|
end
|
|
end)
|
|
end
|
|
end)
|
|
|
|
WarFactory.RallyPoint = Rallypoint.Location
|
|
WarFactory.IsPrimaryBuilding = true
|
|
Barracks.IsPrimaryBuilding = true
|
|
SubPen.IsPrimaryBuilding = true
|
|
end
|
|
|
|
Tick = function()
|
|
if soviets.Resources > soviets.ResourceCapacity * 0.75 then
|
|
soviets.Resources = soviets.Resources - ((soviets.ResourceCapacity * 0.01) / 25)
|
|
end
|
|
|
|
if player.HasNoRequiredUnits() then
|
|
player.MarkFailedObjective(villageObjective)
|
|
end
|
|
end
|
|
|
|
WorldLoaded = function()
|
|
player = Player.GetPlayer("Allies")
|
|
soviets = Player.GetPlayer("Soviets")
|
|
|
|
Trigger.OnObjectiveAdded(player, function(p, id)
|
|
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
|
end)
|
|
Trigger.OnObjectiveCompleted(player, function(p, id)
|
|
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
|
end)
|
|
Trigger.OnObjectiveFailed(player, function(p, id)
|
|
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
|
end)
|
|
|
|
Trigger.OnPlayerWon(player, function()
|
|
Media.PlaySpeechNotification(player, "Win")
|
|
end)
|
|
|
|
Trigger.OnPlayerLost(player, function()
|
|
Media.PlaySpeechNotification(player, "Lose")
|
|
end)
|
|
|
|
sovietObjective = soviets.AddPrimaryObjective("Destroy the village.")
|
|
villageObjective = player.AddPrimaryObjective("Save the village.")
|
|
beachheadObjective = player.AddSecondaryObjective("Get your MCV to the main island.")
|
|
|
|
beachheadTrigger = false
|
|
Trigger.OnExitedFootprint(BeachheadTrigger, function(a, id)
|
|
if not beachheadTrigger and a.Owner == player and a.Type == "mcv" then
|
|
beachheadTrigger = true
|
|
Trigger.RemoveFootprintTrigger(id)
|
|
player.MarkCompletedObjective(beachheadObjective)
|
|
|
|
captureObjective = player.AddPrimaryObjective("Locate and capture the enemy's Air Force HQ.")
|
|
Trigger.OnCapture(AirForceHQ, function()
|
|
Trigger.AfterDelay(Utils.Seconds(3), function()
|
|
player.MarkCompletedObjective(captureObjective)
|
|
player.MarkCompletedObjective(villageObjective)
|
|
end)
|
|
end)
|
|
Trigger.OnKilled(AirForceHQ, function() player.MarkFailedObjective(captureObjective) end)
|
|
|
|
Trigger.AfterDelay(BaseFrontAttackInterval, function()
|
|
Build(BaseFrontAttackUnits, BaseFrontAttack)
|
|
ParadropSovietUnits()
|
|
end)
|
|
Trigger.AfterDelay(BaseRearAttackInterval, function()
|
|
Build(BaseRearAttackUnits, BaseRearAttack)
|
|
end)
|
|
Trigger.AfterDelay(BaseRaidInterval, BaseRaid)
|
|
|
|
Trigger.AfterDelay(UBoatPatrolDelay, function()
|
|
Build(HunterSubs, function(subs)
|
|
Utils.Do(subs, function(sub)
|
|
Trigger.OnIdle(sub, function(s) s.Hunt() end)
|
|
end)
|
|
end)
|
|
end)
|
|
end
|
|
end)
|
|
|
|
Trigger.OnAllKilled(Village, function() player.MarkFailedObjective(villageObjective) end)
|
|
|
|
SetupWorld()
|
|
|
|
Trigger.AfterDelay(VillageRaidInterval, VillageRaid)
|
|
|
|
Trigger.AfterDelay(1, function() Build(UBoatPatrolUnits, SendUboatPatrol) end)
|
|
Trigger.AfterDelay(1, function() Build(Utils.Random(GroundPatrolUnits), SendGroundPatrol) end)
|
|
|
|
Reinforcements.Reinforce(player, { "mcv" }, { MCVInsertLocation.Location, MCVDeployLocation.Location }, 0, function(mcv)
|
|
mcv.Deploy()
|
|
end)
|
|
|
|
Camera.Position = CameraSpot.CenterPosition
|
|
Trigger.AfterDelay(Utils.Seconds(5), function() CameraSpot.Destroy() end)
|
|
end
|