Files
OpenRA/mods/ra/maps/production-disruption/production-disruption.lua
2021-05-22 23:29:42 +02:00

267 lines
8.8 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.
]]
TimerTicks = DateTime.Minutes(12)
LSTType = "lst.reinforcement"
RifleSquad1 = { Rifle1, Rifle2, Rifle3 }
RifleSquad2 = { Rifle4, Rifle5, Rifle6 }
Heavys = { Heavy1, Heavy2 }
FlameTowerWall = { FlameTower1, FlameTower2 }
DemoEngiPath = { WaterEntry1.Location, Beach1.Location }
DemoEngiTeam = { "dtrk", "dtrk", "e6", "e6", "e6" }
SovietWaterEntry1 = { WaterEntry2.Location, Beach2.Location }
SovietWaterEntry2 = { WaterEntry2.Location, Beach3.Location }
SovietSquad = { "e1", "e1", "e1", "e4", "e4" }
V2Squad = { "v2rl", "v2rl" }
SubEscapePath = { SubPath1, SubPath2, SubPath3 }
MissionStart = function()
LZCamera = Actor.Create("camera", true, { Owner = Greece, Location = LZ.Location })
Chalk1.TargetParatroopers(LZ.CenterPosition, Angle.New(740))
if Map.LobbyOption("difficulty") == "normal" then
Actor.Create("tsla", true, { Owner = USSR, Location = EasyCamera.Location })
Actor.Create("4tnk", true, { Owner = USSR, Facing = Angle.South, Location = Mammoth.Location })
Actor.Create("4tnk", true, { Owner = USSR, Facing = Angle.South, Location = Mammoth.Location + CVec.New(1,0) })
Actor.Create("v2rl", true, { Owner = USSR, Facing = Angle.South, Location = V2.Location })
end
Trigger.AfterDelay(DateTime.Seconds(1), function()
Chalk2.TargetParatroopers(LZ.CenterPosition, Angle.New(780))
end)
Trigger.AfterDelay(DateTime.Seconds(5), function()
UnitsArrived = true
TeslaCamera = Actor.Create("camera", true, { Owner = Greece, Location = TeslaCam.Location })
end)
Trigger.AfterDelay(DateTime.Seconds(10), function()
LZCamera.Destroy()
Utils.Do(RifleSquad1, function(actor)
if not actor.IsDead then
actor.AttackMove(LZ.Location)
IdleHunt(actor)
end
end)
end)
Trigger.AfterDelay(DateTime.Seconds(15), function()
TeslaCamera.Destroy()
Utils.Do(RifleSquad2, function(actor)
if not actor.IsDead then
actor.AttackMove(LZ.Location)
IdleHunt(actor)
end
end)
end)
end
SetupTriggers = function()
Trigger.OnDamaged(SubPen, function()
Utils.Do(Heavys, function(actor)
if not actor.IsDead then
IdleHunt(actor)
end
end)
end)
Trigger.OnKilled(Church, function()
Actor.Create("healcrate", true, { Owner = Greece, Location = ChurchCrate.Location })
end)
Trigger.OnKilled(ObjectiveDome, function()
if not DomeCaptured == true then
Greece.MarkFailedObjective(CaptureDome)
end
end)
Trigger.OnAllKilled(FlameTowerWall, function()
DomeCam = Actor.Create("camera", true, { Owner = Greece, Location = RadarCam.Location })
Trigger.AfterDelay(DateTime.Seconds(5), function()
DomeCam.Destroy()
end)
end)
Trigger.OnKilledOrCaptured(SubPen, function()
Greece.MarkCompletedObjective(StopProduction)
end)
end
PowerDown = false
PowerDownTeslas = function()
if not PowerDown then
CaptureDome = Greece.AddObjective("Capture the enemy radar dome.", "Secondary", false)
Greece.MarkCompletedObjective(PowerDownTeslaCoils)
Media.PlaySpeechNotification(Greece, "ReinforcementsArrived")
PowerDown = true
local bridge = Utils.Where(Map.ActorsInWorld, function(actor) return actor.Type == "bridge1" end)[1]
if not bridge.IsDead then
bridge.Kill()
end
local demoEngis = Reinforcements.ReinforceWithTransport(Greece, LSTType, DemoEngiTeam, DemoEngiPath, { DemoEngiPath[1] })[2]
Trigger.OnAllRemovedFromWorld(Utils.Where(demoEngis, function(a) return a.Type == "e6" end), function()
if not DomeCaptured then
Greece.MarkFailedObjective(CaptureDome)
end
if not DomeCaptured and bridge.IsDead then
Greece.MarkFailedObjective(StopProduction)
end
end)
Trigger.OnCapture(ObjectiveDome, function()
DomeCaptured = true
Greece.MarkCompletedObjective(CaptureDome)
SendChronos()
end)
FlameTowersCam = Actor.Create("camera", true, { Owner = Greece, Location = FlameCam.Location })
Trigger.AfterDelay(DateTime.Seconds(10), function()
FlameTowersCam.Destroy()
end)
end
end
SendChronos = function()
Trigger.AfterDelay(DateTime.Seconds(3), function()
local sovietWaterSquad1 = Reinforcements.ReinforceWithTransport(USSR, "lst", SovietSquad, { WaterEntry2.Location, Beach2.Location }, { WaterEntry2.Location })[2]
Utils.Do(sovietWaterSquad1, function(a)
Trigger.OnAddedToWorld(a, function()
IdleHunt(a)
end)
end)
Actor.Create("ctnk", true, { Owner = Greece, Location = ChronoSpawn1.Location })
Actor.Create("ctnk", true, { Owner = Greece, Location = ChronoSpawn2.Location })
Actor.Create("ctnk", true, { Owner = Greece, Location = ChronoSpawn3.Location })
Actor.Create("camera", true, { Owner = Greece, Location = EasyCamera.Location })
Media.PlaySound("chrono2.aud")
end)
Trigger.AfterDelay(DateTime.Seconds(5), function()
local sovietWaterSquad2 = Reinforcements.ReinforceWithTransport(USSR, "lst", SovietSquad, { WaterEntry2.Location, Beach3.Location }, { WaterEntry2.Location })[2]
Utils.Do(sovietWaterSquad2, function(a)
Trigger.OnAddedToWorld(a, function()
a.AttackMove(FlameCam.Location)
IdleHunt(a)
end)
end)
end)
Trigger.AfterDelay(DateTime.Seconds(13), function()
local sovietWaterSquad2 = Reinforcements.ReinforceWithTransport(USSR, "lst", V2Squad, { WaterEntry2.Location, Beach2.Location }, { WaterEntry2.Location })[2]
Utils.Do(sovietWaterSquad2, function(a)
Trigger.OnAddedToWorld(a, function()
a.AttackMove(FlameCam.Location)
IdleHunt(a)
end)
end)
end)
end
MissileSubEscape = function()
local missileSub = Actor.Create("msub", true, { Owner = USSR, Location = MissileSubSpawn.Location })
Actor.Create("camera", true, { Owner = Greece, Location = SubPath2.Location })
DestroySub = Greece.AddPrimaryObjective("Destroy the submarine before it escapes!.")
Utils.Do(SubEscapePath, function(waypoint)
missileSub.Move(waypoint.Location)
end)
Trigger.OnEnteredFootprint({ SubPath3.Location }, function(a, id)
if a.Owner == USSR and a.Type == "msub" then
Trigger.RemoveFootprintTrigger(id)
USSR.MarkCompletedObjective(EscapeWithSub)
end
end)
Trigger.OnKilled(missileSub, function()
Greece.MarkCompletedObjective(DestroySub)
end)
end
FinishTimer = function()
for i = 0, 5 do
local c = TimerColor
if i % 2 == 0 then
c = HSLColor.White
end
Trigger.AfterDelay(DateTime.Seconds(i), function() UserInterface.SetMissionText("The sub is heading for open sea!", c) end)
end
Trigger.AfterDelay(DateTime.Seconds(6), function() UserInterface.SetMissionText("") end)
end
UnitsArrived = false
TimerFinished = false
ticked = TimerTicks
Tick = function()
if BadGuy.PowerState ~= "Normal" then
PowerDownTeslas()
end
if Greece.HasNoRequiredUnits() and UnitsArrived then
USSR.MarkCompletedObjective(EscapeWithSub)
end
if ticked > 0 then
UserInterface.SetMissionText("Submarine completes in " .. Utils.FormatTime(ticked), TimerColor)
ticked = ticked - 1
elseif ticked == 0 and not TimerFinished then
MissileSubEscape()
TimerFinished = true
end
end
WorldLoaded = function()
Greece = Player.GetPlayer("Greece")
USSR = Player.GetPlayer("USSR")
BadGuy = Player.GetPlayer("BadGuy")
EscapeWithSub = USSR.AddObjective("Get a missile sub to open waters.")
StopProduction = Greece.AddObjective("Destroy the Soviet sub pen.")
PowerDownTeslaCoils = Greece.AddObjective("Take down power to the tesla coils.")
Trigger.OnObjectiveAdded(Greece, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
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(Greece, "Lose")
end)
Trigger.OnPlayerWon(Greece, function()
Media.PlaySpeechNotification(Greece, "Win")
end)
Trigger.AfterDelay(DateTime.Minutes(2), function()
Media.PlaySpeechNotification(Greece, "TenMinutesRemaining")
end)
Trigger.AfterDelay(DateTime.Minutes(7), function()
Media.PlaySpeechNotification(Greece, "WarningFiveMinutesRemaining")
end)
Trigger.AfterDelay(DateTime.Minutes(9), function()
Media.PlaySpeechNotification(Greece, "WarningThreeMinutesRemaining")
end)
Trigger.AfterDelay(DateTime.Minutes(11), function()
Media.PlaySpeechNotification(Greece, "WarningOneMinuteRemaining")
end)
Camera.Position = DefaultCameraPosition.CenterPosition
TimerColor = USSR.Color
Chalk1 = Actor.Create("chalk1", false, { Owner = Greece })
Chalk2 = Actor.Create("chalk2", false, { Owner = Greece })
MissionStart()
SetupTriggers()
end