Files
OpenRA/mods/ra/maps/fall-of-greece-1-personal-war/personal-war.lua
2022-10-21 10:42:48 -05:00

511 lines
19 KiB
Lua

--[[
Copyright 2007-2022 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.
]]
FootprintTrigger1 = { CPos.New(77, 85), CPos.New(77, 86), CPos.New(77, 87), CPos.New(77, 88) }
Trigger1Rifles = { Rifle1, Rifle2, Rifle3, Rifle4 }
DoomedHeliPath = { DoomedHeliEntry.Location, DoomedHeli.Location }
FootprintTrigger2 = { CPos.New(90, 82), CPos.New(91, 82), CPos.New(93, 82), CPos.New(94, 82), CPos.New(95, 82), CPos.New(96, 82), CPos.New(97, 82), CPos.New(98, 82), CPos.New(99, 82), CPos.New(102, 82) }
Grenadiers = { "e2", "e2", "e2", "e2", "e2" }
FootprintTrigger3 = { CPos.New(88, 77), CPos.New(88, 76), CPos.New(91, 75), CPos.New(92, 75), CPos.New(93, 75), CPos.New(94, 75), CPos.New(95, 75), CPos.New(96, 75), CPos.New(97, 75), CPos.New(98, 75), CPos.New(99, 75), CPos.New(100, 75) }
Trigger3Team = { Gren1, Gren2, Gren3, Gren4, Gren5, VillageMammoth }
FootprintTrigger4 = { CPos.New(94, 60), CPos.New(95, 60), CPos.New(96, 60), CPos.New(97, 60), CPos.New(98, 60), CPos.New(99, 60), CPos.New(100, 60), CPos.New(101, 60), CPos.New(102, 60), CPos.New(103, 60), CPos.New(104, 60) }
CivilianSquad1 = { "c1", "c2", "c3", "c4", "c5" }
CivilianSquad2 = { "c6", "c7", "c8", "c9", "c10" }
FootprintTrigger5 = { CPos.New(99, 53), CPos.New(100, 53), CPos.New(101, 53), CPos.New(102, 53), CPos.New(103, 53), CPos.New(104, 53) }
Trigger5Team = { TeamFive1, TeamFive2, TeamFive3, TeamFive4, TeamFive5, TeamFive6, TeamFive7 }
TentTeam = { "e1", "e1", "e1", "e1", "e3", "e3" }
Doggos = { "dog", "dog", "dog" }
SovietAttackers = { "3tnk", "e2", "e2", "e2", "v2rl" }
MigEntryPath = { BaseAttackersSpawn, GuideSpawn }
FootprintTrigger6 = { CPos.New(81, 57), CPos.New(81, 58), CPos.New(81, 59), CPos.New(81, 60), CPos.New(81, 61) }
FootprintTrigger7 = { CPos.New(73, 58), CPos.New(73, 59), CPos.New(73, 60), CPos.New(73, 61) }
FootprintTrigger8 = { CPos.New(51, 83), CPos.New(51, 84), CPos.New(51, 85), CPos.New(51, 86), CPos.New(51, 87), CPos.New(51, 88) }
FootprintTrigger9 = { CPos.New(28, 77), CPos.New(29, 77), CPos.New(30, 77), CPos.New(31, 77), CPos.New(32, 77), CPos.New(33, 77), CPos.New(34, 77), CPos.New(35, 77), CPos.New(36, 77), CPos.New(37, 77), CPos.New(38, 77) }
BridgeMammoths = { BridgeMammoth1, BridgeMammoth2 }
FootprintTrigger10 = { CPos.New(24, 83), CPos.New(24, 84), CPos.New(24, 85) }
FootprintTrigger11 = { CPos.New(20, 65), CPos.New(21, 65), CPos.New(22, 65) }
SovBase = { SovFact, SovPower1, SovPower2, SovRax, SovWarFactory, SovFlame1, SovFlame2, SovTesla }
SovBaseTeam = { SovBaseTeam1, SovBaseTeam2, SovBaseTeam3, SovBaseTeam4, SovBaseTeam5, SovBaseTeam6 }
RaxTeam = { "e1", "e2", "e2", "e4", "e4", "shok" }
FootprintTrigger12 = { CPos.New(35, 39), CPos.New(35, 40), CPos.New(35, 41), CPos.New(35, 42) }
ExtractionHelicopterType = "tran"
ExtractionPath = { ChinookEntry.Location, ExtractionPoint.Location }
lstReinforcements =
{
first =
{
actors = { "2tnk", "2tnk", "2tnk", "2tnk", "2tnk" },
entryPath = { BoatSpawn.Location, BoatUnload1.Location },
exitPath = { BoatSpawn.Location }
},
second =
{
actors = { "1tnk", "1tnk", "2tnk", "2tnk", "2tnk" },
entryPath = { BoatSpawn.Location, BoatUnload2.Location },
exitPath = { BoatSpawn.Location }
}
}
VIPs = { }
MissionStart = function()
FlareBoy.Move(LightFlare.Location)
Trigger.OnEnteredFootprint({ LightFlare.Location }, function(actor, id)
if actor.Owner == England then
Trigger.RemoveFootprintTrigger(id)
local insertionFlare = Actor.Create("flare", true, { Owner = Allies, Location = LightFlare.Location })
Trigger.AfterDelay(DateTime.Seconds(2), function()
FlareBoy.AttackMove(FlareBoyAttack.Location)
if Difficulty == "normal" then
local normalDrop = InsertionDrop.TargetParatroopers(InsertionPoint.CenterPosition, Angle.New(892))
Utils.Do(normalDrop, function(a)
Trigger.OnPassengerExited(a, function(t,p)
VIPs[#VIPs + 1] = p
FailTrigger()
end)
end)
else
local hardDrop = InsertionDropHard.TargetParatroopers(InsertionPoint.CenterPosition, Angle.New(892))
Utils.Do(hardDrop, function(a)
Trigger.OnPassengerExited(a, function(t,p)
VIPs[#VIPs + 1] = p
FailTrigger()
end)
end)
Trigger.AfterDelay(DateTime.Seconds(6), function()
Media.DisplayMessage("Commander, there are several civilians in the area.\nWe'll need you to call out targets.", "Tanya")
end)
end
end)
Trigger.AfterDelay(DateTime.Seconds(20), function()
insertionFlare.Destroy()
end)
end
end)
end
FailTrigger = function()
Trigger.OnAnyKilled(VIPs, function()
Allies.MarkFailedObjective(ProtectVIPs)
end)
end
FootprintTriggers = function()
local foot1Triggered
Trigger.OnEnteredFootprint(FootprintTrigger1, function(actor, id)
if actor.Owner == Allies and not foot1Triggered then
Trigger.RemoveFootprintTrigger(id)
foot1Triggered = true
local trig1cam = Actor.Create("camera", true, { Owner = Allies, Location = Trigger1Cam.Location })
Trigger.AfterDelay(DateTime.Seconds(10), function()
trig1cam.Destroy()
end)
Utils.Do(Trigger1Rifles, function(actor)
if not actor.IsDead then
actor.AttackMove(Trigger1Move.Location)
end
end)
DoomedHeli = Reinforcements.ReinforceWithTransport(England, ExtractionHelicopterType, nil, DoomedHeliPath)[1]
end
end)
local foot2Triggered
Trigger.OnEnteredFootprint(FootprintTrigger2, function(actor, id)
if actor.Owner == Allies and not foot2Triggered then
Trigger.RemoveFootprintTrigger(id)
foot2Triggered = true
local drop1 = RifleDropS.TargetParatroopers(VillageParadrop.CenterPosition, Angle.SouthWest)
Utils.Do(drop1, function(a)
Trigger.OnPassengerExited(a, function(t, p)
IdleHunt(p)
end)
end)
local grens = Reinforcements.Reinforce(USSR, Grenadiers, { GrenEntry.Location }, 0)
Utils.Do(grens, IdleHunt)
end
end)
local foot3Triggered
Trigger.OnEnteredFootprint(FootprintTrigger3, function(actor, id)
if actor.Owner == Allies and not foot3Triggered then
Trigger.RemoveFootprintTrigger(id)
foot3Triggered = true
Trig3House.Owner = Civilians
local camera3 = Actor.Create("camera", true, { Owner = Allies, Location = Trigger3Cam.Location })
Trigger.AfterDelay(DateTime.Seconds(10), function()
camera3.Destroy()
end)
if not GuideHut.IsDead then
local guide = Actor.Create("c6", true, { Owner = England, Location = GuideSpawn.Location })
guide.Move(SafePath1.Location)
guide.Move(SafePath2.Location)
guide.Move(CivilianRally.Location)
end
Utils.Do(Trigger3Team, function(actor)
if not actor.IsDead then
actor.AttackMove(GuideSpawn.Location)
IdleHunt(actor)
end
end)
end
end)
local foot4Triggered
Trigger.OnEnteredFootprint(FootprintTrigger4, function(actor, id)
if actor.Owner == Allies and not foot4Triggered then
Trigger.RemoveFootprintTrigger(id)
foot4Triggered = true
Trig4House.Owner = Civilians
Reinforcements.Reinforce(England, CivilianSquad1, { CivFlee1.Location, CivilianRally.Location }, 0)
Reinforcements.Reinforce(England, CivilianSquad2, { CivFlee2.Location, CivilianRally.Location }, 0)
end
end)
local foot5Triggered
Trigger.OnEnteredFootprint(FootprintTrigger5, function(actor, id)
if actor.Owner == Allies and not foot5Triggered then
Trigger.RemoveFootprintTrigger(id)
foot5Triggered = true
Media.PlaySoundNotification(Allies, "AlertBleep")
Media.DisplayMessage("Alfa Niner this is Lima One Six. Be advised, Soviet aircraft and armor moving into your AO.", "Headquarters")
Utils.Do(Trigger5Team, function(actor)
if not actor.IsDead then
actor.AttackMove(TacticalNuke1.Location)
end
end)
SendMig(MigEntryPath)
local barrelcam1 = Actor.Create("camera", true, { Owner = USSR, Location = TacticalNuke1.Location })
local barrelcam2 = Actor.Create("camera", true, { Owner = USSR, Location = TacticalNuke2.Location })
local wave1 = Reinforcements.Reinforce(USSR, SovietAttackers, { BaseAttackersSpawn.Location, SovietAttack.Location })
Utils.Do(wave1, IdleHunt)
local drop2 = RifleDropS.TargetParatroopers(SovietAttack.CenterPosition, Angle.East)
Utils.Do(drop2, function(a)
Trigger.OnPassengerExited(a, function(t, p)
IdleHunt(p)
end)
end)
Trigger.AfterDelay(DateTime.Seconds(20), function()
Media.PlaySoundNotification(Allies, "AlertBuzzer")
Media.DisplayMessage("Extraction point is compromised. Evacuate the base!", "Headquarters")
local defenders = Reinforcements.Reinforce(England, TentTeam, { Tent.Location, TentMove.Location }, 0)
Utils.Do(defenders, IdleHunt)
if Difficulty == "hard" then
Trigger.AfterDelay(DateTime.Seconds(30), function()
local wave2 = Reinforcements.Reinforce(USSR, SovietAttackers, { BaseAttackersSpawn.Location, SovietAttack.Location })
Utils.Do(wave2, IdleHunt)
end)
end
end)
Trigger.AfterDelay(DateTime.Seconds(35), function()
local dogs = Reinforcements.Reinforce(USSR, Doggos, { GrenEntry.Location }, 0)
Utils.Do(dogs, IdleHunt)
Media.PlaySpeechNotification(Allies, "AbombLaunchDetected")
local proxy = Actor.Create("powerproxy.parabombs", false, { Owner = USSR })
proxy.TargetAirstrike(TacticalNuke1.CenterPosition, Angle.NorthWest)
Trigger.AfterDelay(DateTime.Seconds(5), function()
Media.PlaySpeechNotification(Allies, "AbombLaunchDetected")
proxy.TargetAirstrike(TacticalNuke2.CenterPosition, Angle.NorthWest)
end)
proxy.Destroy()
end)
Trigger.AfterDelay(DateTime.Seconds(50), function()
Media.DisplayMessage("We've set up a new extraction point to the Northwest.", "Headquarters")
end)
end
end)
local foot6Triggered
Trigger.OnEnteredFootprint(FootprintTrigger6, function(actor, id)
if actor.Owner == Allies and not foot6Triggered then
Trigger.RemoveFootprintTrigger(id)
foot6Triggered = true
local reinforcement = lstReinforcements.first
Media.PlaySpeechNotification(Allies, "ReinforcementsArrived")
Reinforcements.ReinforceWithTransport(Allies, "lst.reinforcement", reinforcement.actors, reinforcement.entryPath, reinforcement.exitPath)
end
end)
local foot7Triggered
Trigger.OnEnteredFootprint(FootprintTrigger7, function(actor, id)
if actor.Owner == Allies and not foot7Triggered then
Trigger.RemoveFootprintTrigger(id)
foot7Triggered = true
local drop3 = RifleDropS.TargetParatroopers(TacticalNuke3.CenterPosition, Angle.West)
Utils.Do(drop3, function(a)
Trigger.OnPassengerExited(a, function(t, p)
IdleHunt(p)
end)
end)
local trig7camera1 = Actor.Create("camera", true, { Owner = Allies, Location = MammothCam.Location })
local trig7camera2 = Actor.Create("camera", true, { Owner = Allies, Location = TacticalNuke3.Location })
Trigger.AfterDelay(DateTime.Seconds(30), function()
trig7camera1.Destroy()
end)
Trigger.AfterDelay(DateTime.Seconds(20), function()
Media.PlaySpeechNotification(Allies, "AbombLaunchDetected")
local proxy = Actor.Create("powerproxy.parabombs", false, { Owner = USSR })
proxy.TargetAirstrike(TacticalNuke3.CenterPosition, Angle.SouthWest)
proxy.Destroy()
end)
Trigger.AfterDelay(DateTime.Seconds(26), function()
Reinforcements.Reinforce(England, CivilianSquad1, { House1.Location, TacticalNuke3.Location }, 0)
Reinforcements.Reinforce(England, CivilianSquad2, { House2.Location, TacticalNuke3.Location }, 0)
Reinforcements.Reinforce(England, CivilianSquad1, { House3.Location, TacticalNuke3.Location }, 0)
Reinforcements.Reinforce(England, CivilianSquad2, { House4.Location, TacticalNuke3.Location }, 0)
end)
Trigger.AfterDelay(DateTime.Seconds(15), function()
trig7camera2.Destroy()
end)
end
end)
local foot8Triggered
Trigger.OnEnteredFootprint(FootprintTrigger8, function(actor, id)
if actor.Owner == Allies and not foot8Triggered then
Trigger.RemoveFootprintTrigger(id)
foot8Triggered = true
local trig8camera = Actor.Create("camera", true, { Owner = Allies, Location = TeslaCam.Location })
Trigger.AfterDelay(DateTime.Seconds(10), function()
trig8camera.Destroy()
end)
Media.PlaySpeechNotification(Allies, "ReinforcementsArrived")
RifleDropA.TargetParatroopers(TeslaDrop.CenterPosition, Angle.New(124))
end
end)
local foot9Triggered
Trigger.OnEnteredFootprint(FootprintTrigger9, function(actor, id)
if actor.Owner == Allies and not foot9Triggered then
Trigger.RemoveFootprintTrigger(id)
foot9Triggered = true
local trig9camera = Actor.Create("camera", true, { Owner = Allies, Location = BridgeCam.Location })
Trigger.AfterDelay(DateTime.Seconds(10), function()
trig9camera.Destroy()
end)
Utils.Do(BridgeMammoths, function(actor)
actor.AttackMove(MammysGo.Location)
end)
end
end)
local foot10Triggered
Trigger.OnEnteredFootprint(FootprintTrigger10, function(actor, id)
if actor.Owner == Allies and not foot10Triggered then
Trigger.RemoveFootprintTrigger(id)
foot10Triggered = true
local trig10camera = Actor.Create("camera", true, { Owner = Allies, Location = TruckCam.Location })
Trigger.AfterDelay(DateTime.Seconds(10), function()
trig10camera.Destroy()
end)
Media.PlaySpeechNotification(Allies, "SignalFlareNorth")
Actor.Create("camera", true, { Owner = Allies, Location = ExtractionPoint.Location })
SendExtractionHelicopter()
HealCrateTruck.Move(TruckGo.Location)
end
end)
local foot11Triggered
Trigger.OnEnteredFootprint(FootprintTrigger11, function(actor, id)
if actor.Owner == Allies and not foot11Triggered then
Trigger.RemoveFootprintTrigger(id)
foot11Triggered = true
local trig11camera = Actor.Create("camera", true, { Owner = Allies, Location = SovBaseCam.Location })
Trigger.AfterDelay(DateTime.Seconds(10), function()
trig11camera.Destroy()
end)
local reinforcement = lstReinforcements.second
Media.PlaySpeechNotification(Allies, "ReinforcementsArrived")
Reinforcements.ReinforceWithTransport(Allies, "lst.reinforcement", reinforcement.actors, reinforcement.entryPath, reinforcement.exitPath)
end
end)
local foot12Triggered
Trigger.OnEnteredFootprint(FootprintTrigger12, function(actor, id)
if (actor.Type == "gnrl" or actor.Type == "gnrl.noautotarget") and not foot12Triggered then
Trigger.RemoveFootprintTrigger(id)
foot12Triggered = true
Media.PlaySoundNotification(Allies, "AlertBleep")
Media.DisplayMessage("Stalin will pay for what he has done today!\nI will bury him with my own hands!", "Stavros")
end
end)
end
SetupTriggers = function()
Utils.Do(USSR.GetGroundAttackers(), function(unit)
Trigger.OnDamaged(unit, function() IdleHunt(unit) end)
end)
Trigger.OnKilled(BridgeBarrel1, function()
local bridge = Utils.Where(Map.ActorsInWorld, function(actor) return actor.Type == "bridge2" end)[1]
if not bridge.IsDead then
bridge.Kill()
end
end)
Trigger.OnKilled(BridgeBarrel2, function()
local bridgepart1 = Utils.Where(Map.ActorsInWorld, function(actor) return actor.Type == "br2" end)[1]
local bridgepart2 = Utils.Where(Map.ActorsInWorld, function(actor) return actor.Type == "br3" end)[1]
if not bridgepart1.IsDead then
bridgepart1.Kill()
end
if not bridgepart2.IsDead then
bridgepart2.Kill()
end
end)
local trukEscaped
Trigger.OnEnteredFootprint({ TruckGo.Location }, function(actor, id)
if actor.Type == "truk" and not trukEscaped then
Trigger.RemoveFootprintTrigger(id)
trukEscaped = true
actor.Destroy()
end
end)
end
ChurchAttack = function()
if not ChurchDamaged then
local churchPanicTeam = Reinforcements.Reinforce(England, CivilianSquad1, { ChurchSpawn.Location }, 0)
Utils.Do(churchPanicTeam, function(a)
a.Move(a.Location + CVec.New(-1,-1))
a.Panic()
end)
end
ChurchDamaged = true
end
SendMig = function(waypoints)
local MigEntryPath = { waypoints[1].Location, waypoints[2].Location }
local Mig1 = Reinforcements.Reinforce(USSR, { "mig" }, MigEntryPath)
if not BridgeBarrel1.IsDead then
Utils.Do(Mig1, function(mig)
mig.Attack(BridgeBarrel1)
end)
end
Trigger.AfterDelay(DateTime.Seconds(5), function()
local Mig2 = Reinforcements.Reinforce(USSR, { "mig" }, MigEntryPath)
local Mig3 = Reinforcements.Reinforce(USSR, { "mig" }, MigEntryPath)
if not CivBarrel.IsDead then
Utils.Do(Mig2, function(mig)
mig.Attack(CivBarrel)
end)
end
if not DoomedHeli.IsDead then
Utils.Do(Mig3, function(mig)
mig.Attack(DoomedHeli)
end)
end
end)
end
SovBaseAttack = function()
if not BaseDamaged then
local drop4 = RifleDropS.TargetParatroopers(SovBaseDrop.CenterPosition, Angle.East)
Utils.Do(drop4, function(a)
Trigger.OnPassengerExited(a, function(t, p)
IdleHunt(p)
end)
end)
Utils.Do(SovBaseTeam, function(actor)
if not actor.IsDead then
IdleHunt(actor)
end
end)
if Difficulty == "hard" then
local barracksTeam = Reinforcements.Reinforce(USSR, RaxTeam, { SovRaxSpawn.Location, SovBaseCam.Location }, 0)
Utils.Do(barracksTeam, IdleHunt)
end
end
BaseDamaged = true
end
ExtractUnits = function(extractionUnit, pos, after)
if extractionUnit.IsDead or not extractionUnit.HasPassengers then
return
end
extractionUnit.Move(pos)
extractionUnit.Destroy()
Trigger.OnRemovedFromWorld(extractionUnit, after)
end
SendExtractionHelicopter = function()
ExtractionHeli = Reinforcements.ReinforceWithTransport(Allies, ExtractionHelicopterType, nil, ExtractionPath)[1]
local exitPos = CPos.New(ExtractionPath[1].X, ExtractionPath[2].Y)
Trigger.OnKilled(ExtractionHeli, function() USSR.MarkCompletedObjective(SovietObj) end)
Trigger.OnAllRemovedFromWorld(VIPs, function()
ExtractUnits(ExtractionHeli, exitPos, function()
Allies.MarkCompletedObjective(ProtectVIPs)
Allies.MarkCompletedObjective(ExtractStavros)
end)
end)
end
WorldLoaded = function()
Allies = Player.GetPlayer("Allies")
USSR = Player.GetPlayer("USSR")
BadGuy = Player.GetPlayer("BadGuy")
England = Player.GetPlayer("England")
Civilians = Player.GetPlayer("GreekCivilians")
InitObjectives(Allies)
SovietObj = USSR.AddObjective("Kill Stavros.")
ProtectVIPs = Allies.AddObjective("Keep Stavros and Tanya alive.")
ExtractStavros = Allies.AddObjective("Get Stavros and Tanya to the extraction helicopter.")
InsertionDrop = Actor.Create("insertiondrop", false, { Owner = Allies })
InsertionDropHard = Actor.Create("insertiondrophard", false, { Owner = Allies })
RifleDropA = Actor.Create("rifledrop", false, { Owner = Allies })
RifleDropS = Actor.Create("rifledrop", false, { Owner = USSR })
Camera.Position = LightFlare.CenterPosition
MissionStart()
FootprintTriggers()
SetupTriggers()
Trigger.OnDamaged(Church, ChurchAttack)
OnAnyDamaged(SovBase, SovBaseAttack)
end