Files
OpenRA/mods/ra/maps/allies-05b/allies05b.lua
2021-03-27 13:55:27 +01:00

434 lines
13 KiB
Lua

--[[
Copyright 2007-2021 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.
]]
SpyType = { "spy" }
SpyEntryPath = { SpyEntry.Location, SpyLoadout.Location }
InsertionTransport = "lst.in"
TrukPath1 = { SpyCamera1, TrukWaypoint1, TrukWaypoint2, TrukWaypoint3, TrukWaypoint4 }
TrukPath2 = { TruckWaypoint5, TruckCrash }
ExtractionHeliType = "tran"
ExtractionPath = { ExtractionEntry.Location, ExtractionLZ.Location }
GreeceReinforcements =
{
{ types = { "e3", "e3", "e1", "e1", "e1" }, entry = { SpyEntry.Location, SpyLoadout.Location } },
{ types = { "jeep", "1tnk", "1tnk", "2tnk", "2tnk" }, entry = { GreeceEntry1.Location, GreeceLoadout1.Location } },
{ types = { "e6", "e6", "e6", "e6", "e6" }, entry = { GreeceEntry2.Location, GreeceLoadout2.Location } }
}
FlameTowerDogs = { FlameTowerDog1, FlameTowerDog2 }
PatrolA = { PatrolA1, PatrolA2, PatrolA3 }
PatrolB = { PatrolB1, PatrolB2, PatrolB3 }
PatrolC = { PatrolC1, PatrolC2, PatrolC3 }
PatrolAPath = { APatrol1.Location, CPatrol1.Location, APatrol2.Location }
PatrolBPath = { BPatrol1.Location, BPatrol2.Location, SpyCamera2.Location }
PatrolCPath = { CPatrol1.Location, CPatrol2.Location, CPatrol3.Location }
CheckpointDogs = { CheckpointDog1, CheckpointDog2 }
CheckpointRifles = { CheckpointRifle1, CheckpointRifle2 }
BridgePatrol = { CheckpointDog1, CheckpointDog2, CheckpointRifle1, CheckpointRifle2 }
BridgePatrolPath = { TrukWaypoint4.Location, BridgePatrolWay.Location }
TanyaVoices = { "tuffguy", "bombit", "laugh", "gotit", "lefty", "keepem" }
SpyVoice = "sking"
CivVoice = "guyokay"
DogBark = "dogy"
SamSites = { Sam1, Sam2, Sam3, Sam4 }
SendSpy = function()
Camera.Position = SpyEntry.CenterPosition
Spy = Reinforcements.ReinforceWithTransport(Greece, InsertionTransport, SpyType, SpyEntryPath, { SpyEntryPath[1] })[2][1]
Trigger.OnKilled(Spy, function() USSR.MarkCompletedObjective(USSRObj) end)
Trigger.AfterDelay(DateTime.Seconds(3), function()
Media.DisplayMessage("Commander! You have to disguise me in order to get through the enemy patrols.", "Spy")
if SpecialCameras then
SpyCameraA = Actor.Create("camera", true, { Owner = Greece, Location = SpyCamera1.Location })
SpyCameraB = Actor.Create("camera", true, { Owner = Greece, Location = SpyCamera2.Location })
SpyCameraC = Actor.Create("camera", true, { Owner = Greece, Location = BPatrol2.Location })
else
SpyCameraHard = Actor.Create("camera.small", true, { Owner = Greece, Location = FlameTowerDogRally.Location + CVec.New(2, 0) })
end
end)
end
ChurchFootprint = function()
Trigger.OnEnteredProximityTrigger(ChurchSpawn.CenterPosition, WDist.FromCells(2), function(actor, id)
if actor.Type == "spy" and not Greece.IsObjectiveCompleted(MainObj) then
Trigger.RemoveProximityTrigger(id)
ChurchSequence()
end
end)
end
ChurchSequence = function()
Media.PlaySoundNotification(Greece, CivVoice)
Hero = Actor.Create("c1", true, { Owner = GoodGuy, Location = ChurchSpawn.Location })
Hero.Attack(TargetBarrel)
Trigger.OnKilled(ResponseBarrel, function()
if not Hero.IsDead then
Hero.Stop()
Hero.Move(SouthVillage.Location)
BarrelsTower.Kill()
Utils.Do(FlameTowerDogs, function(dogs)
if not dogs.IsDead then
dogs.Stop()
dogs.AttackMove(SouthVillage.Location)
end
end)
Utils.Do(PatrolA, function(patrol1)
if not patrol1.IsDead then
patrol1.Stop()
patrol1.AttackMove(SouthVillage.Location)
end
end)
Utils.Do(PatrolB, function(patrol2)
if not patrol2.IsDead then
patrol2.Stop()
patrol2.AttackMove(SouthVillage.Location)
end
end)
end
end)
end
ActivatePatrols = function()
Utils.Do(FlameTowerDogs, function(dogs)
dogs.AttackMove(FlameTowerDogRally.Location)
end)
Trigger.AfterDelay(DateTime.Seconds(3), function()
GroupPatrol(PatrolA, PatrolAPath, DateTime.Seconds(7))
GroupPatrol(PatrolB, PatrolBPath, DateTime.Seconds(6))
GroupPatrol(PatrolC, PatrolCPath, DateTime.Seconds(6))
end)
end
GroupPatrol = function(units, waypoints, delay)
local i = 1
local stop = false
Utils.Do(units, function(unit)
Trigger.OnIdle(unit, function()
if stop then
return
end
if unit.Location == waypoints[i] then
local bool = Utils.All(units, function(actor) return actor.IsIdle end)
if bool then
stop = true
i = i + 1
if i > #waypoints then
i = 1
end
Trigger.AfterDelay(delay, function() stop = false end)
end
else
unit.AttackMove(waypoints[i])
end
end)
end)
end
WarfactoryInfiltrated = function()
FollowTruk = true
Truk.GrantCondition("hijacked")
Truk.Wait(DateTime.Seconds(1))
Utils.Do(TrukPath1, function(waypoint)
Truk.Move(waypoint.Location)
end)
Trigger.AfterDelay(DateTime.Seconds(2), function()
if SpecialCameras then
SpyCameraA.Destroy()
SpyCameraB.Destroy()
SpyCameraC.Destroy()
else
SpyCameraHard.Destroy()
end
end)
Trigger.OnEnteredProximityTrigger(TrukWaypoint4.CenterPosition, WDist.FromCells(1), function(actor, id)
if actor.Type == "truk.mission" then
Trigger.RemoveProximityTrigger(id)
Utils.Do(CheckpointDogs, function(dog)
dog.Move(TrukInspect.Location)
end)
end
end)
Trigger.OnEnteredProximityTrigger(TrukWaypoint4.CenterPosition, WDist.FromCells(1), function(actor, id)
if actor.Type == "dog" then
Trigger.RemoveProximityTrigger(id)
Media.PlaySoundNotification(Greece, DogBark)
Utils.Do(CheckpointRifles, function(guard)
guard.Move(TrukInspect.Location)
end)
Trigger.AfterDelay(DateTime.Seconds(2), function()
Utils.Do(TrukPath2, function(waypoint)
Truk.Move(waypoint.Location)
end)
end)
end
end)
Trigger.OnEnteredFootprint({ SpyJumpOut.Location }, function(a, id)
if a == Truk then
Trigger.RemoveFootprintTrigger(id)
Spy = Actor.Create("spy", true, { Owner = Greece, Location = SpyJumpOut.Location })
Spy.DisguiseAsType("e1", USSR)
Spy.Move(TruckWaypoint5.Location)
Spy.Infiltrate(Prison)
Media.PlaySoundNotification(Greece, SpyVoice)
FollowTruk = false
if SpecialCameras then
PrisonCamera = Actor.Create("camera", true, { Owner = Greece, Location = SpyJumpOut.Location })
else
PrisonCamera = Actor.Create("camera.small", true, { Owner = Greece, Location = Prison.Location + CVec.New(1, 1) })
end
Trigger.OnKilled(Spy, function() USSR.MarkCompletedObjective(USSRObj) end)
end
end)
Trigger.OnEnteredFootprint({ TruckCrash.Location }, function(a, id)
if a == Truk then
Trigger.RemoveFootprintTrigger(id)
Truk.Stop()
Truk.Kill()
CrashTower.Kill()
CrashBarrel.Kill()
end
end)
end
MissInfiltrated = function()
for i = 0, 5, 1 do
local sound = Utils.Random(TanyaVoices)
Trigger.AfterDelay(DateTime.Seconds(i), function()
Media.PlaySoundNotification(Greece, sound)
end)
end
Prison.Attack(Prison)
Trigger.AfterDelay(DateTime.Seconds(6), FreeTanya)
end
FreeTanya = function()
Prison.Stop()
Tanya = Actor.Create(TanyaType, true, { Owner = Greece, Location = Prison.Location + CVec.New(1, 1) })
Tanya.Demolish(Prison)
Tanya.Move(Tanya.Location + CVec.New(Utils.RandomInteger(-1, 2), 1))
GroupPatrol(BridgePatrol, BridgePatrolPath, DateTime.Seconds(7))
if TanyaType == "e7.noautotarget" then
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.DisplayMessage("According to the rules of engagement I need your explicit orders to fire, Commander!", "Tanya")
end)
end
local escapeResponse1 = Reinforcements.Reinforce(USSR, { "e1", "e2", "e2" }, { RaxSpawn.Location, TrukWaypoint4.Location })
Utils.Do(escapeResponse1, function(units)
IdleHunt(units)
end)
Trigger.AfterDelay(DateTime.Seconds(10), function()
local escapeResponse2 = Reinforcements.Reinforce(USSR, { "e1", "e2", "e2" }, { RaxSpawn.Location, TrukWaypoint4.Location })
Utils.Do(escapeResponse2, function(units)
IdleHunt(units)
end)
end)
KillSams = Greece.AddObjective("Destroy all four SAM sites that block\nthe extraction helicopter.")
Trigger.OnKilled(Tanya, function() USSR.MarkCompletedObjective(USSRObj) end)
if not SpecialCameras and PrisonCamera and PrisonCamera.IsInWorld then
PrisonCamera.Destroy()
end
end
SendReinforcements = function()
GreeceReinforcementsArrived = true
Camera.Position = SpyLoadout.CenterPosition
Greece.Cash = Greece.Cash + ReinforceCash
Utils.Do(GreeceReinforcements, function(reinforcements)
Reinforcements.ReinforceWithTransport(Greece, InsertionTransport, reinforcements.types, reinforcements.entry, { SpyEntry.Location })
end)
Media.PlaySpeechNotification(Greece, "AlliedReinforcementsArrived")
ActivateAI()
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
InitTriggers = function()
Trigger.OnInfiltrated(Warfactory, function()
if Greece.IsObjectiveCompleted(InfWarfactory) then
return
elseif Truk.IsDead then
if not Greece.IsObjectiveCompleted(MainObj) then
USSR.MarkCompletedObjective(USSRObj)
end
return
end
Trigger.ClearAll(Spy)
Greece.MarkCompletedObjective(InfWarfactory)
WarfactoryInfiltrated()
end)
Trigger.OnKilled(Truk, function()
if not Greece.IsObjectiveCompleted(InfWarfactory) then
Greece.MarkFailedObjective(InfWarfactory)
elseif FollowTruk then
USSR.MarkCompletedObjective(USSRObj)
end
end)
Trigger.OnInfiltrated(Prison, function()
if Greece.IsObjectiveCompleted(MainObj) then
return
end
if not Greece.IsObjectiveCompleted(InfWarfactory) then
Media.DisplayMessage("Good work! But next time skip the heroics!", "Battlefield Control")
Greece.MarkCompletedObjective(InfWarfactory)
end
if not PrisonCamera then
if SpecialCameras then
PrisonCamera = Actor.Create("camera", true, { Owner = Greece, Location = SpyJumpOut.Location })
else
PrisonCamera = Actor.Create("camera.small", true, { Owner = Greece, Location = Prison.Location + CVec.New(1, 1) })
end
end
if SpecialCameras and SpyCameraA and not SpyCameraA.IsDead then
SpyCameraA.Destroy()
SpyCameraB.Destroy()
SpyCameraC.Destroy()
end
Trigger.ClearAll(Spy)
Trigger.AfterDelay(DateTime.Seconds(2), MissInfiltrated)
end)
Trigger.OnAllKilled(SamSites, function()
Greece.MarkCompletedObjective(KillSams)
local flare = Actor.Create("flare", true, { Owner = Greece, Location = ExtractionPath[2] + CVec.New(0, -1) })
Trigger.AfterDelay(DateTime.Seconds(7), flare.Destroy)
Media.PlaySpeechNotification(Greece, "SignalFlare")
ExtractionHeli = Reinforcements.ReinforceWithTransport(Greece, ExtractionHeliType, nil, ExtractionPath)[1]
local exitPos = CPos.New(ExtractionPath[1].X, ExtractionPath[2].Y)
Trigger.OnKilled(ExtractionHeli, function() USSR.MarkCompletedObjective(USSRObj) end)
Trigger.OnRemovedFromWorld(Tanya, function()
ExtractUnits(ExtractionHeli, exitPos, function()
Media.PlaySpeechNotification(Greece, "TanyaRescued")
Greece.MarkCompletedObjective(MainObj)
Trigger.AfterDelay(DateTime.Seconds(2), function()
SendReinforcements()
end)
if PrisonCamera and PrisonCamera.IsInWorld then
PrisonCamera.Destroy()
end
end)
end)
end)
end
Tick = function()
if FollowTruk and not Truk.IsDead then
Camera.Position = Truk.CenterPosition
end
if USSR.HasNoRequiredUnits() then
Greece.MarkCompletedObjective(KillAll)
end
if GreeceReinforcementsArrived and Greece.HasNoRequiredUnits() then
USSR.MarkCompletedObjective(USSRObj)
end
end
WorldLoaded = function()
Greece = Player.GetPlayer("Greece")
USSR = Player.GetPlayer("USSR")
GoodGuy = Player.GetPlayer("GoodGuy")
Trigger.OnObjectiveAdded(Greece, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
USSRObj = USSR.AddObjective("Deny the Allies.")
MainObj = Greece.AddObjective("Rescue Tanya.")
KillAll = Greece.AddObjective("Eliminate all Soviet units in this area.")
InfWarfactory = Greece.AddObjective("Infiltrate the Soviet warfactory.", "Secondary", false)
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)
InitTriggers()
SendSpy()
ChurchFootprint()
if Map.LobbyOption("difficulty") == "easy" then
TanyaType = "e7"
ReinforceCash = 5000
USSR.Cash = 8000
SpecialCameras = true
elseif Map.LobbyOption("difficulty") == "normal" then
TanyaType = "e7.noautotarget"
ReinforceCash = 2250
USSR.Cash = 15000
SpecialCameras = true
else
TanyaType = "e7.noautotarget"
ReinforceCash = 1500
USSR.Cash = 25000
end
Trigger.AfterDelay(DateTime.Seconds(3), ActivatePatrols)
end