418 lines
12 KiB
Lua
418 lines
12 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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SpyType = { "spy" }
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SpyEntryPath = { SpyEntry.Location, SpyLoadout.Location }
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InsertionTransport = "lst.in"
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TrukPath1 = { SpyCamera1, TrukWaypoint1, TrukWaypoint2, TrukWaypoint3, TrukWaypoint4 }
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TrukPath2 = { TruckWaypoint5, TruckCrash }
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ExtractionHeliType = "tran"
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ExtractionPath = { ExtractionEntry.Location, ExtractionLZ.Location }
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GreeceReinforcements =
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{
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{ types = { "e3", "e3", "e1", "e1", "e1" }, entry = { SpyEntry.Location, SpyLoadout.Location } },
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{ types = { "jeep", "1tnk", "1tnk", "2tnk", "2tnk" }, entry = { GreeceEntry1.Location, GreeceLoadout1.Location } },
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{ types = { "e6", "e6", "e6", "e6", "e6" }, entry = { GreeceEntry2.Location, GreeceLoadout2.Location } }
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}
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FlameTowerDogs = { FlameTowerDog1, FlameTowerDog2 }
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PatrolA = { PatrolA1, PatrolA2, PatrolA3 }
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PatrolB = { PatrolB1, PatrolB2, PatrolB3 }
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PatrolC = { PatrolC1, PatrolC2, PatrolC3 }
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PatrolAPath = { APatrol1.Location, CPatrol1.Location, APatrol2.Location }
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PatrolBPath = { BPatrol1.Location, BPatrol2.Location, SpyCamera2.Location }
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PatrolCPath = { CPatrol1.Location, CPatrol2.Location, CPatrol3.Location }
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CheckpointDogs = { CheckpointDog1, CheckpointDog2 }
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CheckpointRifles = { CheckpointRifle1, CheckpointRifle2 }
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BridgePatrol = { CheckpointDog1, CheckpointDog2, CheckpointRifle1, CheckpointRifle2 }
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BridgePatrolPath = { TrukWaypoint4.Location, BridgePatrolWay.Location }
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TanyaVoices = { "tuffguy", "bombit", "laugh", "gotit", "lefty", "keepem" }
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SpyVoice = "sking"
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CivVoice = "guyokay"
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DogBark = "dogy"
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SamSites = { Sam1, Sam2, Sam3, Sam4 }
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SendSpy = function()
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Camera.Position = SpyEntry.CenterPosition
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Spy = Reinforcements.ReinforceWithTransport(Greece, InsertionTransport, SpyType, SpyEntryPath, { SpyEntryPath[1] })[2][1]
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Trigger.OnKilled(Spy, function() USSR.MarkCompletedObjective(USSRObj) end)
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Trigger.AfterDelay(DateTime.Seconds(3), function()
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Media.DisplayMessage(UserInterface.Translate("disguise-spy"), UserInterface.Translate("spy"))
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if SpecialCameras then
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SpyCameraA = Actor.Create("camera", true, { Owner = Greece, Location = SpyCamera1.Location })
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SpyCameraB = Actor.Create("camera", true, { Owner = Greece, Location = SpyCamera2.Location })
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SpyCameraC = Actor.Create("camera", true, { Owner = Greece, Location = BPatrol2.Location })
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else
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SpyCameraHard = Actor.Create("camera.small", true, { Owner = Greece, Location = FlameTowerDogRally.Location + CVec.New(2, 0) })
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end
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end)
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end
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ChurchFootprint = function()
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Trigger.OnEnteredProximityTrigger(ChurchSpawn.CenterPosition, WDist.FromCells(2), function(actor, id)
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if actor.Type == "spy" and not Greece.IsObjectiveCompleted(MainObj) then
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Trigger.RemoveProximityTrigger(id)
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ChurchSequence()
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end
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end)
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end
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ChurchSequence = function()
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Media.PlaySoundNotification(Greece, CivVoice)
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Hero = Actor.Create("c1", true, { Owner = GoodGuy, Location = ChurchSpawn.Location })
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Hero.Attack(TargetBarrel)
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Trigger.OnKilled(ResponseBarrel, function()
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if not Hero.IsDead then
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Hero.Stop()
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Hero.Move(SouthVillage.Location)
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BarrelsTower.Kill()
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Utils.Do(FlameTowerDogs, function(dogs)
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if not dogs.IsDead then
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dogs.Stop()
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dogs.AttackMove(SouthVillage.Location)
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end
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end)
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Utils.Do(PatrolA, function(patrol1)
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if not patrol1.IsDead then
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patrol1.Stop()
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patrol1.AttackMove(SouthVillage.Location)
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end
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end)
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Utils.Do(PatrolB, function(patrol2)
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if not patrol2.IsDead then
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patrol2.Stop()
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patrol2.AttackMove(SouthVillage.Location)
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end
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end)
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end
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end)
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end
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ActivatePatrols = function()
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Utils.Do(FlameTowerDogs, function(dogs)
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dogs.AttackMove(FlameTowerDogRally.Location)
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end)
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Trigger.AfterDelay(DateTime.Seconds(3), function()
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GroupPatrol(PatrolA, PatrolAPath, DateTime.Seconds(7))
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GroupPatrol(PatrolB, PatrolBPath, DateTime.Seconds(6))
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GroupPatrol(PatrolC, PatrolCPath, DateTime.Seconds(6))
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end)
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end
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GroupPatrol = function(units, waypoints, delay)
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local i = 1
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local stop = false
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Utils.Do(units, function(unit)
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Trigger.OnIdle(unit, function()
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if stop then
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return
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end
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if unit.Location == waypoints[i] then
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local bool = Utils.All(units, function(actor) return actor.IsIdle end)
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if bool then
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stop = true
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i = i + 1
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if i > #waypoints then
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i = 1
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end
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Trigger.AfterDelay(delay, function() stop = false end)
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end
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else
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unit.AttackMove(waypoints[i])
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end
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end)
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end)
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end
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WarfactoryInfiltrated = function()
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FollowTruk = true
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Truk.GrantCondition("hijacked")
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Truk.Wait(DateTime.Seconds(1))
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Utils.Do(TrukPath1, function(waypoint)
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Truk.Move(waypoint.Location)
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end)
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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if SpecialCameras then
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SpyCameraA.Destroy()
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SpyCameraB.Destroy()
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SpyCameraC.Destroy()
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else
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SpyCameraHard.Destroy()
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end
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end)
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Trigger.OnEnteredProximityTrigger(TrukWaypoint4.CenterPosition, WDist.FromCells(1), function(actor, id)
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if actor.Type == "truk.mission" then
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Trigger.RemoveProximityTrigger(id)
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Utils.Do(CheckpointDogs, function(dog)
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dog.Move(TrukInspect.Location)
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end)
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end
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end)
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Trigger.OnEnteredProximityTrigger(TrukWaypoint4.CenterPosition, WDist.FromCells(1), function(actor, id)
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if actor.Type == "dog" then
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Trigger.RemoveProximityTrigger(id)
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Media.PlaySoundNotification(Greece, DogBark)
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Utils.Do(CheckpointRifles, function(guard)
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guard.Move(TrukInspect.Location)
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end)
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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Utils.Do(TrukPath2, function(waypoint)
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Truk.Move(waypoint.Location)
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end)
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end)
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end
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end)
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Trigger.OnEnteredFootprint({ SpyJumpOut.Location }, function(a, id)
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if a == Truk then
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Trigger.RemoveFootprintTrigger(id)
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Spy = Actor.Create("spy", true, { Owner = Greece, Location = SpyJumpOut.Location })
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Spy.DisguiseAsType("e1", USSR)
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Spy.Move(TruckWaypoint5.Location)
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Spy.Infiltrate(Prison)
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Media.PlaySoundNotification(Greece, SpyVoice)
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FollowTruk = false
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if SpecialCameras then
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PrisonCamera = Actor.Create("camera", true, { Owner = Greece, Location = SpyJumpOut.Location })
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else
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PrisonCamera = Actor.Create("camera.small", true, { Owner = Greece, Location = Prison.Location + CVec.New(1, 1) })
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end
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Trigger.OnKilled(Spy, function() USSR.MarkCompletedObjective(USSRObj) end)
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end
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end)
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Trigger.OnEnteredFootprint({ TruckCrash.Location }, function(a, id)
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if a == Truk then
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Trigger.RemoveFootprintTrigger(id)
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Truk.Stop()
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Truk.Kill()
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CrashTower.Kill()
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CrashBarrel.Kill()
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end
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end)
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end
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MissInfiltrated = function()
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for i = 0, 5, 1 do
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local sound = Utils.Random(TanyaVoices)
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Trigger.AfterDelay(DateTime.Seconds(i), function()
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Media.PlaySoundNotification(Greece, sound)
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end)
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end
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Prison.Attack(Prison)
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Trigger.AfterDelay(DateTime.Seconds(6), FreeTanya)
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end
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FreeTanya = function()
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Prison.Stop()
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Tanya = Actor.Create(TanyaType, true, { Owner = Greece, Location = Prison.Location + CVec.New(1, 1) })
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Tanya.Demolish(Prison)
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Tanya.Move(Tanya.Location + CVec.New(Utils.RandomInteger(-1, 2), 1))
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GroupPatrol(BridgePatrol, BridgePatrolPath, DateTime.Seconds(7))
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if TanyaType == "e7.noautotarget" then
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Media.DisplayMessage(UserInterface.Translate("tanya-rules-of-engagement"), UserInterface.Translate("tanya"))
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end)
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end
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local escapeResponse1 = Reinforcements.Reinforce(USSR, { "e1", "e2", "e2" }, { RaxSpawn.Location, TrukWaypoint4.Location })
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Utils.Do(escapeResponse1, function(units)
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IdleHunt(units)
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end)
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Trigger.AfterDelay(DateTime.Seconds(10), function()
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local escapeResponse2 = Reinforcements.Reinforce(USSR, { "e1", "e2", "e2" }, { RaxSpawn.Location, TrukWaypoint4.Location })
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Utils.Do(escapeResponse2, function(units)
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IdleHunt(units)
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end)
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end)
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KillSams = AddPrimaryObjective(Greece, "destroy-sam-sites-blocker")
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Trigger.OnKilled(Tanya, function() USSR.MarkCompletedObjective(USSRObj) end)
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if not SpecialCameras and PrisonCamera and PrisonCamera.IsInWorld then
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PrisonCamera.Destroy()
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end
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end
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SendReinforcements = function()
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GreeceReinforcementsArrived = true
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Camera.Position = SpyLoadout.CenterPosition
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Greece.Cash = Greece.Cash + ReinforceCash
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Utils.Do(GreeceReinforcements, function(reinforcements)
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Reinforcements.ReinforceWithTransport(Greece, InsertionTransport, reinforcements.types, reinforcements.entry, { SpyEntry.Location })
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end)
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Media.PlaySpeechNotification(Greece, "AlliedReinforcementsArrived")
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ActivateAI()
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end
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ExtractUnits = function(extractionUnit, pos, after)
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if extractionUnit.IsDead or not extractionUnit.HasPassengers then
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return
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end
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extractionUnit.Move(pos)
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extractionUnit.Destroy()
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Trigger.OnRemovedFromWorld(extractionUnit, after)
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end
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InitTriggers = function()
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Trigger.OnInfiltrated(Warfactory, function()
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if Greece.IsObjectiveCompleted(InfWarfactory) then
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return
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elseif Truk.IsDead then
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if not Greece.IsObjectiveCompleted(MainObj) then
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USSR.MarkCompletedObjective(USSRObj)
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end
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return
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end
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Trigger.ClearAll(Spy)
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Greece.MarkCompletedObjective(InfWarfactory)
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WarfactoryInfiltrated()
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end)
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Trigger.OnKilled(Truk, function()
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if not Greece.IsObjectiveCompleted(InfWarfactory) then
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Greece.MarkFailedObjective(InfWarfactory)
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elseif FollowTruk then
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USSR.MarkCompletedObjective(USSRObj)
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end
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end)
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Trigger.OnInfiltrated(Prison, function()
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if Greece.IsObjectiveCompleted(MainObj) then
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return
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end
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if not Greece.IsObjectiveCompleted(InfWarfactory) then
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Media.DisplayMessage(UserInterface.Translate("skip-heroics"), UserInterface.Translate("battlefield-control"))
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Greece.MarkCompletedObjective(InfWarfactory)
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end
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if not PrisonCamera then
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if SpecialCameras then
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PrisonCamera = Actor.Create("camera", true, { Owner = Greece, Location = SpyJumpOut.Location })
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else
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PrisonCamera = Actor.Create("camera.small", true, { Owner = Greece, Location = Prison.Location + CVec.New(1, 1) })
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end
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end
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if SpecialCameras and SpyCameraA and not SpyCameraA.IsDead then
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SpyCameraA.Destroy()
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SpyCameraB.Destroy()
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SpyCameraC.Destroy()
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end
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Trigger.ClearAll(Spy)
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Trigger.AfterDelay(DateTime.Seconds(2), MissInfiltrated)
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end)
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Trigger.OnAllKilled(SamSites, function()
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Greece.MarkCompletedObjective(KillSams)
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local flare = Actor.Create("flare", true, { Owner = Greece, Location = ExtractionPath[2] + CVec.New(0, -1) })
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Trigger.AfterDelay(DateTime.Seconds(7), flare.Destroy)
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Media.PlaySpeechNotification(Greece, "SignalFlare")
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ExtractionHeli = Reinforcements.ReinforceWithTransport(Greece, ExtractionHeliType, nil, ExtractionPath)[1]
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local exitPos = CPos.New(ExtractionPath[1].X, ExtractionPath[2].Y)
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Trigger.OnKilled(ExtractionHeli, function() USSR.MarkCompletedObjective(USSRObj) end)
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Trigger.OnRemovedFromWorld(Tanya, function()
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ExtractUnits(ExtractionHeli, exitPos, function()
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Media.PlaySpeechNotification(Greece, "TanyaRescued")
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Greece.MarkCompletedObjective(MainObj)
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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SendReinforcements()
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end)
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if PrisonCamera and PrisonCamera.IsInWorld then
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PrisonCamera.Destroy()
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end
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end)
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end)
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end)
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end
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Tick = function()
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if FollowTruk and not Truk.IsDead then
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Camera.Position = Truk.CenterPosition
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end
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if USSR.HasNoRequiredUnits() then
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Greece.MarkCompletedObjective(KillAll)
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end
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if GreeceReinforcementsArrived and Greece.HasNoRequiredUnits() then
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USSR.MarkCompletedObjective(USSRObj)
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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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USSR = Player.GetPlayer("USSR")
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GoodGuy = Player.GetPlayer("GoodGuy")
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InitObjectives(Greece)
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USSRObj = AddPrimaryObjective(USSR, "")
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MainObj = AddPrimaryObjective(Greece, "rescue-tanya")
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KillAll = AddPrimaryObjective(Greece, "elminate-soviet-units")
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InfWarfactory = AddSecondaryObjective(Greece, "infiltrate-warfactory")
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InitTriggers()
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SendSpy()
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ChurchFootprint()
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if Difficulty == "easy" then
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TanyaType = "e7"
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ReinforceCash = 5000
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USSR.Cash = 8000
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SpecialCameras = true
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elseif Difficulty == "normal" then
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TanyaType = "e7.noautotarget"
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ReinforceCash = 2250
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USSR.Cash = 15000
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SpecialCameras = true
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else
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TanyaType = "e7.noautotarget"
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ReinforceCash = 1500
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USSR.Cash = 25000
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end
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Trigger.AfterDelay(DateTime.Seconds(3), ActivatePatrols)
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end
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