Files
OpenRA/mods/ra/maps/soviet-01/soviet01.lua
2023-03-28 11:45:15 +02:00

106 lines
3.1 KiB
Lua

--[[
Copyright (c) The OpenRA Developers and Contributors
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.
]]
Yaks = { "yak", "yak", "yak" }
Airfields = { Airfield1, Airfield2, Airfield3 }
InsertYaks = function()
local i = 1
Utils.Do(Yaks, function(yakType)
local start = YakEntry.CenterPosition + WVec.New(0, (i - 1) * 1536, Actor.CruiseAltitude(yakType))
local dest = StartJeep.Location + CVec.New(0, 2 * i)
local yak = Actor.Create(yakType, true, { CenterPosition = start, Owner = USSR, Facing = (Map.CenterOfCell(dest) - start).Facing })
yak.Move(dest)
yak.ReturnToBase(Airfields[i])
i = i + 1
end)
end
JeepDemolishingBridge = function()
StartJeep.Move(StartJeepMovePoint.Location)
Trigger.OnEnteredFootprint({ StartJeepMovePoint.Location }, function(actor, id)
if actor.Owner == France and not BridgeBarrel.IsDead then
Trigger.RemoveFootprintTrigger(id)
BridgeBarrel.Kill()
end
local bridge = Map.ActorsInBox(BridgeWaypoint.CenterPosition, Airfield1.CenterPosition,
function(self) return self.Type == "bridge1" end)[1]
if not bridge.IsDead then
bridge.Kill()
end
end)
end
Paratroopers = function()
Trigger.OnKilled(StartJeep, function()
Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
Paradrop.TargetParatroopers(StartJeepMovePoint.CenterPosition, Angle.East)
end)
Trigger.OnKilled(Church, function()
Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
Paradrop.TargetParatroopers(StartJeepMovePoint.CenterPosition, Angle.East)
end)
Trigger.OnKilled(ParaHut, function()
Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
Paradrop.TargetParatroopers(StartJeepMovePoint.CenterPosition, Angle.East)
end)
end
PanicAttack = function()
if not HouseDamaged then
local panicTeam = Reinforcements.Reinforce(France, { "c3", "c6", "c9" }, { CivSpawn.Location }, 0)
Utils.Do(panicTeam, function(a)
a.Move(a.Location + CVec.New(-1,-1))
a.Panic()
end)
end
HouseDamaged = true
end
WorldLoaded = function()
USSR = Player.GetPlayer("USSR")
France = Player.GetPlayer("France")
Germany = Player.GetPlayer("Germany")
InitObjectives(USSR)
VillageRaidObjective = AddPrimaryObjective(USSR, "raze-village")
Trigger.OnAllRemovedFromWorld(Airfields, function()
USSR.MarkFailedObjective(VillageRaidObjective)
end)
JeepDemolishingBridge()
Paradrop = Actor.Create("powerproxy.paratroopers", false, { Owner = USSR })
Trigger.AfterDelay(DateTime.Seconds(2), InsertYaks)
Paratroopers()
Trigger.OnDamaged(HayHouse, PanicAttack)
Trigger.OnKilled(PillboxBarrel1, function()
if not Pillbox1.IsDead then
Pillbox1.Kill()
end
end)
Trigger.OnKilled(PillboxBarrel2, function()
if not Pillbox2.IsDead then
Pillbox2.Kill()
end
end)
end
Tick = function()
if France.HasNoRequiredUnits() and Germany.HasNoRequiredUnits() then
USSR.MarkCompletedObjective(VillageRaidObjective)
end
end