Files
OpenRA/mods/ra/maps/soviet-06b/soviet06b.lua
2017-04-10 21:13:51 +02:00

127 lines
4.5 KiB
Lua

--[[
Copyright 2007-2017 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.
]]
IntroAttackers = { IntroEnemy1, IntroEnemy2, IntroEnemy3 }
Trucks = { Truck1, Truck2 }
InfAttack = { }
ArmorAttack = { }
AttackPaths = { { AttackWaypoint1 }, { AttackWaypoint2 } }
AlliedInfantryTypes = { "e1", "e1", "e3" }
AlliedArmorTypes = { "jeep", "jeep", "1tnk", "1tnk", "2tnk", "2tnk", "arty" }
SovietReinforcements1 = { "e6", "e6", "e6", "e6", "e6" }
SovietReinforcements2 = { "e4", "e4", "e2", "e2", "e2" }
SovietReinforcements1Waypoints = { McvWaypoint.Location, APCWaypoint1.Location }
SovietReinforcements2Waypoints = { McvWaypoint.Location, APCWaypoint2.Location }
TruckGoalTrigger = { CPos.New(85, 10), CPos.New(85, 11), CPos.New(85, 12), CPos.New(86, 13), CPos.New(87, 13), CPos.New(88, 13), CPos.New(88, 14), CPos.New(89, 14), CPos.New(90, 14), CPos.New(90, 15), CPos.New(91, 15), CPos.New(91, 16), CPos.New(91, 17), CPos.New(92, 17), CPos.New(93, 17), CPos.New(94, 17), CPos.New(94, 18), CPos.New(95, 18), CPos.New(96, 18), CPos.New(96, 19), CPos.New(97, 19), CPos.New(98, 19)}
Trigger.OnEnteredFootprint(TruckGoalTrigger, function(a, id)
if not truckGoalTrigger and a.Owner == player and a.Type == "truk" then
truckGoalTrigger = true
player.MarkCompletedObjective(sovietObjective)
player.MarkCompletedObjective(SaveAllTrucks)
end
end)
Trigger.OnAllKilled(Trucks, function()
enemy.MarkCompletedObjective(alliedObjective)
end)
Trigger.OnAnyKilled(Trucks, function()
player.MarkFailedObjective(SaveAllTrucks)
end)
Trigger.OnKilled(Apwr, function(building)
BaseApwr.exists = false
end)
Trigger.OnKilled(Barr, function(building)
BaseTent.exists = false
end)
Trigger.OnKilled(Proc, function(building)
BaseProc.exists = false
end)
Trigger.OnKilled(Weap, function(building)
BaseWeap.exists = false
end)
Trigger.OnKilled(Apwr2, function(building)
BaseApwr2.exists = false
end)
Trigger.OnKilled(Dome, function()
player.MarkCompletedObjective(sovietObjective2)
Media.PlaySpeechNotification(player, "ObjectiveMet")
end)
Trigger.OnRemovedFromWorld(Mcv, function()
if not mcvDeployed then
mcvDeployed = true
BuildBase()
SendEnemies()
Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry)
Trigger.AfterDelay(DateTime.Minutes(2), ProduceArmor)
end
end)
WorldLoaded = function()
player = Player.GetPlayer("USSR")
enemy = Player.GetPlayer("Greece")
Camera.Position = CameraStart.CenterPosition
Mcv.Move(McvWaypoint.Location)
Harvester.FindResources()
Utils.Do(IntroAttackers, function(actor)
IdleHunt(actor)
end)
Reinforcements.ReinforceWithTransport(player, "apc", SovietReinforcements1, SovietReinforcements1Waypoints)
Reinforcements.ReinforceWithTransport(player, "apc", SovietReinforcements2, SovietReinforcements2Waypoints)
Utils.Do(Map.NamedActors, function(actor)
if actor.Owner == enemy and actor.HasProperty("StartBuildingRepairs") then
Trigger.OnDamaged(actor, function(building)
if building.Owner == enemy and building.Health < 3/4 * building.MaxHealth then
building.StartBuildingRepairs()
end
end)
end
end)
Trigger.OnObjectiveAdded(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
Trigger.OnObjectiveCompleted(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
end)
Trigger.OnObjectiveFailed(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
end)
Trigger.OnPlayerWon(player, function()
Media.PlaySpeechNotification(player, "Win")
end)
Trigger.OnPlayerLost(player, function()
Media.PlaySpeechNotification(player, "Lose")
end)
alliedObjective = enemy.AddPrimaryObjective("Destroy all Soviet troops.")
sovietObjective = player.AddPrimaryObjective("Escort the Convoy.")
sovietObjective2 = player.AddSecondaryObjective("Destroy the Allied radar dome to stop enemy\nreinforcements.")
SaveAllTrucks = player.AddSecondaryObjective("Keep all trucks alive.")
end
Tick = function()
if player.HasNoRequiredUnits() then
enemy.MarkCompletedObjective(alliedObjective)
end
if enemy.Resources >= enemy.ResourceCapacity * 0.75 then
enemy.Cash = enemy.Cash + enemy.Resources - enemy.ResourceCapacity * 0.25
enemy.Resources = enemy.ResourceCapacity * 0.25
end
end