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OpenRA/mods/ra/maps/allies-03a/allies03a.lua

261 lines
8.7 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.
]]
ProductionUnits = { "e1", "e1", "e2" }
ProductionBuildings = { USSRBarracks1, USSRBarracks2 }
TransportReinforcements = { "e1", "e1", "e1", "e2", "e2" }
FirstUSSRBase = { USSRFlameTower1, USSRBarracks1, USSRPowerPlant1, USSRPowerPlant2, USSRConstructionYard1, USSRTechCenter, USSRBaseGuard1, USSRBaseGuard2, USSRBaseGuard3, USSRBaseGuard4, USSRBaseGuard5, USSRBaseGuard6, USSRBaseGuard7, USSRBaseGuard8 }
SecondUSSRBase = { USSRBarracks2, USSRKennel, USSRRadarDome, USSRBaseGuard10, USSRBaseGuard11, USSRBaseGuard12, USSRBaseGuard13, USSRBaseGuard14 }
Prisoners = { PrisonedMedi1, PrisonedMedi2, PrisonedEngi }
CameraTriggerArea = { CPos.New(43, 64), CPos.New(44, 64), CPos.New(45, 64), CPos.New(46, 64), CPos.New(47, 64) }
WaterTransportTriggerArea = { CPos.New(39, 54), CPos.New(40, 54), CPos.New(41, 54), CPos.New(42, 54), CPos.New(43, 54), CPos.New(44, 54), CPos.New(45, 54) }
ParadropTriggerArea = { CPos.New(81, 60), CPos.New(82, 60), CPos.New(83, 60), CPos.New(63, 63), CPos.New(64, 63), CPos.New(65, 63), CPos.New(66, 63), CPos.New(67, 63), CPos.New(68, 63), CPos.New(69, 63), CPos.New(70, 63), CPos.New(71, 63), CPos.New(72, 63) }
ReinforcementsTriggerArea = { CPos.New(96, 55), CPos.New(97, 55), CPos.New(97, 56), CPos.New(98, 56) }
if Difficulty == "easy" then
TanyaType = "e7"
else
TanyaType = "e7.noautotarget"
end
ProduceUnits = function(factory, count)
if USSR.IsProducing("e1") then
Trigger.AfterDelay(DateTime.Seconds(5), function() ProduceUnits(factory, count) end)
return
end
local units = { }
for i = 0, count, 1 do
local type = Utils.Random(ProductionUnits)
units[i] = type
end
if not factory.IsDead then
factory.IsPrimaryBuilding = true
USSR.Build(units, function(soldiers)
Utils.Do(soldiers, function(unit) IdleHunt(unit) end)
end)
end
end
SendAlliedUnits = function()
Camera.Position = TanyaWaypoint.CenterPosition
local Artillery = Actor.Create("arty", true, { Owner = Greece, Location = AlliedUnitsEntry.Location })
local Tanya = Actor.Create(TanyaType, true, { Owner = Greece, Location = AlliedUnitsEntry.Location })
if TanyaType == "e7.noautotarget" then
Trigger.AfterDelay(DateTime.Seconds(2), function()
Media.DisplayMessage(UserInterface.GetFluentMessage("tanya-rules-of-engagement"), UserInterface.GetFluentMessage("tanya"))
end)
end
Artillery.Stance = "HoldFire"
Tanya.Move(TanyaWaypoint.Location)
Artillery.Move(ArtilleryWaypoint.Location)
Trigger.OnKilled(Tanya, function() Greece.MarkFailedObjective(TanyaSurvive) end)
end
SendUSSRParadrops = function()
local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = USSR })
local aircraftA = powerproxy.TargetParatroopers(ParadropLZ.CenterPosition, Angle.SouthEast)
Utils.Do(aircraftA, function(a)
Trigger.OnPassengerExited(a, function(t, p)
IdleHunt(p)
end)
end)
local aircraftB = powerproxy.TargetParatroopers(ParadropLZ.CenterPosition, Angle.SouthWest)
Utils.Do(aircraftB, function(a)
Trigger.OnPassengerExited(a, function(t, p)
IdleHunt(p)
end)
end)
powerproxy.Destroy()
end
SendUSSRWaterTransport = function()
local units = Reinforcements.ReinforceWithTransport(USSR, "lst", TransportReinforcements, { WaterTransportEntry.Location, WaterTransportLoadout.Location }, { WaterTransportExit.Location })[2]
Utils.Do(units, function(unit) IdleHunt(unit) end)
end
SendUSSRTankReinforcements = function()
local camera = Actor.Create("camera", true, { Owner = Greece, Location = USSRReinforcementsCameraWaypoint.Location })
local ussrTank = Reinforcements.Reinforce(USSR, { "3tnk" }, { USSRReinforcementsEntryWaypoint.Location, USSRReinforcementsRallyWaypoint1.Location, USSRReinforcementsRallyWaypoint2.Location })[1]
Trigger.OnRemovedFromWorld(ussrTank, function()
Trigger.AfterDelay(DateTime.Seconds(3), function()
if not camera.IsDead then
camera.Destroy()
end
end)
end)
end
InitPlayers = function()
Greece = Player.GetPlayer("Greece")
USSR = Player.GetPlayer("USSR")
USSR.Cash = 10000
end
AddObjectives = function()
KillBridges = AddPrimaryObjective(Greece, "destroy-bridges")
TanyaSurvive = AddPrimaryObjective(Greece, "tanya-survive")
KillUSSR = AddSecondaryObjective(Greece, "destroy-oilpumps")
FreePrisoners = AddSecondaryObjective(Greece, "free-prisoners")
end
InitTriggers = function()
Utils.Do(USSR.GetGroundAttackers(), function(unit)
Trigger.OnDamaged(unit, function() IdleHunt(unit) end)
end)
Trigger.OnAnyKilled(Prisoners, function() Greece.MarkFailedObjective(FreePrisoners) end)
Trigger.OnKilled(USSRTechCenter, function()
Actor.Create("moneycrate", true, { Owner = USSR, Location = USSRMoneyCrateSpawn.Location })
end)
Trigger.OnKilled(ExplosiveBarrel, function()
-- We need the first bridge which is returned
local bridge = Utils.Where(Map.ActorsInWorld, function(actor) return actor.Type == "bridge1" end)[1]
if not bridge.IsDead then
bridge.Kill()
end
end)
local baseTrigger = Trigger.OnEnteredFootprint(CameraTriggerArea, function(a, id)
if a.Owner == Greece and not BaseCamera then
Trigger.RemoveFootprintTrigger(id)
BaseCamera = Actor.Create("camera", true, { Owner = Greece, Location = BaseCameraWaypoint.Location })
end
end)
Utils.Do(FirstUSSRBase, function(unit)
Trigger.OnDamaged(unit, function()
if not FirstBaseAlert then
FirstBaseAlert = true
if not BaseCamera then
BaseCamera = Actor.Create("camera", true, { Owner = Greece, Location = BaseCameraWaypoint.Location })
Trigger.RemoveFootprintTrigger(baseTrigger)
end
Utils.Do(FirstUSSRBase, function(unit)
if unit.HasProperty("Move") then
IdleHunt(unit)
end
end)
for i = 0, 2 do
Trigger.AfterDelay(DateTime.Seconds(i), function()
Media.PlaySoundNotification(Greece, "AlertBuzzer")
end)
end
ProduceUnits(ProductionBuildings[1], Utils.RandomInteger(4, 8))
end
end)
end)
Trigger.OnAllKilledOrCaptured(FirstUSSRBase, function()
if BaseCamera and BaseCamera.IsInWorld then
BaseCamera.Destroy()
end
end)
Utils.Do(SecondUSSRBase, function(unit)
Trigger.OnDamaged(unit, function()
if not SecondBaseAlert then
SecondBaseAlert = true
Utils.Do(SecondUSSRBase, function(unit)
if unit.HasProperty("Move") then
IdleHunt(unit)
end
end)
for i = 0, 2 do
Trigger.AfterDelay(DateTime.Seconds(i), function()
Media.PlaySoundNotification(Greece, "AlertBuzzer")
end)
end
ProduceUnits(ProductionBuildings[2], Utils.RandomInteger(5, 7))
end
end)
end)
Trigger.OnCapture(USSRRadarDome, function(self)
local largeCamera = Actor.Create("camera.verylarge", true, { Owner = Greece, Location = LargeCameraWaypoint.Location })
Trigger.ClearAll(self)
Trigger.AfterDelay(DateTime.Seconds(1), function()
Trigger.OnRemovedFromWorld(self, function()
Trigger.ClearAll(self)
if largeCamera.IsInWorld then largeCamera.Destroy() end
end)
end)
end)
Trigger.OnEnteredFootprint(WaterTransportTriggerArea, function(a, id)
if a.Owner == Greece and not WaterTransportTriggered then
WaterTransportTriggered = true
Trigger.RemoveFootprintTrigger(id)
SendUSSRWaterTransport()
end
end)
Trigger.OnEnteredFootprint(ParadropTriggerArea, function(a, id)
if a.Owner == Greece and not ParadropsTriggered then
ParadropsTriggered = true
Trigger.RemoveFootprintTrigger(id)
SendUSSRParadrops()
end
end)
Trigger.OnEnteredFootprint(ReinforcementsTriggerArea, function(a, id)
if a.Owner == Greece and not ReinforcementsTriggered then
ReinforcementsTriggered = true
Trigger.RemoveFootprintTrigger(id)
Trigger.AfterDelay(DateTime.Seconds(1), function() SendUSSRTankReinforcements() end)
end
end)
Trigger.AfterDelay(0, function()
local bridges = Utils.Where(Map.ActorsInWorld, function(actor) return actor.Type == "bridge1" end)
Trigger.OnAllKilled(bridges, function()
Greece.MarkCompletedObjective(KillBridges)
Greece.MarkCompletedObjective(TanyaSurvive)
-- The prisoners are free once their guards are dead
if PGuard1.IsDead and PGuard2.IsDead then
Greece.MarkCompletedObjective(FreePrisoners)
end
end)
local oilPumps = USSR.GetActorsByType("v19")
Trigger.OnAllKilled(oilPumps, function()
Greece.MarkCompletedObjective(KillUSSR)
end)
end)
Trigger.OnKilled(Jail1Barrel, function()
Jail1.Destroy()
end)
Trigger.OnKilled(Jail2Barrel, function()
Jail2.Destroy()
end)
end
WorldLoaded = function()
InitPlayers()
InitObjectives(Greece)
AddObjectives()
InitTriggers()
SendAlliedUnits()
end