Files
OpenRA/mods/ra/maps/soviet-04a/soviet04a.lua
2018-01-17 00:47:34 +01:00

164 lines
4.7 KiB
Lua

--[[
Copyright 2007-2018 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.
]]
RunInitialActivities = function()
Harvester.FindResources()
IdlingUnits()
Trigger.AfterDelay(10, function()
BringPatrol1()
BringPatrol2()
BuildBase()
end)
Utils.Do(Map.NamedActors, function(actor)
if actor.Owner == Greece and actor.HasProperty("StartBuildingRepairs") then
Trigger.OnDamaged(actor, function(building)
if building.Owner == Greece and building.Health < 3/4 * building.MaxHealth then
building.StartBuildingRepairs()
end
end)
end
end)
Reinforcements.Reinforce(player, SovietMCV, SovietStartToBasePath, 0, function(mcv)
mcv.Move(StartCamPoint.Location)
end)
Media.PlaySpeechNotification(player, "ReinforcementsArrived")
Trigger.OnKilled(Barr, function(building)
BaseBarracks.exists = false
end)
Trigger.OnKilled(Proc, function(building)
BaseProc.exists = false
end)
Trigger.OnKilled(Weap, function(building)
BaseWeaponsFactory.exists = false
end)
Trigger.OnEnteredFootprint(VillageCamArea, function(actor, id)
if actor.Owner == player then
Trigger.RemoveFootprintTrigger(id)
if not AllVillagersDead then
VillageCamera = Actor.Create("camera", true, { Owner = player, Location = VillagePoint.Location })
end
end
end)
Trigger.OnAllKilled(Village, function()
if VillageCamera then
VillageCamera.Destroy()
end
AllVillagersDead = true
end)
Trigger.OnAnyKilled(Civs, function()
Trigger.ClearAll(civ1)
Trigger.ClearAll(civ2)
Trigger.ClearAll(civ3)
local units = Reinforcements.Reinforce(Greece, Avengers, { SWRoadPoint.Location }, 0)
Utils.Do(units, function(unit)
unit.Hunt()
end)
end)
Runner1.Move(CrossroadsEastPoint.Location)
Runner2.Move(InVillagePoint.Location)
Tank5.Move(V2MovePoint.Location)
Trigger.AfterDelay(DateTime.Seconds(2), function()
Tank1.Stop()
Tank2.Stop()
Tank3.Stop()
Tank4.Stop()
Tank5.Stop()
Trigger.AfterDelay(1, function()
Tank1.Move(SovietBaseEntryPointNE.Location)
Tank2.Move(SovietBaseEntryPointW.Location)
Tank3.Move(SovietBaseEntryPointNE.Location)
Tank4.Move(SovietBaseEntryPointW.Location)
Tank5.Move(V2MovePoint.Location)
end)
end)
Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry)
Trigger.AfterDelay(DateTime.Minutes(2), ProduceArmor)
if Map.LobbyOption("difficulty") == "hard" or Map.LobbyOption("difficulty") == "normal" then
Trigger.AfterDelay(DateTime.Seconds(15), ReinfInf)
end
Trigger.AfterDelay(DateTime.Minutes(1), ReinfInf)
Trigger.AfterDelay(DateTime.Minutes(3), ReinfInf)
Trigger.AfterDelay(DateTime.Minutes(2), ReinfArmor)
end
Tick = function()
if Greece.HasNoRequiredUnits() then
player.MarkCompletedObjective(KillAll)
player.MarkCompletedObjective(KillRadar)
end
if player.HasNoRequiredUnits() then
Greece.MarkCompletedObjective(BeatUSSR)
end
if Greece.Resources >= Greece.ResourceCapacity * 0.75 then
Greece.Cash = Greece.Cash + Greece.Resources - Greece.ResourceCapacity * 0.25
Greece.Resources = Greece.ResourceCapacity * 0.25
end
if RCheck then
RCheck = false
if Map.LobbyOption("difficulty") == "hard" then
Trigger.AfterDelay(DateTime.Seconds(150), ReinfArmor)
elseif Map.LobbyOption("difficulty") == "normal" then
Trigger.AfterDelay(DateTime.Minutes(5), ReinfArmor)
else
Trigger.AfterDelay(DateTime.Minutes(8), ReinfArmor)
end
end
end
WorldLoaded = function()
player = Player.GetPlayer("USSR")
Greece = Player.GetPlayer("Greece")
RunInitialActivities()
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)
KillAll = player.AddPrimaryObjective("Defeat the Allied forces.")
BeatUSSR = Greece.AddPrimaryObjective("Defeat the Soviet forces.")
KillRadar = player.AddSecondaryObjective("Destroy Allied Radar Dome to stop enemy\nreinforcements.")
Trigger.OnPlayerLost(player, function()
Media.PlaySpeechNotification(player, "Lose")
end)
Trigger.OnPlayerWon(player, function()
Media.PlaySpeechNotification(player, "Win")
end)
Trigger.OnKilled(Radar, function()
player.MarkCompletedObjective(KillRadar)
Media.PlaySpeechNotification(player, "ObjectiveMet")
end)
Camera.Position = StartCamPoint.CenterPosition
end