347 lines
8.8 KiB
Lua
347 lines
8.8 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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UnitsEvacuatedThreshold =
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{
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hard = 200,
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normal = 100,
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easy = 50
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}
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AttackAtFrame =
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{
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hard = 500,
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normal = 500,
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easy = 600
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}
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MinAttackAtFrame =
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{
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hard = 100,
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normal = 100,
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easy = 150
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}
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MaxSovietYaks =
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{
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hard = 4,
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normal = 2,
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easy = 0
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}
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SovietParadrops =
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{
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hard = 40,
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normal = 20,
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easy = 0
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}
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SovietParadropTicks =
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{
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hard = DateTime.Minutes(17),
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normal = DateTime.Minutes(20),
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easy = DateTime.Minutes(20)
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}
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SovietUnits2Ticks =
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{
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hard = DateTime.Minutes(12),
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normal = DateTime.Minutes(15),
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easy = DateTime.Minutes(15)
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}
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SovietEntryPoints =
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{
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SovietEntryPoint1, SovietEntryPoint2, SovietEntryPoint3, SovietEntryPoint4, SovietEntryPoint5, SovietEntryPoint6
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}
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SovietRallyPoints =
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{
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SovietRallyPoint1, SovietRallyPoint2, SovietRallyPoint3, SovietRallyPoint4, SovietRallyPoint5, SovietRallyPoint6
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}
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SovietAirfields =
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{
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SovietAirfield1, SovietAirfield2, SovietAirfield3, SovietAirfield4,
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SovietAirfield5, SovietAirfield6, SovietAirfield7, SovietAirfield8
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}
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MountainEntry = { CPos.New(25, 45), CPos.New(25, 46), CPos.New(25, 47), CPos.New(25, 48), CPos.New(25, 49) }
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BridgeEntry = { CPos.New(25, 29), CPos.New(26, 29), CPos.New(27, 29), CPos.New(28, 29) }
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MobileConstructionVehicle = { "mcv" }
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Yak = { "yak" }
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ReinforcementsTicks1 = DateTime.Minutes(5)
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Reinforcements1 =
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{
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"mgg", "2tnk", "2tnk", "2tnk", "2tnk", "1tnk", "1tnk",
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"jeep", "jeep", "e1", "e1", "e1", "e1", "e3", "e3"
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}
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ReinforcementsTicks2 = DateTime.Minutes(10)
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Reinforcements2 =
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{
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"mgg", "2tnk", "2tnk", "2tnk", "2tnk", "truk", "truk", "truk",
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"truk", "truk", "truk", "1tnk", "1tnk", "jeep", "jeep"
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}
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SovietUnits1 =
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{
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"3tnk", "3tnk", "3tnk", "3tnk", "3tnk", "3tnk", "v2rl", "v2rl", "ftrk",
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"apc", "e1", "e1", "e2", "e3", "e3", "e4"
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}
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SovietUnits2 =
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{
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"4tnk", "4tnk", "4tnk", "4tnk", "3tnk", "3tnk", "3tnk", "3tnk", "v2rl",
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"v2rl", "ftrk", "apc", "e1", "e1", "e2", "e3", "e3", "e4"
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}
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CurrentReinforcement1 = 0
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CurrentReinforcement2 = 0
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SpawnAlliedUnit = function(units)
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Reinforcements.Reinforce(Allies1, units, { Allies1EntryPoint.Location, Allies1MovePoint.Location })
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if Allies2 then
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Reinforcements.Reinforce(Allies2, units, { Allies2EntryPoint.Location, Allies2MovePoint.Location })
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end
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Utils.Do(Humans, function(player)
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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Media.PlaySpeechNotification(player, "AlliedReinforcementsNorth")
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end)
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end)
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if CurrentReinforcement1 < #Reinforcements1 then
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CurrentReinforcement1 = CurrentReinforcement1 + 1
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Trigger.AfterDelay(ReinforcementsTicks1, function()
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reinforcements1 = { Reinforcements1[CurrentReinforcement1] }
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SpawnAlliedUnit(reinforcements1)
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end)
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end
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if CurrentReinforcement2 < #Reinforcements2 then
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CurrentReinforcement2 = CurrentReinforcement2 + 1
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Trigger.AfterDelay(ReinforcementsTicks2, function()
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reinforcements2 = { Reinforcements2[CurrentReinforcement2] }
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SpawnAlliedUnit(reinforcements2)
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end)
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end
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end
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SovietGroupSize = 5
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SpawnSovietUnits = function()
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local units = SovietUnits1
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if DateTime.GameTime >= SovietUnits2Ticks[Difficulty] then
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units = SovietUnits2
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end
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local unitType = Utils.Random(units)
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local spawnPoint = Utils.Random(SovietEntryPoints)
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local rallyPoint = Utils.Random(SovietRallyPoints)
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local actor = Actor.Create(unitType, true, { Owner = Soviets, Location = spawnPoint.Location })
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actor.AttackMove(rallyPoint.Location)
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IdleHunt(actor)
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local delay = math.max(AttackAtFrame[Difficulty] - 5, MinAttackAtFrame[Difficulty])
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Trigger.AfterDelay(delay, SpawnSovietUnits)
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end
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SovietParadrop = 0
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SendSovietParadrop = function()
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local sovietParadrops = SovietParadrops[Difficulty]
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if (SovietParadrop > sovietParadrops) then
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return
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end
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SovietParadrop = SovietParadrop + 1
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Utils.Do(Humans, function(player)
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Media.PlaySpeechNotification(player, "SovietForcesApproaching")
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end)
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local x = Utils.RandomInteger(ParadropBoxTopLeft.Location.X, ParadropBoxBottomRight.Location.X)
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local y = Utils.RandomInteger(ParadropBoxBottomRight.Location.Y, ParadropBoxTopLeft.Location.Y)
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local randomParadropCell = CPos.New(x, y)
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local lz = Map.CenterOfCell(randomParadropCell)
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local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = Soviets })
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powerproxy.TargetParatroopers(lz)
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powerproxy.Destroy()
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Trigger.AfterDelay(SovietParadropTicks[Difficulty], SendSovietParadrop)
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end
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AircraftTargets = function(yak)
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local targets = Utils.Where(Map.ActorsInWorld, function(a)
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return (a.Owner == Allies1 or a.Owner == Allies2) and a.HasProperty("Health") and yak.CanTarget(a)
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end)
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-- Prefer mobile units
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table.sort(targets, function(a, b) return a.HasProperty("Move") and not b.HasProperty("Move") end)
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return targets
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end
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YakAttack = function(yak, target)
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if not target or target.IsDead or (not target.IsInWorld) or (not yak.CanTarget(target)) then
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local targets = AircraftTargets(yak)
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if #targets > 0 then
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target = Utils.Random(targets)
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end
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end
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if target and yak.AmmoCount() > 0 and yak.CanTarget(target) then
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yak.Attack(target)
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else
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-- Includes yak.Resupply()
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yak.ReturnToBase()
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end
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yak.CallFunc(function()
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YakAttack(yak, target)
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end)
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end
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ManageSovietAircraft = function()
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if Allies1.IsObjectiveCompleted(DestroyAirbases) then
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return
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end
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local maxSovietYaks = MaxSovietYaks[Difficulty]
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local sovietYaks = Soviets.GetActorsByType('yak')
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if #sovietYaks < maxSovietYaks then
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Soviets.Build(Yak, function(units)
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local yak = units[1]
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YakAttack(yak)
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end)
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end
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end
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SetEvacuateMissionText = function()
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local attributes = { ["evacuated"] = UnitsEvacuated, ["threshold"] = UnitsEvacuatedThreshold[Difficulty] }
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local unitsEvacuated = UserInterface.Translate("units-evacuated", attributes)
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UserInterface.SetMissionText(unitsEvacuated, TextColor)
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end
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UnitsEvacuated = 0
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EvacuateAlliedUnit = function(unit)
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if (unit.Owner == Allies1 or unit.Owner == Allies2) and unit.HasProperty("Move") then
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unit.Stop()
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unit.Owner = Allies
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if unit.Type == 'mgg' then
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Utils.Do(Humans, function(player)
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if player then
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player.MarkCompletedObjective(EvacuateMgg)
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end
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end)
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end
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UnitsEvacuated = UnitsEvacuated + 1
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if unit.HasProperty("HasPassengers") then
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UnitsEvacuated = UnitsEvacuated + unit.PassengerCount
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end
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local exitCell = Map.ClosestEdgeCell(unit.Location)
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Trigger.OnIdle(unit, function()
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unit.ScriptedMove(exitCell)
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end)
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local exit = Map.CenterOfCell(exitCell)
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Trigger.OnEnteredProximityTrigger(exit, WDist.FromCells(1), function(a)
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a.Destroy()
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end)
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SetEvacuateMissionText()
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if UnitsEvacuated >= UnitsEvacuatedThreshold[Difficulty] then
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Utils.Do(Humans, function(player)
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if player then
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player.MarkCompletedObjective(EvacuateUnits)
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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 DateTime.GameTime % 100 == 0 then
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ManageSovietAircraft()
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Utils.Do(Humans, function(player)
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if player and player.HasNoRequiredUnits() then
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Soviets.MarkCompletedObjective(SovietObjective)
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end
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end)
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end
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end
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WorldLoaded = function()
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-- NPC
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Neutral = Player.GetPlayer("Neutral")
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Allies = Player.GetPlayer("Allies")
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Soviets = Player.GetPlayer("Soviets")
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-- Player controlled
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Allies1 = Player.GetPlayer("Allies1")
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Allies2 = Player.GetPlayer("Allies2")
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Humans = { Allies1, Allies2 }
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Utils.Do(Humans, function(player)
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if player and player.IsLocalPlayer then
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InitObjectives(player)
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TextColor = player.Color
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end
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end)
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SetEvacuateMissionText()
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Utils.Do(Humans, function(player)
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if player then
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EvacuateUnits = AddPrimaryObjective(player, UserInterface.Translate("evacuate-units", { ["threshold"] = UnitsEvacuatedThreshold[Difficulty] }))
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DestroyAirbases = AddSecondaryObjective(player, "destroy-nearby-soviet-airbases")
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EvacuateMgg = AddSecondaryObjective(player, "evacuate-at-least-one-gap-generator")
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end
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end)
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Trigger.OnAllKilledOrCaptured(SovietAirfields, function()
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Utils.Do(Humans, function(player)
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if player then
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player.MarkCompletedObjective(DestroyAirbases)
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end
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end)
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end)
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SovietObjective = AddPrimaryObjective(Soviets, "")
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if not Allies2 or Allies1.IsLocalPlayer then
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Camera.Position = Allies1EntryPoint.CenterPosition
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else
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Camera.Position = Allies2EntryPoint.CenterPosition
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end
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if not Allies2 then
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Allies1.Cash = 10000
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Media.DisplayMessage(UserInterface.Translate("transferring-funds"), UserInterface.Translate("co-commander-missing"))
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end
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SpawnAlliedUnit(MobileConstructionVehicle)
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Trigger.AfterDelay(AttackAtFrame[Difficulty], SpawnSovietUnits)
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Trigger.AfterDelay(SovietParadropTicks[Difficulty], SendSovietParadrop)
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Trigger.OnEnteredFootprint(MountainEntry, EvacuateAlliedUnit)
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Trigger.OnEnteredFootprint(BridgeEntry, EvacuateAlliedUnit)
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end
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