277 lines
8.2 KiB
Lua
277 lines
8.2 KiB
Lua
if Map.Difficulty == "Easy" then
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TanyaType = "e7"
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ReinforceCash = 5000
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HoldAITime = DateTime.Minutes(3)
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else
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TanyaType = "e7.noautotarget"
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ChangeStance = true
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ReinforceCash = 2500
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HoldAITime = DateTime.Minutes(2)
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end
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SpyType = { "spy" }
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SpyEntryPath = { SpyEntry.Location, SpyLoadout.Location }
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InsertionTransport = "lst"
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TrukPath = { TrukWaypoint1, TrukWaypoint2, TrukWaypoint3, TrukWaypoint4, TrukWaypoint5, TrukWaypoint6 }
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ExtractionHeliType = "tran"
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ExtractionPath = { ExtractionEntry.Location, ExtractionLZ.Location }
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GreeceReinforcements =
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{
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{ { "2tnk", "2tnk", "2tnk", "arty", "arty" }, { SpyEntry.Location, SpyLoadout.Location } },
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{ { "e3", "e3", "e3", "e6", "e6" }, { SpyEntry.Location, GreeceLoadout1.Location } },
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{ { "jeep", "jeep", "e1", "e1", "2tnk" }, { SpyEntry.Location, GreeceLoadout2.Location } }
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}
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DogPatrol = { Dog1, Dog2 }
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PatrolA = { PatrolA1, PatrolA2, PatrolA3, PatrolA4, PatrolA5 }
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PatrolB = { PatrolB1, PatrolB2, PatrolB3 }
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DogPatrolPath = { DogPatrolRally1.Location, DogPatrolRally2.Location, DogPatrolRally3.Location }
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PatrolAPath = { PatrolRally.Location, PatrolARally1.Location, PatrolARally2.Location, PatrolARally3.Location }
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PatrolBPath = { PatrolBRally1.Location, PatrolBRally2.Location, PatrolBRally3.Location, PatrolRally.Location }
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TanyaVoices = { "tuffguy", "bombit", "laugh", "gotit", "lefty", "keepem" }
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SamSites = { Sam1, Sam2, Sam3, Sam4 }
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GroupPatrol = function(units, waypoints, delay)
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local i = 1
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local stop = false
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Utils.Do(units, function(unit)
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Trigger.OnIdle(unit, function()
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if stop then
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return
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end
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if unit.Location == waypoints[i] then
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local bool = Utils.All(units, function(actor) return actor.IsIdle end)
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if bool then
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stop = true
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i = i + 1
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if i > #waypoints then
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i = 1
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end
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Trigger.AfterDelay(delay, function() stop = false end)
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end
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else
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unit.AttackMove(waypoints[i])
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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 FollowTruk then
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TrukCamera.Teleport(Truk.Location)
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end
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if ussr.HasNoRequiredUnits() then
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greece.MarkCompletedObjective(KillAll)
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end
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if GreeceReinforcementsArrived and greece.HasNoRequiredUnits() then
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ussr.MarkCompletedObjective(ussrObj)
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end
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end
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SendReinforcements = function()
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GreeceReinforcementsArrived = true
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Camera.Position = ReinforceCamera.CenterPosition
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greece.Cash = greece.Cash + ReinforceCash
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Utils.Do(GreeceReinforcements, function(reinforceTable)
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Reinforcements.ReinforceWithTransport(greece, InsertionTransport, reinforceTable[1], reinforceTable[2], { SpyEntry.Location })
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end)
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ActivateAI()
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end
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ExtractTanya = function()
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if ExtractionHeli.IsDead or not ExtractionHeli.HasPassengers then
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return
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end
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ExtractionHeli.Move(CPos.New(ExtractionPath[1].X, ExtractionHeli.Location.Y))
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ExtractionHeli.Destroy()
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greece.MarkCompletedObjective(mainObj)
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SendReinforcements()
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PrisonCamera.Destroy()
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end
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WarfactoryInfiltrated = function()
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FollowTruk = true
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TrukCamera = Actor.Create("camera.truk", true, { Owner = greece, Location = Truk.Location })
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Truk.Wait(DateTime.Seconds(1))
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Utils.Do(TrukPath, function(waypoint)
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Truk.Move(waypoint.Location)
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end)
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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SpyCameraA.Destroy()
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SpyCameraB.Destroy()
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end)
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end
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MissInfiltrated = function()
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CloakProvider.Destroy()
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for i = 0, 5, 1 do
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local sound = Utils.Random(TanyaVoices)
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Trigger.AfterDelay(DateTime.Seconds(i), function()
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Media.PlaySoundNotification(greece, sound)
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end)
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end
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TanyasColt = Actor.Create("Colt", true, { Owner = greece, Location = Prison.Location + CVec.New(1, 6) })
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Trigger.AfterDelay(DateTime.Seconds(6), FreeTanya)
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end
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FreeTanya = function()
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TanyasColt.Destroy()
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Tanya = Actor.Create(TanyaType, true, { Owner = greece, Location = Prison.Location + CVec.New(1, 1) })
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Prison.Kill()
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Tanya.Scatter()
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if ChangeStance then
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Tanya.Stance = "HoldFire"
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Media.DisplayMessage("According to the rules of engagement I need your explicit orders to fire, Commander!", "Tanya")
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end)
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end
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Trigger.OnKilled(Tanya, function() ussr.MarkCompletedObjective(ussrObj) end)
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KillSams = greece.AddPrimaryObjective("Destroy all four SAM Sites that block\nthe extraction helicopter.")
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end
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SendSpy = function()
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Camera.Position = SpyEntry.CenterPosition
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Spy = Reinforcements.ReinforceWithTransport(greece, InsertionTransport, SpyType, SpyEntryPath, { SpyEntryPath[1] })[2][1]
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Trigger.OnKilled(Spy, function() ussr.MarkCompletedObjective(ussrObj) end)
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SpyCameraA = Actor.Create("camera", true, { Owner = greece, Location = SpyCamera1.Location })
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SpyCameraB = Actor.Create("camera", true, { Owner = greece, Location = SpyCamera2.Location })
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end
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ActivatePatrols = function()
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GroupPatrol(DogPatrol, DogPatrolPath, DateTime.Seconds(2))
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Trigger.AfterDelay(DateTime.Seconds(3), function()
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GroupPatrol(PatrolA, PatrolAPath, DateTime.Seconds(7))
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GroupPatrol(PatrolB, PatrolBPath, DateTime.Seconds(6))
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end)
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local units = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(self) return self.Owner == soviets and self.HasProperty("AutoTarget") end)
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Utils.Do(units, function(unit)
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unit.Stance = "Defend"
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end)
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end
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InitTriggers = function()
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Trigger.OnInfiltrated(Warfactory, function()
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Trigger.ClearAll(Spy)
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greece.MarkCompletedObjective(infWarfactory)
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WarfactoryInfiltrated()
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end)
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Trigger.OnInfiltrated(Prison, function()
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Trigger.ClearAll(Spy)
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Trigger.AfterDelay(DateTime.Seconds(2), MissInfiltrated)
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end)
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Trigger.OnEnteredFootprint({ TrukWaypoint5.Location }, function(a, id)
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if a == Truk then
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Trigger.RemoveFootprintTrigger(id)
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CloakProvider = Actor.Create("CloakUpgrade", true, { Owner = greece, Location = Prison.Location })
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Spy = Actor.Create("spy", true, { Owner = greece, Location = TrukWaypoint5.Location })
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Spy.Move(SpyWaypoint.Location)
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Spy.Move(Prison.Location, 3)
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FollowTruk = false
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TrukCamera.Destroy()
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PrisonCamera = Actor.Create("camera", true, { Owner = greece, Location = TrukWaypoint5.Location })
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Trigger.OnKilled(Spy, function() ussr.MarkCompletedObjective(ussrObj) end)
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end
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end)
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Trigger.OnEnteredFootprint({ TrukWaypoint6.Location }, function(a, id)
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if a == Truk then
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Trigger.RemoveFootprintTrigger(id)
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Truk.Stop()
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Truk.Kill()
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ExplosiveBarrel.Kill()
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end
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end)
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Trigger.OnKilled(Mammoth, function()
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Trigger.AfterDelay(HoldAITime - DateTime.Seconds(45), function() HoldProduction = false end)
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Trigger.AfterDelay(HoldAITime, function() Attacking = true end)
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end)
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Trigger.OnKilled(FlameBarrel, function()
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if not FlameTower.IsDead then
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FlameTower.Kill()
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end
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end)
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Trigger.OnKilled(SamBarrel, Sam1.Kill)
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Trigger.OnAllKilled(SamSites, function()
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greece.MarkCompletedObjective(KillSams)
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local flare = Actor.Create("flare", true, { Owner = greece, Location = ExtractionPath[2] + CVec.New(0, -1) })
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Trigger.AfterDelay(DateTime.Seconds(7), flare.Destroy)
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Media.PlaySpeechNotification(greece, "SignalFlare")
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ExtractionHeli = Reinforcements.ReinforceWithTransport(greece, ExtractionHeliType, nil, ExtractionPath)[1]
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Trigger.OnKilled(ExtractionHeli, function() ussr.MarkCompletedObjective(ussrObj) end)
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Trigger.OnRemovedFromWorld(Tanya, ExtractTanya)
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end)
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end
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InitObjectives = function()
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Trigger.OnObjectiveAdded(greece, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
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end)
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ussrObj = ussr.AddPrimaryObjective("Deny the allies.")
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mainObj = greece.AddPrimaryObjective("Rescue Tanya.")
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KillAll = greece.AddPrimaryObjective("Eliminate all soviet units in this area.")
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infWarfactory = greece.AddPrimaryObjective("Infiltrate the soviet warfactory")
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Trigger.OnObjectiveCompleted(greece, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
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end)
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Trigger.OnObjectiveFailed(greece, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
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end)
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Trigger.OnPlayerLost(greece, function()
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Media.PlaySpeechNotification(player, "Lose")
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end)
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Trigger.OnPlayerWon(greece, function()
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Media.PlaySpeechNotification(player, "Win")
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end)
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end
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WorldLoaded = function()
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greece = Player.GetPlayer("Greece")
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ussr = Player.GetPlayer("USSR")
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InitObjectives()
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InitTriggers()
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SendSpy()
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Trigger.AfterDelay(DateTime.Seconds(3), ActivatePatrols)
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end
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