Files
OpenRA/mods/ra/maps/soviet-06a/soviet06a.lua
2024-03-02 17:02:10 -06:00

156 lines
5.6 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.
]]
ArmorAttack = { }
AttackPaths = { { AttackWaypoint1 }, { AttackWaypoint2 } }
BaseAttackers = { BaseAttacker1, BaseAttacker2 }
InfAttack = { }
IntroAttackers = { IntroEnemy1, IntroEnemy2, IntroEnemy3 }
Trucks = { Truck1, Truck2 }
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(83, 7), CPos.New(83, 8), CPos.New(83, 9), CPos.New(83, 10), CPos.New(84, 10), CPos.New(84, 11), CPos.New(84, 12), CPos.New(85, 12), CPos.New(86, 12), CPos.New(87, 12), CPos.New(87, 13), CPos.New(88, 13), CPos.New(89, 13), CPos.New(90, 13), CPos.New(90, 14), CPos.New(90, 15), CPos.New(91, 15), CPos.New(92, 15), CPos.New(93, 15), CPos.New(94, 15) }
CameraBarrierTrigger = { CPos.New(65, 39), CPos.New(65, 40), CPos.New(66, 40), CPos.New(66, 41), CPos.New(67, 41), CPos.New(67, 42), CPos.New(68, 42), CPos.New(68, 43), CPos.New(68, 44) }
CameraBaseTrigger = { CPos.New(53, 42), CPos.New(54, 42), CPos.New(54, 41), CPos.New(55, 41), CPos.New(56, 41), CPos.New(56, 40), CPos.New(57, 40), CPos.New(57, 39), CPos.New(58, 39), CPos.New(59, 39), CPos.New(59, 38), CPos.New(60, 38), CPos.New(61, 38) }
Trigger.OnEnteredFootprint(TruckGoalTrigger, function(a, id)
if not TruckGoalTriggered and a.Owner == USSR and a.Type == "truk" then
TruckGoalTriggered = true
USSR.MarkCompletedObjective(SovietObjective)
USSR.MarkCompletedObjective(SaveAllTrucks)
end
end)
Trigger.OnEnteredFootprint(CameraBarrierTrigger, function(a, id)
if not CameraBarrierTriggered and a.Owner == USSR then
CameraBarrierTriggered = true
local cameraBarrier = Actor.Create("camera", true, { Owner = USSR, Location = CameraBarrier.Location })
Trigger.AfterDelay(DateTime.Seconds(15), function()
cameraBarrier.Destroy()
end)
end
end)
Trigger.OnEnteredFootprint(CameraBaseTrigger, function(a, id)
if not CameraBaseTriggered and a.Owner == USSR then
CameraBaseTriggered = true
local cameraBase1 = Actor.Create("camera", true, { Owner = USSR, Location = CameraBase1.Location })
local cameraBase2 = Actor.Create("camera", true, { Owner = USSR, Location = CameraBase2.Location })
local cameraBase3 = Actor.Create("camera", true, { Owner = USSR, Location = CameraBase3.Location })
local cameraBase4 = Actor.Create("camera", true, { Owner = USSR, Location = CameraBase4.Location })
Trigger.AfterDelay(DateTime.Minutes(1), function()
cameraBase1.Destroy()
cameraBase2.Destroy()
cameraBase3.Destroy()
cameraBase4.Destroy()
end)
end
end)
Trigger.OnAllKilled(Trucks, function()
Greece.MarkCompletedObjective(AlliedObjective)
end)
Trigger.OnAnyKilled(Trucks, function()
USSR.MarkFailedObjective(SaveAllTrucks)
end)
Trigger.OnKilled(Apwr, function()
BaseApwr.exists = false
end)
Trigger.OnKilled(Barr, function()
BaseTent.exists = false
end)
Trigger.OnKilled(Proc, function()
BaseProc.exists = false
end)
Trigger.OnKilled(Weap, function()
BaseWeap.exists = false
end)
Trigger.OnKilled(Apwr2, function()
BaseApwr2.exists = false
end)
Trigger.OnKilledOrCaptured(Dome, function()
Trigger.AfterDelay(DateTime.Seconds(2), function()
USSR.MarkCompletedObjective(SovietObjective2)
Media.PlaySpeechNotification(USSR, "ObjectiveMet")
end)
end)
-- Activate the AI once the player deployed the Mcv
Trigger.OnRemovedFromWorld(Mcv, function()
if not McvDeployed then
McvDeployed = true
BuildBase()
SendEnemies()
Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry)
Trigger.AfterDelay(DateTime.Minutes(2), ProduceArmor)
Trigger.AfterDelay(DateTime.Minutes(2), function()
Utils.Do(BaseAttackers, function(actor)
IdleHunt(actor)
end)
end)
end
end)
WorldLoaded = function()
USSR = Player.GetPlayer("USSR")
Greece = Player.GetPlayer("Greece")
Camera.Position = CameraStart.CenterPosition
Mcv.Move(McvWaypoint.Location)
Harvester.FindResources()
Utils.Do(IntroAttackers, function(actor)
IdleHunt(actor)
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.ReinforceWithTransport(USSR, "apc", SovietReinforcements1, SovietReinforcements1Waypoints)
Reinforcements.ReinforceWithTransport(USSR, "apc", SovietReinforcements2, SovietReinforcements2Waypoints)
InitObjectives(USSR)
AlliedObjective = AddPrimaryObjective(Greece, "")
SovietObjective = AddPrimaryObjective(USSR, "escort-convoy")
SovietObjective2 = AddSecondaryObjective(USSR, "destroy-capture-radar-dome-reinforcements")
SaveAllTrucks = AddSecondaryObjective(USSR, "keep-trucks-alive")
end
Tick = function()
if USSR.HasNoRequiredUnits() then
Greece.MarkCompletedObjective(AlliedObjective)
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
end