206 lines
7.2 KiB
Lua
206 lines
7.2 KiB
Lua
--[[
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Copyright 2007-2022 The OpenRA Developers (see AUTHORS)
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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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IntroAttackers = { IntroSoldier1, IntroSoldier2, IntroSoldier3 }
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BridgeShroudTrigger = { CPos.New(63, 71), CPos.New(64, 71), CPos.New(65, 71), CPos.New(69, 65), CPos.New(70, 65), CPos.New(71, 65) }
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BridgeExplosionTrigger = { CPos.New(66, 69), CPos.New(67, 69), CPos.New(68, 69) }
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TransportTrigger = { CPos.New(75, 58) }
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EnemyBaseShroudTrigger = { CPos.New(64, 52), CPos.New(64, 53), CPos.New(64, 54), CPos.New(64, 55), CPos.New(64, 56), CPos.New(64, 57), CPos.New(64, 58), CPos.New(64, 59), CPos.New(64, 60), CPos.New(64, 61), CPos.New(64, 62), CPos.New(64, 63), CPos.New(64, 64) }
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ParachuteTrigger = { CPos.New(80, 66), CPos.New(81, 66), CPos.New(82, 66), CPos.New(83, 66), CPos.New(84, 66), CPos.New(85, 66),CPos.New(86, 66), CPos.New(87, 66), CPos.New(88, 66), CPos.New(89, 66) }
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EnemyBaseEntranceShroudTrigger = { CPos.New(80, 73), CPos.New(81, 73), CPos.New(82, 73), CPos.New(83, 73), CPos.New(84, 73), CPos.New(85, 73),CPos.New(86, 73), CPos.New(87, 73), CPos.New(88, 73), CPos.New(89, 73) }
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AttackWaypoints = { AttackWaypoint1, AttackWaypoint2 }
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AttackGroup = { }
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AttackGroupSize = 3
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AlliedInfantry = { "e1", "e1", "e3" }
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SendAttackGroup = function()
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if #AttackGroup < AttackGroupSize then
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return
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end
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local way = Utils.Random(AttackWaypoints)
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Utils.Do(AttackGroup, function(unit)
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if not unit.IsDead then
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unit.AttackMove(way.Location)
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Trigger.OnIdle(unit, unit.Hunt)
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end
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end)
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AttackGroup = { }
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end
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ProduceInfantry = function()
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if Tent.IsDead then
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return
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end
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enemy.Build({ Utils.Random(AlliedInfantry) }, function(units)
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table.insert(AttackGroup, units[1])
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SendAttackGroup()
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Trigger.AfterDelay(DateTime.Seconds(10), ProduceInfantry)
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end)
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end
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SendUSSRParadrops = function()
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paraproxy1 = Actor.Create("powerproxy.paratroopers", false, { Owner = player })
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paraproxy1.TargetParatroopers(ParachuteBaseEntrance.CenterPosition, Angle.North)
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paraproxy1.Destroy()
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end
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SendUSSRParadropsBase = function()
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paraproxy2 = Actor.Create("powerproxy.paratroopers2", false, { Owner = player })
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paraproxy2.TargetParatroopers(ParachuteBase1.CenterPosition, Angle.East)
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paraproxy2.Destroy()
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paraproxy3 = Actor.Create("powerproxy.paratroopers3", false, { Owner = player })
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paraproxy3.TargetParatroopers(ParachuteBase2.CenterPosition, Angle.East)
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paraproxy3.Destroy()
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end
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Trigger.OnEnteredFootprint(BridgeShroudTrigger, function(a, id)
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if not bridgeShroudTrigger and a.Owner == player then
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bridgeShroudTrigger = true
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local cameraBridge = Actor.Create("camera", true, { Owner = player, Location = CameraBridge.Location })
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Trigger.AfterDelay(DateTime.Seconds(15), function()
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cameraBridge.Destroy()
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end)
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end
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end)
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Trigger.OnEnteredFootprint(BridgeExplosionTrigger, function(a, id)
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if not bridgeExplosionTrigger and a.Owner == player then
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bridgeExplosionTrigger = true
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if not BarrelBridge.IsDead then
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BarrelBridge.Kill()
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end
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end
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end)
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Trigger.OnEnteredFootprint(EnemyBaseEntranceShroudTrigger, function(a, id)
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if not enemyBaseEntranceShroudTrigger and a.Owner == player then
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enemyBaseEntranceShroudTrigger = true
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local cameraBaseEntrance = Actor.Create("camera", true, { Owner = player, Location = CameraBaseEntrance.Location })
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Trigger.AfterDelay(DateTime.Seconds(15), function()
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cameraBaseEntrance.Destroy()
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end)
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end
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end)
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Trigger.OnEnteredFootprint(EnemyBaseShroudTrigger, function(a, id)
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if not enemyBaseShroudTrigger and a.Owner == player then
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enemyBaseShroudTrigger = true
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local cameraBase1 = Actor.Create("camera", true, { Owner = player, Location = CameraBase1.Location })
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local cameraBase2 = Actor.Create("camera", true, { Owner = player, Location = CameraBase2.Location })
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Trigger.AfterDelay(DateTime.Seconds(15), function()
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cameraBase1.Destroy()
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cameraBase2.Destroy()
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end)
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end
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end)
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Trigger.OnEnteredFootprint(ParachuteTrigger, function(a, id)
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if not parachuteTrigger and a.Owner == player then
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parachuteTrigger = true
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SendUSSRParadrops()
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Media.PlaySpeechNotification(player, "ReinforcementsArrived")
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end
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end)
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Trigger.OnEnteredFootprint(TransportTrigger, function(a, id)
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if not transportTrigger and a.Type == "truk" then
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transportTrigger = true
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if not TransportTruck.IsDead then
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TransportTruck.Wait(DateTime.Seconds(5))
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TransportTruck.Move(TransportWaypoint2.Location)
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TransportTruck.Wait(DateTime.Seconds(5))
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TransportTruck.Move(TransportWaypoint3.Location)
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TransportTruck.Wait(DateTime.Seconds(5))
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TransportTruck.Move(TransportWaypoint1.Location)
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end
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Trigger.AfterDelay(DateTime.Seconds(10), function()
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transportTrigger = false
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end)
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end
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end)
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Trigger.OnKilled(BarrelBase, function()
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SendUSSRParadropsBase()
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Media.PlaySpeechNotification(player, "ReinforcementsArrived")
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end)
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Trigger.OnKilled(BarrelBridge, function()
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local bridgepart = Map.ActorsInBox(BridgeCheck1.CenterPosition, BridgeCheck2.CenterPosition, function(self) return self.Type == "br1" end)[1]
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if not bridgepart.IsDead then
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bridgepart.Kill()
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end
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end)
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Trigger.OnKilled(Church1, function()
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Actor.Create("moneycrate", true, { Owner = player, Location = TransportWaypoint3.Location })
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end)
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Trigger.OnKilled(Church2, function()
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Actor.Create("healcrate", true, { Owner = player, Location = Church2.Location })
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end)
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Trigger.OnKilled(ForwardCommand, function()
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enemy.MarkCompletedObjective(alliedObjective)
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end)
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Trigger.OnKilled(IntroSoldier1, function()
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local cameraIntro = Actor.Create("camera", true, { Owner = player, Location = CameraStart.Location })
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Trigger.AfterDelay(DateTime.Seconds(15), function()
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cameraIntro.Destroy()
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end)
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end)
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WorldLoaded = function()
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player = Player.GetPlayer("USSR")
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enemy = Player.GetPlayer("Greece")
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Utils.Do(IntroAttackers, function(actor)
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if not actor.IsDead then
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Trigger.OnIdle(actor, actor.Hunt)
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end
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end)
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Trigger.AfterDelay(0, function()
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local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == enemy and self.HasProperty("StartBuildingRepairs") end)
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Utils.Do(buildings, function(actor)
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Trigger.OnDamaged(actor, function(building, attacker)
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if building.Owner == enemy and building.Health < building.MaxHealth * 0.8 then
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building.StartBuildingRepairs()
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end
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end)
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end)
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end)
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InitObjectives(player)
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alliedObjective = enemy.AddObjective("Destroy all Soviet troops.")
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sovietObjective1 = player.AddObjective("Protect the Command Center.")
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sovietObjective2 = player.AddObjective("Destroy all Allied units and structures.")
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enemy.Resources = 2000
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Trigger.AfterDelay(DateTime.Seconds(30), ProduceInfantry)
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end
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Tick = function()
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if player.HasNoRequiredUnits() then
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enemy.MarkCompletedObjective(alliedObjective)
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end
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if enemy.HasNoRequiredUnits() then
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player.MarkCompletedObjective(sovietObjective1)
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player.MarkCompletedObjective(sovietObjective2)
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end
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if enemy.Resources >= enemy.ResourceCapacity * 0.75 then
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enemy.Cash = enemy.Cash + enemy.Resources - enemy.ResourceCapacity * 0.25
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enemy.Resources = enemy.ResourceCapacity * 0.25
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end
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end
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