Files
OpenRA/mods/ra/maps/shock-therapy/shock-therapy.lua
2023-03-28 11:45:15 +02:00

321 lines
12 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.
]]
Cabins = { NorthCabin, SouthCabin }
NWFootprintTrigger = { CPos.New(41, 49), CPos.New(41, 48), CPos.New(41, 47), CPos.New(41, 46), CPos.New(41, 45), CPos.New(41, 44) }
SWFootprintTrigger = { CPos.New(26, 77), CPos.New(27, 77), CPos.New(28, 77), CPos.New(29, 77), CPos.New(33, 77), CPos.New(34, 77), CPos.New(35, 77), CPos.New(36, 77), CPos.New(37, 77), CPos.New(38, 77), CPos.New(39, 77) }
SEFootprintTrigger = { CPos.New(75, 83), CPos.New(76, 83), CPos.New(77, 83), CPos.New(78, 83), CPos.New(79, 83), CPos.New(80, 83), CPos.New(81, 83), CPos.New(82, 83), CPos.New(83, 83), CPos.New(84, 83), CPos.New(85, 83), CPos.New(86, 83), CPos.New(87, 83), CPos.New(88, 83), CPos.New(89, 83) }
NWWaterPath = { WaterEntryNW.Location, WaterLandingNW.Location }
NEWaterPath = { WaterEntryNE.Location, WaterLandingNE.Location }
SEWaterPath = { WaterEntrySE.Location, WaterLandingSE.Location }
NWWaterUnits = { "dtrk", "ttnk", "ttnk", "ttnk", "3tnk" }
NEWaterUnits = { "dtrk", "v2rl", "e6", "e6", "e6" }
SEWaterUnits = { "ttnk", "ttnk", "shok", "shok", "shok" }
NorthPillboxes = { NorthPill1, NorthPill2 }
SouthPillboxes = { SouthPill1, SouthPill2 }
VehicleSquad1 = { Ltnk1, Jeep1 }
VehicleSquad2 = { Ltnk2, Jeep2 }
VehicleSquad3 = { Ltnk3, Jeep3 }
CivSquads = { { "c1", "c3", "c7", "c10" }, { "c2", "c4", "c6", "c11" }, { "c11", "c10", "c9" }, { "c8", "c7", "c6" }, { "c5", "c4", "c3" }, { "c5", "c10" }, { "c4", "c2" }, { "c3", "c5" }, { "c9", "c11" } }
AlliedInfantry = { "e1", "e1", "e1", "e3" }
AttackGroupSize = 4
InfantryDelay = DateTime.Seconds(10)
IdlingUnits = { }
MissionStart = function()
LZCamera = Actor.Create("camera", true, { Owner = USSR, Location = LZ.Location })
ShockDrop.TargetParatroopers(LZ.CenterPosition, Angle.New(508))
Trigger.AfterDelay(DateTime.Seconds(1), function()
ShockDrop.TargetParatroopers(LZ.CenterPosition, Angle.New(520))
end)
Trigger.AfterDelay(DateTime.Seconds(4), function()
Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
end)
Trigger.AfterDelay(DateTime.Seconds(10), function()
LZCamera.Destroy()
TroopsArrived = true
end)
ProduceInfantry()
end
ProduceInfantry = function()
if (SETent1.IsDead or SETent1.Owner ~= Greece) and (SETent2.IsDead or SETent2.Owner ~= Greece) then
return
end
local toBuild = { Utils.Random(AlliedInfantry) }
Greece.Build(toBuild, function(unit)
IdlingUnits[#IdlingUnits + 1] = unit[1]
Trigger.AfterDelay(InfantryDelay, ProduceInfantry)
if #IdlingUnits >= (AttackGroupSize * 1.5) then
SendAttack()
end
end)
end
SendAttack = function()
local units = { }
for i = 0, AttackGroupSize, 1 do
local number = Utils.RandomInteger(1, #IdlingUnits)
if IdlingUnits[number] and not IdlingUnits[number].IsDead then
units[i] = IdlingUnits[number]
table.remove(IdlingUnits, number)
end
end
Utils.Do(units, function(unit)
if not unit.IsDead then
IdleHunt(unit)
end
end)
end
DomeCaptured = false
MissionTriggers = function()
local neFootTriggered
Trigger.OnEnteredProximityTrigger(NECivSpawn1.CenterPosition, WDist.FromCells(9), function(actor, id)
if actor.Owner == USSR and actor.Type ~= "badr" and not neFootTriggered then
Trigger.RemoveFootprintTrigger(id)
neFootTriggered = true
local proxy = Actor.Create("powerproxy.parabombs", false, { Owner = USSR })
proxy.TargetAirstrike(NECivSpawn6.CenterPosition, Angle.SouthEast)
proxy.Destroy()
Utils.Do(VehicleSquad1, function(a)
if not a.IsDead then
a.AttackMove(NECivSpawn1.Location)
IdleHunt(a)
end
end)
local neVillageCam = Actor.Create("camera", true, { Owner = USSR, Location = NECivSpawn1.Location })
Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
local neTroops = Reinforcements.ReinforceWithTransport(USSR, "lst.reinforcement", NEWaterUnits, NEWaterPath, { NEWaterPath[1] })[2]
Trigger.OnAllRemovedFromWorld(Utils.Where(neTroops, function(a) return a.Type == "e6" end), function()
if not DomeCaptured then
USSR.MarkFailedObjective(CaptureDome)
end
end)
Trigger.AfterDelay(DateTime.Seconds(2), function()
if not NEVillage1.IsDead then
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { NECivSpawn1.Location, CivRallyNW.Location }, 0)
end
if not NEVillage2.IsDead then
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { NECivSpawn2.Location, CivRallyNW.Location }, 0)
end
end)
Trigger.AfterDelay(DateTime.Seconds(3), function()
if not NEVillage3.IsDead then
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { NECivSpawn3.Location, CivRallyNW.Location }, 0)
end
if not NEVillage4.IsDead then
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { NECivSpawn4.Location, CivRallyNW.Location }, 0)
end
end)
Trigger.AfterDelay(DateTime.Seconds(4), function()
if not NEVillage5.IsDead then
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { NECivSpawn5.Location, CivRallyNW.Location }, 0)
end
if not NEVillage6.IsDead then
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { NECivSpawn6.Location, CivRallySE.Location }, 0)
end
end)
Trigger.AfterDelay(DateTime.Seconds(5), function()
if not NEVillage7.IsDead then
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { NECivSpawn7.Location, CivRallySE.Location }, 0)
end
if not NEVillage8.IsDead then
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { NECivSpawn8.Location, CivRallySE.Location }, 0)
end
if not NEVillage9.IsDead then
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { NECivSpawn9.Location, CivRallySE.Location }, 0)
end
end)
Trigger.AfterDelay(DateTime.Seconds(10), function()
neVillageCam.Destroy()
end)
end
end)
Trigger.OnDamaged(NorthCabin, function()
if not NorthCabinDamaged then
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { NEHermitSpawn.Location, CivRallyNW.Location }, 1)
NorthCabinDamaged = true
end
end)
Trigger.OnDamaged(SouthCabin, function()
if not SouthCabinDamaged then
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { SouthHermitSpawn.Location, CivRallySE.Location }, 1)
SouthCabinDamaged = true
end
end)
Trigger.OnAllKilled(Cabins, function()
Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
ShockDrop.TargetParatroopers(LZ.CenterPosition, Angle.SouthWest)
end)
Trigger.OnAllKilled(NorthPillboxes, function()
Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
ShockDrop.TargetParatroopers(LZ.CenterPosition, Angle.South)
end)
local nwFootTriggered
Trigger.OnEnteredFootprint(NWFootprintTrigger, function(actor, id)
if actor.Owner == USSR and not nwFootTriggered then
Trigger.RemoveFootprintTrigger(id)
nwFootTriggered = true
local nwBarracks1 = Reinforcements.Reinforce(GoodGuy, AlliedInfantry, { NWSpawn1.Location }, 0)
Utils.Do(nwBarracks1, IdleHunt)
local nwBarracks2 = Reinforcements.Reinforce(GoodGuy, AlliedInfantry, { NWSpawn2.Location }, 0)
Utils.Do(nwBarracks2, IdleHunt)
Utils.Do(VehicleSquad2, function(a)
if not a.IsDead then
a.AttackMove(SWCivSpawn1.Location)
IdleHunt(a)
end
end)
end
end)
Trigger.OnKilled(RadarDome, function()
if not DomeCaptured then
USSR.MarkFailedObjective(CaptureDome)
Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
ShockDrop.TargetParatroopers(CivRallyNW.CenterPosition, Angle.West)
end
end)
Trigger.OnCapture(RadarDome, function()
DomeCaptured = true
USSR.MarkCompletedObjective(CaptureDome)
Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
local nwTroops = Reinforcements.ReinforceWithTransport(USSR, "lst.reinforcement", NWWaterUnits, NWWaterPath, { NWWaterPath[1] })[2]
end)
Trigger.OnAllKilled(SouthPillboxes, function()
Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
local seTroops = Reinforcements.ReinforceWithTransport(USSR, "lst.reinforcement", SEWaterUnits, SEWaterPath, { SEWaterPath[1] })[2]
Trigger.AfterDelay(DateTime.Seconds(10), function()
Media.PlaySpeechNotification(USSR, "ReinforcementsArrived")
Reinforcements.Reinforce(USSR, { "msub", "msub" }, { MSubEntry.Location, MSubStop.Location })
ShockDrop.TargetParatroopers(SEShockDrop.CenterPosition, Angle.SouthWest)
end)
end)
local swFootTriggered
Trigger.OnEnteredFootprint(SWFootprintTrigger, function(actor, id)
if actor.Owner == USSR and actor.Type ~= "badr" and not swFootTriggered then
Trigger.RemoveFootprintTrigger(id)
swFootTriggered = true
local proxy = Actor.Create("powerproxy.parabombs", false, { Owner = USSR })
proxy.TargetAirstrike(SWCivSpawn3.CenterPosition, Angle.South)
proxy.Destroy()
local swVillageCam = Actor.Create("camera", true, { Owner = USSR, Location = SWCivSpawn2.Location })
local hiding = Reinforcements.Reinforce(Greece, { 'e1', 'e1', 'e3', 'e3', 'e3' }, { SWCivSpawn1.Location }, 0)
Utils.Do(hiding, IdleHunt)
Trigger.AfterDelay(DateTime.Seconds(2), function()
if not SWVillage1.IsDead then
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { SWCivSpawn1.Location, CivRallySE.Location }, 0)
end
if not SWVillage2.IsDead then
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { SWCivSpawn2.Location, CivRallySE.Location }, 0)
end
end)
Trigger.AfterDelay(DateTime.Seconds(4), function()
if not SWVillage3.IsDead then
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { SWCivSpawn3.Location, CivRallySE.Location }, 0)
end
if not SWVillage4.IsDead then
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { SWCivSpawn4.Location, CivRallyNW.Location }, 0)
end
end)
Trigger.AfterDelay(DateTime.Seconds(5), function()
if not SWVillage5.IsDead then
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { SWCivSpawn5.Location, CivRallySE.Location }, 0)
end
if not SWVillage6.IsDead then
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { SWCivSpawn6.Location, CivRallyNW.Location }, 0)
end
if not SWVillage7.IsDead then
Reinforcements.Reinforce(Spain, Utils.Random(CivSquads), { SWCivSpawn7.Location, CivRallySE.Location }, 0)
end
end)
Trigger.AfterDelay(DateTime.Seconds(5), function()
ShockDrop.TargetParatroopers(SouthwestLZ.CenterPosition, Angle.SouthWest)
Utils.Do(VehicleSquad3, function(a)
if not a.IsDead then
a.AttackMove(NECivSpawn1.Location)
IdleHunt(a)
end
end)
swVillageCam.Destroy()
end)
end
end)
local seFootTriggered
Trigger.OnEnteredFootprint(SEFootprintTrigger, function(actor, id)
if actor.Owner == USSR and not seFootTriggered then
Trigger.RemoveFootprintTrigger(id)
seFootTriggered = true
local proxy = Actor.Create("powerproxy.parabombs", false, { Owner = USSR })
proxy.TargetAirstrike(SEBaseBombingRun.CenterPosition, Angle.East)
proxy.Destroy()
end
end)
end
TroopsArrived = false
Tick = function()
if USSR.HasNoRequiredUnits() and TroopsArrived then
Greece.MarkCompletedObjective(BeatRussia)
end
if Greece.HasNoRequiredUnits() and GoodGuy.HasNoRequiredUnits() and Spain.HasNoRequiredUnits() then
USSR.MarkCompletedObjective(KillAll)
end
end
WorldLoaded = function()
USSR = Player.GetPlayer("USSR")
Greece = Player.GetPlayer("Greece")
GoodGuy = Player.GetPlayer("GoodGuy")
Spain = Player.GetPlayer("Spain")
InitObjectives(USSR)
BeatRussia = AddPrimaryObjective(Greece, "")
KillAll = AddPrimaryObjective(USSR, "destroy-opposition")
CaptureDome = AddSecondaryObjective(USSR, "capture-enemy-radar-dome")
Camera.Position = LZ.CenterPosition
ShockDrop = Actor.Create("shockdrop", false, { Owner = USSR })
MissionStart()
MissionTriggers()
end