Files
OpenRA/mods/ra/maps/soviet-04b/soviet04b.lua

149 lines
4.1 KiB
Lua

RunInitialActivities = function()
Harvester.FindResources()
Helper.Destroy()
IdlingUnits()
Trigger.AfterDelay(DateTime.Seconds(1), function()
BringPatrol1()
Trigger.AfterDelay(DateTime.Seconds(5), function()
BringPatrol2()
end)
BuildBase()
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)
Trigger.OnKilled(Powr, function(building)
BasePower.exists = false
end)
Trigger.OnKilled(Barr, function(building)
BaseBarracks.exists = false
end)
Trigger.OnKilled(Proc, function(building)
BaseProc.exists = false
end)
Trigger.OnKilled(Weap, function(building)
BaseWeaponsFactory.exists = false
end)
Trigger.OnEnteredFootprint(VillageCamArea, function(actor, id)
if actor.Owner == player then
Trigger.RemoveFootprintTrigger(id)
if not AllVillagersDead then
VillageCamera = Actor.Create("camera", true, { Owner = player, Location = VillagePoint.Location })
end
end
end)
Trigger.OnAllKilled(Village, function()
if VillageCamera then
VillageCamera.Destroy()
end
AllVillagersDead = true
end)
Trigger.OnAnyKilled(Civs, function()
Trigger.ClearAll(civ1)
Trigger.ClearAll(civ2)
Trigger.ClearAll(civ3)
Trigger.ClearAll(civ4)
local units = Reinforcements.Reinforce(Greece, Avengers, { NRoadPoint.Location }, 0)
Utils.Do(units, function(unit)
unit.Hunt()
end)
end)
Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry)
Trigger.AfterDelay(DateTime.Minutes(2), ProduceArmor)
if Map.LobbyOption("difficulty") == "hard" or Map.LobbyOption("difficulty") == "medium" then
Trigger.AfterDelay(DateTime.Seconds(5), ReinfInf)
end
Trigger.AfterDelay(DateTime.Minutes(1), ReinfInf)
Trigger.AfterDelay(DateTime.Minutes(3), ReinfInf)
Trigger.AfterDelay(DateTime.Minutes(2), ReinfArmor)
end
Tick = function()
if Greece.HasNoRequiredUnits() then
player.MarkCompletedObjective(KillAll)
player.MarkCompletedObjective(KillRadar)
end
if player.HasNoRequiredUnits() then
Greece.MarkCompletedObjective(BeatUSSR)
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
if RCheck then
RCheck = false
if Map.LobbyOption("difficulty") == "hard" then
Trigger.AfterDelay(DateTime.Seconds(150), ReinfArmor)
elseif Map.LobbyOption("difficulty") == "medium" then
Trigger.AfterDelay(DateTime.Minutes(5), ReinfArmor)
else
Trigger.AfterDelay(DateTime.Minutes(8), ReinfArmor)
end
end
end
WorldLoaded = function()
player = Player.GetPlayer("USSR")
Greece = Player.GetPlayer("Greece")
RunInitialActivities()
Trigger.OnObjectiveAdded(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
Trigger.OnObjectiveCompleted(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
end)
Trigger.OnObjectiveFailed(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
end)
KillAll = player.AddPrimaryObjective("Defeat the Allied forces.")
BeatUSSR = Greece.AddPrimaryObjective("Defeat the Soviet forces.")
KillRadar = player.AddSecondaryObjective("Destroy Allied Radar Dome to stop enemy\nreinforcements.")
Trigger.OnPlayerLost(player, function()
Media.PlaySpeechNotification(player, "Lose")
end)
Trigger.OnPlayerWon(player, function()
Media.PlaySpeechNotification(player, "Win")
end)
Trigger.OnKilled(Radar, function()
player.MarkCompletedObjective(KillRadar)
Media.PlaySpeechNotification(player, "ObjectiveMet")
end)
Trigger.OnDamaged(Harvester, function()
Utils.Do(Guards, function(unit)
if not unit.IsDead and not Harvester.IsDead then
unit.AttackMove(Harvester.Location)
end
end)
end)
Camera.Position = StartCamPoint.CenterPosition
end