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OpenRA/mods/ra/maps/allies-05c/allies05c.lua
Matthias Mailänder d42edfc0b9 Use global difficulty.
2021-11-26 23:39:41 +01:00

374 lines
12 KiB
Lua

--[[
Copyright 2007-2021 The OpenRA Developers (see AUTHORS)
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.
]]
if Difficulty == "easy" then
TanyaType = "e7"
ReinforceCash = 5000
HoldAITime = DateTime.Minutes(3)
SpecialCameras = true
elseif Difficulty == "normal" then
TanyaType = "e7.noautotarget"
ReinforceCash = 3500
HoldAITime = DateTime.Minutes(2)
SpecialCameras = true
else
TanyaType = "e7.noautotarget"
ReinforceCash = 2250
HoldAITime = DateTime.Minutes(1) + DateTime.Seconds(30)
end
SpyType = { "spy" }
SpyEntryPath = { SpyEntry.Location, SpyLoadout.Location }
InsertionTransport = "lst.in"
TrukPath = { TrukWaypoint1, TrukWaypoint2, TrukWaypoint3, TrukWaypoint4, TrukWaypoint5, TrukWaypoint6, TrukWaypoint7, TrukWaypoint8, TrukWaypoint9, TrukWaypoint10 }
ExtractionHeliType = "tran"
ExtractionPath = { ExtractionEntry.Location, ExtractionLZ.Location }
HeliReinforcements = { "medi", "mech", "mech" }
GreeceReinforcements1 =
{
{ types = { "2tnk", "2tnk", "2tnk", "2tnk", "2tnk" }, entry = { SpyEntry.Location, LSTLanding1.Location } },
{ types = { "e3", "e3", "e3", "e3", "e1" }, entry = { LSTEntry2.Location, LSTLanding2.Location } }
}
GreeceReinforcements2 =
{
{ types = { "arty", "arty", "jeep", "jeep" }, entry = { SpyEntry.Location, LSTLanding1.Location } },
{ types = { "e1", "e1", "e6", "e6", "e6" }, entry = { LSTEntry2.Location, LSTLanding2.Location } }
}
DogPatrol = { Dog1, Dog2 }
RiflePatrol = { RiflePatrol1, RiflePatrol2, RiflePatrol3, RiflePatrol4, RiflePatrol5 }
BasePatrol = { BasePatrol1, BasePatrol2, BasePatrol3 }
DogPatrolPath = { DogPatrolRally1.Location, SpyCamera2.Location, DogPatrolRally3.Location }
RiflePath = { RiflePath1.Location, RiflePath2.Location, RiflePath3.Location }
BasePatrolPath = { BasePatrolPath1.Location, BasePatrolPath2.Location, BasePatrolPath3.Location }
TanyaVoices = { "tuffguy", "bombit", "laugh", "gotit", "lefty", "keepem" }
SpyVoice = "sking"
SamSites = { Sam1, Sam2, Sam3, Sam4, Sam5, Sam6 }
SendSpy = function()
Camera.Position = SpyEntry.CenterPosition
Spy = Reinforcements.ReinforceWithTransport(Greece, InsertionTransport, SpyType, SpyEntryPath, { SpyEntryPath[1] })[2][1]
Trigger.OnKilled(Spy, function() USSR.MarkCompletedObjective(USSRObj) end)
if SpecialCameras then
SpyCameraA = Actor.Create("camera", true, { Owner = Greece, Location = SpyCamera1.Location })
SpyCameraB = Actor.Create("camera", true, { Owner = Greece, Location = SpyCamera2.Location })
SpyCameraC = Actor.Create("camera", true, { Owner = Greece, Location = SpyCamera3.Location })
else
SpyCameraHard = Actor.Create("camera.small", true, { Owner = Greece, Location = RiflePath1.Location + CVec.New(0, 3) })
end
Trigger.AfterDelay(DateTime.Seconds(3), function()
Media.DisplayMessage("Commander! You have to disguise me in order to get through the enemy patrols.", "Spy")
end)
end
ActivatePatrols = function()
Trigger.AfterDelay(DateTime.Seconds(3), function()
GroupPatrol(DogPatrol, DogPatrolPath, DateTime.Seconds(6))
GroupPatrol(RiflePatrol, RiflePath, DateTime.Seconds(7))
GroupPatrol(BasePatrol, BasePatrolPath, DateTime.Seconds(6))
end)
end
GroupPatrol = function(units, waypoints, delay)
local i = 1
local stop = false
Utils.Do(units, function(unit)
Trigger.OnIdle(unit, function()
if stop then
return
end
if unit.Location == waypoints[i] then
local bool = Utils.All(units, function(actor) return actor.IsIdle end)
if bool then
stop = true
i = i + 1
if i > #waypoints then
i = 1
end
Trigger.AfterDelay(delay, function() stop = false end)
end
else
unit.AttackMove(waypoints[i])
end
end)
end)
end
SendReinforcements = function()
GreeceReinforcementsArrived = true
Camera.Position = SpyLoadout.CenterPosition
Greece.Cash = Greece.Cash + ReinforceCash
Media.PlaySpeechNotification(Greece, "AlliedReinforcementsArrived")
Utils.Do(GreeceReinforcements1, function(reinforcements)
Reinforcements.ReinforceWithTransport(Greece, InsertionTransport, reinforcements.types, reinforcements.entry, { SpyEntry.Location })
end)
Trigger.AfterDelay(DateTime.Seconds(10), function()
Media.PlaySpeechNotification(Greece, "AlliedReinforcementsArrived")
Utils.Do(GreeceReinforcements2, function(reinforcements)
Reinforcements.ReinforceWithTransport(Greece, InsertionTransport, reinforcements.types, reinforcements.entry, { SpyEntry.Location })
end)
end)
ActivateAI()
end
ExtractUnits = function(extractionUnit, pos, after)
if extractionUnit.IsDead or not extractionUnit.HasPassengers then
return
end
extractionUnit.Move(pos)
extractionUnit.Destroy()
Trigger.OnRemovedFromWorld(extractionUnit, after)
end
WarfactoryInfiltrated = function()
FollowTruk = true
Truk.GrantCondition("hijacked")
Truk.Wait(DateTime.Seconds(1))
Utils.Do(TrukPath, function(waypoint)
Truk.Move(waypoint.Location)
end)
if SpecialCameras then
Trigger.AfterDelay(DateTime.Seconds(2), function()
SpyCameraA.Destroy()
SpyCameraB.Destroy()
SpyCameraC.Destroy()
end)
else
SpyCameraHard.Destroy()
end
end
MissInfiltrated = function()
for i = 0, 5, 1 do
local sound = Utils.Random(TanyaVoices)
Trigger.AfterDelay(DateTime.Seconds(i), function()
Media.PlaySoundNotification(Greece, sound)
end)
end
Prison.Attack(Prison)
Trigger.AfterDelay(DateTime.Seconds(6), FreeTanya)
end
FreeTanya = function()
Prison.Stop()
Tanya = Actor.Create(TanyaType, true, { Owner = Greece, Location = Prison.Location + CVec.New(1, 1) })
Tanya.Demolish(Prison)
Tanya.Move(Tanya.Location + CVec.New(Utils.RandomInteger(-1, 2), 1))
if TanyaType == "e7.noautotarget" then
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.DisplayMessage("According to the rules of engagement I need your explicit orders to fire, Commander!", "Tanya")
end)
end
Trigger.OnKilled(Tanya, function() USSR.MarkCompletedObjective(USSRObj) end)
if Difficulty == "tough" then
KillSams = Greece.AddObjective("Destroy all six SAM Sites that block\nour reinforcements' helicopter.")
Greece.MarkCompletedObjective(MainObj)
SurviveObj = Greece.AddObjective("Tanya must not die!")
Media.PlaySpeechNotification(Greece, "TanyaRescued")
else
KillSams = Greece.AddObjective("Destroy all six SAM sites that block\nthe extraction helicopter.")
Media.PlaySpeechNotification(Greece, "TargetFreed")
end
if not SpecialCameras and PrisonCamera and PrisonCamera.IsInWorld then
PrisonCamera.Destroy()
end
end
InitTriggers = function()
Trigger.OnInfiltrated(Warfactory, function()
if Greece.IsObjectiveCompleted(InfWarfactory) then
return
elseif Truk.IsDead then
if not Greece.IsObjectiveCompleted(MainObj) then
USSR.MarkCompletedObjective(USSRObj)
end
return
end
Trigger.ClearAll(Spy)
Greece.MarkCompletedObjective(InfWarfactory)
WarfactoryInfiltrated()
end)
Trigger.OnKilled(Truk, function()
if not Greece.IsObjectiveCompleted(InfWarfactory) then
Greece.MarkFailedObjective(InfWarfactory)
elseif FollowTruk then
USSR.MarkCompletedObjective(USSRObj)
end
end)
Trigger.OnInfiltrated(Prison, function()
if Greece.IsObjectiveCompleted(MainObj) then
return
end
if not Greece.IsObjectiveCompleted(InfWarfactory) then
Media.DisplayMessage("Good work! But next time skip the heroics!", "Battlefield Control")
Greece.MarkCompletedObjective(InfWarfactory)
end
if not PrisonCamera then
if SpecialCameras then
PrisonCamera = Actor.Create("camera", true, { Owner = Greece, Location = SpyJump.Location })
else
PrisonCamera = Actor.Create("camera.small", true, { Owner = Greece, Location = Prison.Location + CVec.New(1, 1) })
end
end
if SpecialCameras and SpyCameraA and not SpyCameraA.IsDead then
SpyCameraA.Destroy()
SpyCameraB.Destroy()
end
Trigger.ClearAll(Spy)
Trigger.AfterDelay(DateTime.Seconds(2), MissInfiltrated)
end)
Trigger.OnEnteredFootprint({ SpyJump.Location }, function(a, id)
if a == Truk then
Trigger.RemoveFootprintTrigger(id)
Spy = Actor.Create("spy", true, { Owner = Greece, Location = SpyJump.Location })
Spy.DisguiseAsType("e1", USSR)
Spy.Move(SpyWaypoint.Location)
Spy.Infiltrate(Prison)
Media.PlaySoundNotification(Greece, SpyVoice)
FollowTruk = false
if SpecialCameras then
PrisonCamera = Actor.Create("camera", true, { Owner = Greece, Location = SpyJump.Location })
else
PrisonCamera = Actor.Create("camera.small", true, { Owner = Greece, Location = Prison.Location + CVec.New(1, 1) })
end
Trigger.OnKilled(Spy, function() USSR.MarkCompletedObjective(USSRObj) end)
end
end)
Trigger.OnEnteredFootprint({ TrukWaypoint10.Location }, function(a, id)
if a == Truk then
Trigger.RemoveFootprintTrigger(id)
Truk.Stop()
Truk.Kill()
ExplosiveBarrel.Kill()
end
end)
Trigger.OnAllKilled(SamSites, function()
Greece.MarkCompletedObjective(KillSams)
local flare = Actor.Create("flare", true, { Owner = Greece, Location = ExtractionPath[2] + CVec.New(0, -1) })
Trigger.AfterDelay(DateTime.Seconds(7), flare.Destroy)
Media.PlaySpeechNotification(Greece, "SignalFlare")
ExtractionHeli = Reinforcements.ReinforceWithTransport(Greece, ExtractionHeliType, nil, ExtractionPath)[1]
local exitPos = CPos.New(ExtractionPath[1].X, ExtractionPath[2].Y)
Trigger.OnKilled(ExtractionHeli, function() USSR.MarkCompletedObjective(USSRObj) end)
Trigger.OnRemovedFromWorld(Tanya, function()
ExtractUnits(ExtractionHeli, exitPos, function()
Media.PlaySpeechNotification(Greece, "TanyaRescued")
Greece.MarkCompletedObjective(MainObj)
Trigger.AfterDelay(DateTime.Seconds(2), function()
SendReinforcements()
end)
if PrisonCamera and PrisonCamera.IsInWorld then
PrisonCamera.Destroy()
end
end)
end)
end)
end
Tick = function()
if FollowTruk and not Truk.IsDead then
Camera.Position = Truk.CenterPosition
end
if USSR.HasNoRequiredUnits() then
if not Greece.IsObjectiveCompleted(KillAll) and Difficulty == "tough" then
SendWaterExtraction()
end
Greece.MarkCompletedObjective(KillAll)
end
if GreeceReinforcementsArrived and Greece.HasNoRequiredUnits() then
USSR.MarkCompletedObjective(USSRObj)
end
if USSR.Resources >= USSR.ResourceCapacity * 0.75 then
USSR.Cash = USSR.Cash + USSR.Resources - USSR.ResourceCapacity * 0.25
USSR.Resources = USSR.ResourceCapacity * 0.25
end
end
WorldLoaded = function()
Greece = Player.GetPlayer("Greece")
USSR = Player.GetPlayer("USSR")
Trigger.OnObjectiveAdded(Greece, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
USSRObj = USSR.AddObjective("Deny the Allies.")
MainObj = Greece.AddObjective("Rescue Tanya.")
KillAll = Greece.AddObjective("Eliminate all Soviet units in this area.")
InfWarfactory = Greece.AddObjective("Infiltrate the Soviet warfactory.", "Secondary", false)
Trigger.OnObjectiveCompleted(Greece, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
end)
Trigger.OnObjectiveFailed(Greece, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
end)
Trigger.OnPlayerLost(Greece, function()
Media.PlaySpeechNotification(Greece, "Lose")
end)
Trigger.OnPlayerWon(Greece, function()
Media.PlaySpeechNotification(Greece, "Win")
end)
InitTriggers()
SendSpy()
Trigger.AfterDelay(DateTime.Seconds(3), ActivatePatrols)
end