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