365 lines
9.5 KiB
Lua
365 lines
9.5 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.
|
|
]]
|
|
|
|
UnitsEvacuatedThreshold =
|
|
{
|
|
hard = 200,
|
|
normal = 100,
|
|
easy = 50
|
|
}
|
|
|
|
AttackAtFrame =
|
|
{
|
|
hard = 500,
|
|
normal = 500,
|
|
easy = 600
|
|
}
|
|
|
|
MinAttackAtFrame =
|
|
{
|
|
hard = 100,
|
|
normal = 100,
|
|
easy = 150
|
|
}
|
|
|
|
MaxSovietYaks =
|
|
{
|
|
hard = 4,
|
|
normal = 2,
|
|
easy = 0
|
|
}
|
|
|
|
SovietParadrops =
|
|
{
|
|
hard = 40,
|
|
normal = 20,
|
|
easy = 0
|
|
}
|
|
|
|
SovietParadropTicks =
|
|
{
|
|
hard = DateTime.Minutes(17),
|
|
normal = DateTime.Minutes(20),
|
|
easy = DateTime.Minutes(20)
|
|
}
|
|
|
|
SovietUnits2Ticks =
|
|
{
|
|
hard = DateTime.Minutes(12),
|
|
normal = DateTime.Minutes(15),
|
|
easy = DateTime.Minutes(15)
|
|
}
|
|
|
|
SovietEntryPoints =
|
|
{
|
|
SovietEntryPoint1, SovietEntryPoint2, SovietEntryPoint3, SovietEntryPoint4, SovietEntryPoint5, SovietEntryPoint6
|
|
}
|
|
|
|
SovietRallyPoints =
|
|
{
|
|
SovietRallyPoint1, SovietRallyPoint2, SovietRallyPoint3, SovietRallyPoint4, SovietRallyPoint5, SovietRallyPoint6
|
|
}
|
|
|
|
SovietAirfields =
|
|
{
|
|
SovietAirfield1, SovietAirfield2, SovietAirfield3, SovietAirfield4,
|
|
SovietAirfield5, SovietAirfield6, SovietAirfield7, SovietAirfield8
|
|
}
|
|
|
|
MountainEntry = { CPos.New(25, 45), CPos.New(25, 46), CPos.New(25, 47), CPos.New(25, 48), CPos.New(25, 49) }
|
|
|
|
BridgeEntry = { CPos.New(25, 29), CPos.New(26, 29), CPos.New(27, 29), CPos.New(28, 29) }
|
|
|
|
MobileConstructionVehicle = { "mcv" }
|
|
Yak = { "yak" }
|
|
|
|
ReinforcementsTicks1 = DateTime.Minutes(5)
|
|
Reinforcements1 =
|
|
{
|
|
"mgg", "2tnk", "2tnk", "2tnk", "2tnk", "1tnk", "1tnk",
|
|
"jeep", "jeep", "e1", "e1", "e1", "e1", "e3", "e3"
|
|
}
|
|
|
|
ReinforcementsTicks2 = DateTime.Minutes(10)
|
|
Reinforcements2 =
|
|
{
|
|
"mgg", "2tnk", "2tnk", "2tnk", "2tnk", "truk", "truk", "truk",
|
|
"truk", "truk", "truk", "1tnk", "1tnk", "jeep", "jeep"
|
|
}
|
|
|
|
SovietUnits1 =
|
|
{
|
|
"3tnk", "3tnk", "3tnk", "3tnk", "3tnk", "3tnk", "v2rl", "v2rl", "ftrk",
|
|
"apc", "e1", "e1", "e2", "e3", "e3", "e4"
|
|
}
|
|
|
|
SovietUnits2 =
|
|
{
|
|
"4tnk", "4tnk", "4tnk", "4tnk", "3tnk", "3tnk", "3tnk", "3tnk", "v2rl",
|
|
"v2rl", "ftrk", "apc", "e1", "e1", "e2", "e3", "e3", "e4"
|
|
}
|
|
|
|
CurrentReinforcement1 = 0
|
|
CurrentReinforcement2 = 0
|
|
SpawnAlliedUnit = function(units)
|
|
Reinforcements.Reinforce(allies1, units, { Allies1EntryPoint.Location, Allies1MovePoint.Location })
|
|
|
|
if allies2 then
|
|
Reinforcements.Reinforce(allies2, units, { Allies2EntryPoint.Location, Allies2MovePoint.Location })
|
|
end
|
|
|
|
Utils.Do(humans, function(player)
|
|
Trigger.AfterDelay(DateTime.Seconds(2), function()
|
|
Media.PlaySpeechNotification(player, "AlliedReinforcementsNorth")
|
|
end)
|
|
end)
|
|
|
|
if CurrentReinforcement1 < #Reinforcements1 then
|
|
CurrentReinforcement1 = CurrentReinforcement1 + 1
|
|
Trigger.AfterDelay(ReinforcementsTicks1, function()
|
|
reinforcements1 = { Reinforcements1[CurrentReinforcement1] }
|
|
SpawnAlliedUnit(reinforcements1)
|
|
end)
|
|
end
|
|
|
|
if CurrentReinforcement2 < #Reinforcements2 then
|
|
CurrentReinforcement2 = CurrentReinforcement2 + 1
|
|
Trigger.AfterDelay(ReinforcementsTicks2, function()
|
|
reinforcements2 = { Reinforcements2[CurrentReinforcement2] }
|
|
SpawnAlliedUnit(reinforcements2)
|
|
end)
|
|
end
|
|
end
|
|
|
|
SovietGroupSize = 5
|
|
SpawnSovietUnits = function()
|
|
|
|
local units = SovietUnits1
|
|
if DateTime.GameTime >= SovietUnits2Ticks[Difficulty] then
|
|
units = SovietUnits2
|
|
end
|
|
|
|
local unitType = Utils.Random(units)
|
|
local spawnPoint = Utils.Random(SovietEntryPoints)
|
|
local rallyPoint = Utils.Random(SovietRallyPoints)
|
|
local actor = Actor.Create(unitType, true, { Owner = soviets, Location = spawnPoint.Location })
|
|
actor.AttackMove(rallyPoint.Location)
|
|
IdleHunt(actor)
|
|
|
|
local delay = math.max(attackAtFrame - 5, minAttackAtFrame)
|
|
Trigger.AfterDelay(delay, SpawnSovietUnits)
|
|
end
|
|
|
|
SovietParadrop = 0
|
|
SendSovietParadrop = function()
|
|
local sovietParadrops = SovietParadrops[Difficulty]
|
|
|
|
if (SovietParadrop > sovietParadrops) then
|
|
return
|
|
end
|
|
|
|
SovietParadrop = SovietParadrop + 1
|
|
|
|
Utils.Do(humans, function(player)
|
|
Media.PlaySpeechNotification(player, "SovietForcesApproaching")
|
|
end)
|
|
|
|
local x = Utils.RandomInteger(ParadropBoxTopLeft.Location.X, ParadropBoxBottomRight.Location.X)
|
|
local y = Utils.RandomInteger(ParadropBoxBottomRight.Location.Y, ParadropBoxTopLeft.Location.Y)
|
|
|
|
local randomParadropCell = CPos.New(x, y)
|
|
local lz = Map.CenterOfCell(randomParadropCell)
|
|
|
|
local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = soviets })
|
|
powerproxy.TargetParatroopers(lz)
|
|
powerproxy.Destroy()
|
|
|
|
Trigger.AfterDelay(sovietParadropTicks, SendSovietParadrop)
|
|
end
|
|
|
|
AircraftTargets = function(yak)
|
|
local targets = Utils.Where(Map.ActorsInWorld, function(a)
|
|
return (a.Owner == allies1 or a.Owner == allies2) and a.HasProperty("Health") and yak.CanTarget(a)
|
|
end)
|
|
|
|
-- Prefer mobile units
|
|
table.sort(targets, function(a, b) return a.HasProperty("Move") and not b.HasProperty("Move") end)
|
|
|
|
return targets
|
|
end
|
|
|
|
YakAttack = function(yak, target)
|
|
if not target or target.IsDead or (not target.IsInWorld) or (not yak.CanTarget(target)) then
|
|
local targets = AircraftTargets(yak)
|
|
if #targets > 0 then
|
|
target = Utils.Random(targets)
|
|
end
|
|
end
|
|
|
|
if target and yak.AmmoCount() > 0 and yak.CanTarget(target) then
|
|
yak.Attack(target)
|
|
else
|
|
-- Includes yak.Resupply()
|
|
yak.ReturnToBase()
|
|
end
|
|
|
|
yak.CallFunc(function()
|
|
YakAttack(yak, target)
|
|
end)
|
|
end
|
|
|
|
ManageSovietAircraft = function()
|
|
if allies1.IsObjectiveCompleted(destroyAirbases) then
|
|
return
|
|
end
|
|
|
|
local maxSovietYaks = MaxSovietYaks[Difficulty]
|
|
local sovietYaks = soviets.GetActorsByType('yak')
|
|
if #sovietYaks < maxSovietYaks then
|
|
soviets.Build(Yak, function(units)
|
|
local yak = units[1]
|
|
YakAttack(yak)
|
|
end)
|
|
end
|
|
end
|
|
|
|
UnitsEvacuated = 0
|
|
EvacuateAlliedUnit = function(unit)
|
|
if (unit.Owner == allies1 or unit.Owner == allies2) and unit.HasProperty("Move") then
|
|
unit.Stop()
|
|
unit.Owner = allies
|
|
|
|
if unit.Type == 'mgg' then
|
|
Utils.Do(humans, function(player)
|
|
if player then
|
|
player.MarkCompletedObjective(evacuateMgg)
|
|
end
|
|
end)
|
|
end
|
|
|
|
UnitsEvacuated = UnitsEvacuated + 1
|
|
if unit.HasProperty("HasPassengers") then
|
|
UnitsEvacuated = UnitsEvacuated + unit.PassengerCount
|
|
end
|
|
|
|
local exitCell = Map.ClosestEdgeCell(unit.Location)
|
|
Trigger.OnIdle(unit, function()
|
|
unit.ScriptedMove(exitCell)
|
|
end)
|
|
|
|
local exit = Map.CenterOfCell(exitCell)
|
|
Trigger.OnEnteredProximityTrigger(exit, WDist.FromCells(1), function(a)
|
|
a.Destroy()
|
|
end)
|
|
|
|
UserInterface.SetMissionText(UnitsEvacuated .. "/" .. unitsEvacuatedThreshold .. " units evacuated.", TextColor)
|
|
|
|
if UnitsEvacuated >= unitsEvacuatedThreshold then
|
|
Utils.Do(humans, function(player)
|
|
if player then
|
|
player.MarkCompletedObjective(evacuateUnits)
|
|
end
|
|
end)
|
|
end
|
|
end
|
|
end
|
|
|
|
Tick = function()
|
|
if DateTime.GameTime % 100 == 0 then
|
|
ManageSovietAircraft()
|
|
|
|
Utils.Do(humans, function(player)
|
|
if player and player.HasNoRequiredUnits() then
|
|
soviets.MarkCompletedObjective(sovietObjective)
|
|
end
|
|
end)
|
|
end
|
|
end
|
|
|
|
WorldLoaded = function()
|
|
-- NPC
|
|
neutral = Player.GetPlayer("Neutral")
|
|
allies = Player.GetPlayer("Allies")
|
|
soviets = Player.GetPlayer("Soviets")
|
|
|
|
-- Player controlled
|
|
allies1 = Player.GetPlayer("Allies1")
|
|
allies2 = Player.GetPlayer("Allies2")
|
|
|
|
humans = { allies1, allies2 }
|
|
Utils.Do(humans, function(player)
|
|
if player and player.IsLocalPlayer then
|
|
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)
|
|
|
|
Trigger.OnPlayerWon(player, function()
|
|
Media.PlaySpeechNotification(player, "MissionAccomplished")
|
|
end)
|
|
|
|
Trigger.OnPlayerLost(player, function()
|
|
Media.PlaySpeechNotification(player, "MissionFailed")
|
|
end)
|
|
|
|
TextColor = player.Color
|
|
end
|
|
end)
|
|
|
|
unitsEvacuatedThreshold = UnitsEvacuatedThreshold[Difficulty]
|
|
UserInterface.SetMissionText(UnitsEvacuated .. "/" .. unitsEvacuatedThreshold .. " units evacuated.", TextColor)
|
|
Utils.Do(humans, function(player)
|
|
if player then
|
|
evacuateUnits = player.AddObjective("Evacuate " .. unitsEvacuatedThreshold .. " units.")
|
|
destroyAirbases = player.AddObjective("Destroy the nearby Soviet airbases.", "Secondary", false)
|
|
evacuateMgg = player.AddObjective("Evacuate at least one mobile gap generator.", "Secondary", false)
|
|
end
|
|
end)
|
|
|
|
Trigger.OnAllKilledOrCaptured(SovietAirfields, function()
|
|
Utils.Do(humans, function(player)
|
|
if player then
|
|
player.MarkCompletedObjective(destroyAirbases)
|
|
end
|
|
end)
|
|
end)
|
|
|
|
sovietObjective = soviets.AddObjective("Eradicate all allied troops.")
|
|
|
|
if not allies2 or allies1.IsLocalPlayer then
|
|
Camera.Position = Allies1EntryPoint.CenterPosition
|
|
else
|
|
Camera.Position = Allies2EntryPoint.CenterPosition
|
|
end
|
|
|
|
if not allies2 then
|
|
allies1.Cash = 10000
|
|
Media.DisplayMessage("Transferring funds.", "Co-Commander is missing")
|
|
end
|
|
|
|
SpawnAlliedUnit(MobileConstructionVehicle)
|
|
|
|
minAttackAtFrame = MinAttackAtFrame[Difficulty]
|
|
attackAtFrame = AttackAtFrame[Difficulty]
|
|
Trigger.AfterDelay(attackAtFrame, SpawnSovietUnits)
|
|
|
|
sovietParadropTicks = SovietParadropTicks[Difficulty]
|
|
Trigger.AfterDelay(sovietParadropTicks, SendSovietParadrop)
|
|
|
|
Trigger.OnEnteredFootprint(MountainEntry, EvacuateAlliedUnit)
|
|
Trigger.OnEnteredFootprint(BridgeEntry, EvacuateAlliedUnit)
|
|
end
|