384 lines
11 KiB
Lua
384 lines
11 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 == "hard" then
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TimerTicks = DateTime.Minutes(25)
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elseif Difficulty == "normal" then
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TimerTicks = DateTime.Minutes(28)
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else
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TimerTicks = DateTime.Minutes(31)
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end
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Announcements =
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{
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{ speech = "TwentyMinutesRemaining", delay = DateTime.Minutes(20) },
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{ speech = "TenMinutesRemaining", delay = DateTime.Minutes(10) },
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{ speech = "WarningFiveMinutesRemaining", delay = DateTime.Minutes(5) },
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{ speech = "WarningFourMinutesRemaining", delay = DateTime.Minutes(4) },
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{ speech = "WarningThreeMinutesRemaining", delay = DateTime.Minutes(3) },
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{ speech = "WarningTwoMinutesRemaining", delay = DateTime.Minutes(2) },
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{ speech = "WarningOneMinuteRemaining", delay = DateTime.Minutes(1) }
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}
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TownAttackers = { TownAttacker1, TownAttacker2, TownAttacker3, TownAttacker4, TownAttacker5, TownAttacker6, TownAttacker7 }
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PatrolPoints1 = { PatrolPoint11.Location, PatrolPoint12.Location, PatrolPoint13.Location, PatrolPoint14.Location, PatrolPoint15.Location }
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PatrolPoints2 = { PatrolPoint21.Location, PatrolPoint22.Location, PatrolPoint23.Location, PatrolPoint24.Location, PatrolPoint25.Location }
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PatrolPoints3 = { PatrolPoint31.Location, PatrolPoint32.Location, PatrolPoint33.Location, PatrolPoint34.Location }
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PatrolPoints4 = { PatrolPoint41.Location, PatrolPoint42.Location, PatrolPoint43.Location, PatrolPoint44.Location, PatrolPoint45.Location }
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Patrol1 = { "e1", "e1", "e1", "e1", "e1" }
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Patrol2 = { "e1", "dog.patrol", "dog.patrol" }
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Patrol3 = { "e1", "e1", "dog.patrol" }
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TransportType = "lst.unselectable.unloadonly"
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SecureLabFailed = function()
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Utils.Do(humans, function(player)
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if player then
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player.MarkFailedObjective(secureLab)
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end
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end)
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end
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timerStarted = false
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StartTimer = function()
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Utils.Do(humans, function(player)
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if player.IsLocalPlayer then
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TimerColor = player.Color
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end
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end)
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CountDownTimerAnnouncements()
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ticked = TimerTicks
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timerStarted = true
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Trigger.AfterDelay(DateTime.Seconds(3), function()
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Utils.Do(humans, function(player)
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Media.PlaySpeechNotification(player, "TimerStarted")
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end)
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end)
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end
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CountDownTimerAnnouncements = function()
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for i = #Announcements, 1, -1 do
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local delay = TimerTicks - Announcements[i].delay
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Trigger.AfterDelay(delay, function()
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if not labSecured then
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Utils.Do(humans, function(player)
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Media.PlaySpeechNotification(player, Announcements[i].speech)
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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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reinforcementsHaveArrived = false
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LabInfiltrated = function()
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Utils.Do(humans, function(player)
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if player then
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secureLab = player.AddObjective("Secure the laboratory by eliminating its guards.")
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destroyBase = player.AddObjective("Destroy the remaining Soviet presence.")
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player.MarkCompletedObjective(infiltrateLab)
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Trigger.ClearAll(Lab)
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Trigger.AfterDelay(0, function()
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Trigger.OnKilled(Lab, SecureLabFailed)
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end)
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end
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end)
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Camera.Position = ReinforcementsUnloadPoint.CenterPosition
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local entryPath = { ReinforcementsEntryPoint.Location, ReinforcementsUnloadPoint.Location }
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local exit = { ReinforcementsEntryPoint.Location }
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mcvActors = { "mcv" }
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if player2 then
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mcvActors = { "mcv", "mcv" }
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end
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local reinforcements = Reinforcements.ReinforceWithTransport(allies, TransportType, mcvActors, entryPath, exit)
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local mcvs = reinforcements[2]
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Trigger.OnAddedToWorld(mcvs[1], function(mcvUnloaded)
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-- Don't call this twice (because of the owner change)
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if mcvUnloaded.Owner == player1 then
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return
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end
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mcvUnloaded.Owner = player1
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if not player2 then
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player1.Cash = 5000
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end
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Media.PlaySpeechNotification(player, "AlliedReinforcementsSouth")
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StartTimer()
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HijackTruck.Destroy()
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reinforcementsHaveArrived = true
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end)
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if player2 then
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Trigger.OnAddedToWorld(mcvs[2], function(mcvUnloaded)
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-- Don't call this twice (because of the owner change)
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if mcvUnloaded.Owner == player2 then
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return
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end
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mcvUnloaded.Owner = player2
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player1.Cash = 2500
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player2.Cash = 2500
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end)
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end
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Utils.Do(humans, function(player)
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for i = 0, 2 do
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Trigger.AfterDelay(DateTime.Seconds(i), function()
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Media.PlaySoundNotification(player, "AlertBuzzer")
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end)
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end
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end)
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if BridgeTank.IsDead then
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return
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end
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local attackPoint = BridgeAttackPoint.CenterPosition
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local radius = WDist.FromCells(5)
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local bridge = Map.ActorsInCircle(attackPoint, radius, function(actor)
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return actor.Type == "br3"
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end)[1]
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BridgeTank.Attack(bridge, true, true)
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end
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InfiltrateLabFailed = function()
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Utils.Do(humans, function(player)
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if player then
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player.MarkFailedObjective(infiltrateLab)
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end
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end)
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end
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ChangeOwnerOnAddedToWorld = function(actor, newOwner)
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Trigger.OnAddedToWorld(actor, function(unloadedActor)
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unloadedActor.Owner = newOwner
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Trigger.Clear(unloadedActor, "OnAddedToWorld")
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end)
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end
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InsertSpies = function()
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Utils.Do(humans, function(player)
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if player then
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infiltrateLab = player.AddObjective("Get our spy into the laboratory undetected.")
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end
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end)
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Trigger.OnKilled(Lab, function()
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if not player1.IsObjectiveCompleted(infiltrateLab) then
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InfiltrateLabFailed()
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end
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end)
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-- The delay isn't purely cosmetic, but also prevents a System.InvalidOperationException
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-- "Collection was modified after the enumerator was instantiated." in tick_activities
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local infiltrationCount = 0
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Trigger.OnInfiltrated(Lab, function()
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infiltrationCount = infiltrationCount + 1
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if (player2 and infiltrationCount == 2) or not player2 then
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Trigger.AfterDelay(DateTime.Seconds(3), LabInfiltrated)
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end
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end)
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spyActors = { "spy.strong" }
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if player2 then
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spyActors = { "spy.strong", "spy.strong" }
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end
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local entryPath = { SpyReinforcementsEntryPoint.Location, SpyReinforcementsUnloadPoint.Location }
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local exit = { SpyReinforcementsExitPoint.Location }
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local reinforcements = Reinforcements.ReinforceWithTransport(allies, TransportType, spyActors, entryPath, exit)
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local transport = reinforcements[1]
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Camera.Position = transport.CenterPosition
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spies = reinforcements[2]
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Trigger.OnAnyKilled(spies, InfiltrateLabFailed)
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ChangeOwnerOnAddedToWorld(spies[1], player1)
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if player2 then
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ChangeOwnerOnAddedToWorld(spies[2], player2)
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end
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end
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StopHunt = function(unit)
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if not unit.IsDead then
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unit.Stop()
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Trigger.Clear(unit, "OnIdle")
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end
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end
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AttackTown = function()
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Utils.Do(TownAttackers, IdleHunt)
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Trigger.OnRemovedFromWorld(Hospital, function()
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Utils.Do(TownAttackers, StopHunt)
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end)
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end
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CapOre = function(player)
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if player.Resources > player.ResourceCapacity * 0.9 then
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player.Resources = player.ResourceCapacity * 0.8
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end
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end
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NewPatrol = function(actorType, start, waypoints)
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local guard = Actor.Create(actorType, true, { Owner = soviets, Location = start })
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guard.Patrol(waypoints, true, Utils.RandomInteger(50, 75))
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end
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SetupPatrols = function()
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Utils.Do(Patrol1, function(patrol1) NewPatrol(patrol1, PatrolPoints1[1], PatrolPoints1) end)
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Utils.Do(Patrol2, function(patrol2) NewPatrol(patrol2, PatrolPoints1[3], PatrolPoints1) end)
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Utils.Do(Patrol2, function(patrol3) NewPatrol(patrol3, PatrolPoints3[1], PatrolPoints3) end)
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Utils.Do(Patrol2, function(patrol4) NewPatrol(patrol4, PatrolPoints4[1], PatrolPoints4) end)
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if Difficulty == "hard" then
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Utils.Do(Patrol3, function(patrol5) NewPatrol(patrol5, PatrolPoints2[1], PatrolPoints2) end)
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end
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local checkpoint = { BaseGuardTruckPos.Location }
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Trigger.OnEnteredFootprint(checkpoint, function(a, id)
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Trigger.RemoveFootprintTrigger(id)
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if not BaseGuard.IsDead then
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BaseGuard.ScriptedMove(BaseGuardMovePos.Location)
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end
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end)
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end
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ticked = 0
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SecureLabTimer = function()
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if not timerStarted or labSecured then
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return
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end
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if ticked > 0 then
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UserInterface.SetMissionText("Secure lab in: " .. Utils.FormatTime(ticked), TimerColor)
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ticked = ticked - 1
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elseif ticked <= 0 then
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TimerColor = soviets.Color
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UserInterface.SetMissionText("The Soviet research laboratory was not secured in time.", TimerColor)
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SecureLabFailed()
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end
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end
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SovietBaseMaintenanceSetup = function()
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local sovietbuildings = Utils.Where(Map.NamedActors, function(a)
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return a.Owner == soviets and a.HasProperty("StartBuildingRepairs")
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end)
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Trigger.OnAllKilledOrCaptured(sovietbuildings, function()
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Utils.Do(humans, function(player)
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player.MarkCompletedObjective(destroyBase)
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end)
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end)
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Utils.Do(sovietbuildings, function(sovietbuilding)
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Trigger.OnDamaged(sovietbuilding, function(building)
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if building.Owner == soviets and building.Health < building.MaxHealth * 3/4 then
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building.StartBuildingRepairs()
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end
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end)
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end)
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end
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CheckPlayerDefeat = function()
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if not reinforcementsHaveArrived then
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return
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end
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Utils.Do(humans, function(player)
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if player.HasNoRequiredUnits() then
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player.MarkFailedObjective(destroyBase)
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end
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end)
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end
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labSecured = false
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CheckLabSecured = function()
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if not reinforcementsHaveArrived or labSecured then
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return
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end
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if player1.HasNoRequiredUnits() or (player2 and player2.HasNoRequiredUnits()) then
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Utils.Do(humans, function(player)
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player.MarkFailedObjective(secureLab)
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end)
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end
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local radius = WDist.FromCells(10)
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local labGuards = Utils.Where(Map.ActorsInCircle(LabWaypoint.CenterPosition, radius), function(a)
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return a.Owner == soviets and a.HasProperty("Move")
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end)
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if #labGuards < 1 then
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labSecured = true
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Utils.Do(humans, function(player)
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player.MarkCompletedObjective(secureLab)
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end)
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UserInterface.SetMissionText("")
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end
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end
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Tick = function()
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CapOre(soviets)
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SecureLabTimer()
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CheckLabSecured()
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CheckPlayerDefeat()
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end
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WorldLoaded = function()
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allies = Player.GetPlayer("Allies")
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neutral = Player.GetPlayer("Neutral")
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creeps = Player.GetPlayer("Creeps")
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soviets = Player.GetPlayer("Soviets")
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player1 = Player.GetPlayer("Allies1")
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player2 = Player.GetPlayer("Allies2")
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humans = { player1, player2 }
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Utils.Do(humans, function(player)
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if player and player.IsLocalPlayer then
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Trigger.OnObjectiveAdded(player, function(p, id)
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local objectiveType = string.lower(p.GetObjectiveType(id))
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Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. objectiveType .. " objective")
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end)
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Trigger.OnObjectiveCompleted(player, 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(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
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end)
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Trigger.OnPlayerWon(player, function()
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Media.PlaySpeechNotification(player, "MissionAccomplished")
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end)
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Trigger.OnPlayerLost(player, function()
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Media.PlaySpeechNotification(player, "MissionFailed")
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end)
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end
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end)
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InsertSpies()
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AttackTown()
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SetupPatrols()
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SovietBaseMaintenanceSetup()
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end
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