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OpenRA/mods/ra/maps/soviet-04a/soviet04a-reinforcements_teams.lua
Matthias Mailänder d42edfc0b9 Use global difficulty.
2021-11-26 23:39:41 +01:00

97 lines
3.0 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.
]]
Civs = { civ1, civ2, civ3 }
Village = { civ1, civ2, civ3, village1, village2, village5 }
SovietMCV = { "mcv" }
InfantryReinfGreece = { "e1", "e1", "e1", "e1", "e1" }
Avengers = { "jeep", "1tnk", "2tnk", "2tnk", "1tnk" }
Patrol1Group = { "jeep", "jeep", "2tnk", "2tnk" }
Patrol2Group = { "jeep", "1tnk", "1tnk", "1tnk" }
AlliedInfantryTypes = { "e1", "e3" }
AlliedArmorTypes = { "jeep", "jeep", "1tnk", "1tnk", "1tnk" }
InfAttack = { }
ArmorAttack = { }
SovietStartToBasePath = { StartPoint.Location, SovietBasePoint.Location }
InfReinfPath = { SWRoadPoint.Location, InVillagePoint.Location }
ArmorReinfPath = { NRoadPoint.Location, CrossroadsNorthPoint.Location }
Patrol1Path = { NearRadarPoint.Location, ToRadarPoint.Location, InVillagePoint.Location, ToRadarPoint.Location }
Patrol2Path = { BridgeEntrancePoint.Location, NERoadTurnPoint.Location, CrossroadsEastPoint.Location, BridgeEntrancePoint.Location }
VillageCamArea = { CPos.New(68, 75),CPos.New(68, 76),CPos.New(68, 77),CPos.New(68, 78),CPos.New(68, 79), CPos.New(68, 80), CPos.New(68, 81), CPos.New(68, 82) }
if Difficulty == "easy" then
ArmorReinfGreece = { "jeep", "1tnk", "1tnk" }
else
ArmorReinfGreece = { "jeep", "jeep", "1tnk", "1tnk", "1tnk" }
end
AttackPaths =
{
{ VillageEntrancePoint },
{ BridgeEntrancePoint, NERoadTurnPoint, CrossroadsEastPoint }
}
ReinfInf = function()
if RadarDome.IsDead or RadarDome.Owner ~= Greece then
return
end
Reinforcements.Reinforce(Greece, InfantryReinfGreece, InfReinfPath, 0, function(soldier)
soldier.Hunt()
end)
end
ReinfArmor = function()
if not RadarDome.IsDead and RadarDome.Owner == Greece then
RCheck = true
Reinforcements.Reinforce(Greece, ArmorReinfGreece, ArmorReinfPath, 0, function(soldier)
soldier.Hunt()
end)
end
end
BringPatrol1 = function()
if RadarDome.IsDead or RadarDome.Owner ~= Greece then
return
end
local units = Reinforcements.Reinforce(Greece, Patrol1Group, { SWRoadPoint.Location }, 0)
Utils.Do(units, function(patrols)
patrols.Patrol(Patrol1Path, true, 250)
end)
Trigger.OnAllKilled(units, function()
if Difficulty == "hard" then
Trigger.AfterDelay(DateTime.Minutes(4), BringPatrol1)
else
Trigger.AfterDelay(DateTime.Minutes(7), BringPatrol1)
end
end)
end
BringPatrol2 = function()
if RadarDome.IsDead or RadarDome.Owner ~= Greece then
return
end
local units = Reinforcements.Reinforce(Greece, Patrol2Group, { NRoadPoint.Location }, 0)
Utils.Do(units, function(patrols)
patrols.Patrol(Patrol2Path, true, 250)
end)
Trigger.OnAllKilled(units, function()
if Difficulty == "hard" then
Trigger.AfterDelay(DateTime.Minutes(4), BringPatrol2)
else
Trigger.AfterDelay(DateTime.Minutes(7), BringPatrol2)
end
end)
end