Files
OpenRA/mods/ra/maps/survival01/survival01.lua
Oliver Brakmann d5c65b59b0 Fix scripted paradrops
A recent PR changed ParaDrop from an Effect to an Activity. Idle triggers in the mission scripts however have already queued activities for the paradropped units, so the ParaDrop activity would only run once the first activity had finished (which could never happen).
2015-07-18 21:22:40 +02:00

432 lines
14 KiB
Lua

Difficulty = Map.Difficulty
if Difficulty == "Easy" then
AttackAtFrameIncrement = DateTime.Seconds(22)
AttackAtFrameIncrementInf = DateTime.Seconds(16)
TimerTicks = DateTime.Minutes(15)
IncrementTurningPoint = TimerTicks / 2
DamageModifier = 0.5
LongBowReinforcements = { "heli", "heli" }
ParadropArtillery = true
elseif Difficulty == "Medium" then
AttackAtFrameIncrement = DateTime.Seconds(18)
AttackAtFrameIncrementInf = DateTime.Seconds(12)
TimerTicks = DateTime.Minutes(20)
IncrementTurningPoint = TimerTicks / 2
MoreParas = true
DamageModifier = 0.75
LongBowReinforcements = { "heli", "heli" }
else --Difficulty == "Hard"
AttackAtFrameIncrement = DateTime.Seconds(14)
AttackAtFrameIncrementInf = DateTime.Seconds(8)
TimerTicks = DateTime.Minutes(25)
IncrementTurningPoint = DateTime.Minutes(10)
MoreParas = true
AttackAtFrameNaval = DateTime.Minutes(3) + DateTime.Seconds(45)
SpawnNavalUnits = true
DamageModifier = 1
LongBowReinforcements = { "heli" }
end
AlliedAirReinforcementsWaypoints =
{
{ AirReinforcementsEntry1.Location, AirReinforcementsEntry2.Location },
{ AirReinforcementsRally1.Location, AirReinforcementsRally2.Location }
}
FrenchReinforcements = { "2tnk", "2tnk", "2tnk", "2tnk", "2tnk", "1tnk", "1tnk", "1tnk", "arty", "arty", "arty", "jeep", "jeep" }
SpawningSovietUnits = true
SpawningInfantry = true
AttackAtFrameInf = DateTime.Seconds(12)
AttackAtFrame = DateTime.Seconds(18)
SovietAttackGroupSize = 5
SovietInfantryGroupSize = 7
FactoryClearRange = 10
ParadropTicks = DateTime.Seconds(30)
ParadropWaypoints =
{
{ 192 + 4, ParaDrop1},
{ 192 - 4, ParaDrop2},
{ 192 + 4, Alliesbase2},
{ 192 - 4, Alliesbase1}
}
NavalTransportPassengers = { "e1", "e1", "e2", "e4", "e4" }
NavalReinforcementsWaypoints = { NavalWaypoint1, NavalWaypoint2, NavalWaypoint2, NavalWaypoint3 }
Squad1 = { "e1", "e1" }
Squad2 = { "e2", "e2" }
SovietVehicles = { "3tnk", "3tnk", "3tnk", "3tnk", "3tnk", "3tnk", "v2rl", "v2rl", "ftrk", "ftrk", "ftrk", "apc", "apc" }
SovietInfantry = { "e1", "e1", "e1", "e1", "e2", "e2", "e2", "e4", "e4", "e3" }
SovietEntryPoints = { SovietEntryPoint1, SovietEntryPoint2, SovietEntryPoint3, SovietEntryPoint4, SovietEntryPoint5 }
SovietRallyPoints = { SovietRallyPoint1, SovietRallyPoint2, SovietRallyPoint3, SovietRallyPoint4, SovietRallyPoint5 }
SovietGateRallyPoints = { AlliesBaseGate2, AlliesBaseGate2, AlliesBaseGate1, AlliesBaseGate1, AlliesBaseGate1 }
Airfields = { SovietAirfield1, SovietAirfield2, SovietAirfield3 }
SovietBuildings = { Barrack1, SubPen, RadarDome, AdvancedPowerPlant1, AdvancedPowerPlant2, AdvancedPowerPlant3, WarFactory, Refinery, Silo1, Silo2, FlameTower1, FlameTower2, FlameTower3, Sam1, Sam2, Sam3, Sam4, SovietAirfield1, SovietAirfield2, SovietAirfield3 }
IdleTrigger = function(units, dest)
Utils.Do(units, function(unit)
Trigger.OnIdle(unit, function()
local bool = Utils.All(units, function(unit) return unit.IsIdle end)
if bool then
Utils.Do(units, function(unit)
if not unit.IsDead then
Trigger.ClearAll(unit)
Trigger.AfterDelay(0, function()
if not unit.IsDead then
if dest then unit.AttackMove(dest, 3) end
Trigger.OnIdle(unit, unit.Hunt)
Trigger.OnCapture(unit, function()
Trigger.ClearAll(unit)
end)
end
end)
end
end)
end
end)
Trigger.OnDamaged(unit, function()
Utils.Do(units, function(unit)
if not unit.IsDead then
Trigger.ClearAll(unit)
Trigger.AfterDelay(0, function()
if not unit.IsDead then
Trigger.OnIdle(unit, unit.Hunt)
Trigger.OnCapture(unit, function()
Trigger.ClearAll(unit)
end)
end
end)
end
end)
end)
Trigger.OnCapture(unit, function()
Trigger.ClearAll(unit)
end)
end)
end
ticked = TimerTicks
Tick = function()
if KillObj and soviets.HasNoRequiredUnits() then
allies.MarkCompletedObjective(KillObj)
end
if allies.HasNoRequiredUnits() then
soviets.MarkCompletedObjective(SovietObj)
end
if soviets.Resources > soviets.ResourceCapacity / 2 then
soviets.Resources = soviets.ResourceCapacity / 2
end
if ticked > 0 then
if DateTime.Minutes(20) == ticked then
Media.PlaySpeechNotification(allies, "TwentyMinutesRemaining")
elseif DateTime.Minutes(10) == ticked then
Media.PlaySpeechNotification(allies, "TenMinutesRemaining")
elseif DateTime.Minutes(5) == ticked then
Media.PlaySpeechNotification(allies, "WarningFiveMinutesRemaining")
elseif DateTime.Minutes(4) == ticked then
Media.PlaySpeechNotification(allies, "WarningFourMinutesRemaining")
Trigger.AfterDelay(ParadropTicks, function()
SendSovietParadrops(ParadropWaypoints[3])
SendSovietParadrops(ParadropWaypoints[2])
end)
Trigger.AfterDelay(ParadropTicks * 2, function()
SendSovietParadrops(ParadropWaypoints[4])
SendSovietParadrops(ParadropWaypoints[1])
end)
elseif DateTime.Minutes(3) == ticked then
Media.PlaySpeechNotification(allies, "WarningThreeMinutesRemaining")
elseif DateTime.Minutes(2) == ticked then
Media.PlaySpeechNotification(allies, "WarningTwoMinutesRemaining")
AttackAtFrameIncrement = DateTime.Seconds(4)
AttackAtFrameIncrementInf = DateTime.Seconds(4)
elseif DateTime.Minutes(1) == ticked then
Media.PlaySpeechNotification(allies, "WarningOneMinuteRemaining")
elseif DateTime.Seconds(45) == ticked then
Media.PlaySpeechNotification(allies, "AlliedForcesApproaching")
end
UserInterface.SetMissionText("French reinforcements arrive in " .. Utils.FormatTime(ticked), TimerColor)
ticked = ticked - 1
elseif ticked == 0 then
FinishTimer()
TimerExpired()
ticked = ticked - 1
end
end
FinishTimer = function()
for i = 0, 9, 1 do
local c = TimerColor
if i % 2 == 0 then
c = HSLColor.White
end
Trigger.AfterDelay(DateTime.Seconds(i), function() UserInterface.SetMissionText("Our french allies have arrived!", c) end)
end
Trigger.AfterDelay(DateTime.Seconds(10), function() UserInterface.SetMissionText("") end)
end
SendSovietParadrops = function(table)
local units = powerproxy.SendParatroopers(table[2].CenterPosition, false, table[1])
Utils.Do(units, function(unit)
Trigger.OnIdle(unit, function(a)
if a.IsInWorld then
a.Hunt()
end
end)
end)
end
SendSovietNavalReinforcements = function()
if SpawnNavalUnits then
local entry = NavalEntryPoint.Location
local units = Reinforcements.ReinforceWithTransport(soviets, "lst", NavalTransportPassengers, { entry, Utils.Random(NavalReinforcementsWaypoints).Location }, { entry })[2]
Utils.Do(units, function(unit)
Trigger.OnIdle(unit, unit.Hunt)
end)
local delay = Utils.RandomInteger(AttackAtFrameNaval, AttackAtFrameNaval + DateTime.Minutes(2))
Trigger.AfterDelay(delay, SendSovietNavalReinforcements)
end
end
SpawnSovietInfantry = function()
local units = { }
for i = 0, SovietInfantryGroupSize - 1, 1 do
local type = Utils.Random(SovietInfantry)
units[i] = type
end
soviets.Build(units, function(soldiers)
Trigger.AfterDelay(25, function() IdleTrigger(soldiers) end)
end)
end
SpawnSovietUnits = function()
local units = { }
for i = 0, SovietAttackGroupSize - 1, 1 do
local type = Utils.Random(SovietVehicles)
units[i] = type
end
local route = Utils.RandomInteger(1, #SovietEntryPoints + 1)
local attackers = Reinforcements.Reinforce(soviets, units, { SovietEntryPoints[route].Location, SovietRallyPoints[route].Location })
Trigger.AfterDelay(25, function()
IdleTrigger(attackers, SovietGateRallyPoints[route].Location)
end)
end
SendInfantryWave = function()
if SpawningInfantry then
SpawnSovietInfantry()
if DateTime.GameTime < IncrementTurningPoint then
AttackAtFrameIncrementInf = AttackAtFrameIncrementInf + Utils.RandomInteger(DateTime.Seconds(2), DateTime.Seconds(3))
elseif not (AttackAtFrameIncrementInf <= DateTime.Seconds(4)) then
AttackAtFrameIncrementInf = AttackAtFrameIncrementInf - Utils.RandomInteger(DateTime.Seconds(2), DateTime.Seconds(3))
end
Trigger.AfterDelay(AttackAtFrameInf + AttackAtFrameIncrementInf, SendInfantryWave)
end
end
SendVehicleWave = function()
if SpawningSovietUnits then
SpawnSovietUnits()
if DateTime.GameTime < IncrementTurningPoint then
AttackAtFrameIncrement = AttackAtFrameIncrement + Utils.RandomInteger(DateTime.Seconds(4), DateTime.Seconds(6))
elseif not (AttackAtFrameIncrement <= DateTime.Seconds(4)) then
AttackAtFrameIncrement = AttackAtFrameIncrement - Utils.RandomInteger(DateTime.Seconds(4), DateTime.Seconds(6))
end
Trigger.AfterDelay(AttackAtFrame + AttackAtFrameIncrement, SendVehicleWave)
end
end
TimerExpired = function()
SpawningSovietUnits = false
SpawningInfantry = false
SpawnNavalUnits = false
Beacon.New(allies, SovietEntryPoint7.CenterPosition - WVec.New(3 * 1024, 0, 0))
Media.PlaySpeechNotification(allies, "AlliedReinforcementsArrived")
Reinforcements.Reinforce(allies, FrenchReinforcements, { SovietEntryPoint7.Location, Alliesbase.Location })
if DestroyObj then
KillObj = allies.AddPrimaryObjective("Take control of French reinforcements and\nkill all remaining Soviet forces.")
else
DestroyObj = allies.AddPrimaryObjective("Take control of French reinforcements and\ndismantle the nearby Soviet base.")
end
allies.MarkCompletedObjective(SurviveObj)
if not allies.IsObjectiveCompleted(KillSams) then
allies.MarkFailedObjective(KillSams)
end
end
DropAlliedArtillery = function(facing, dropzone)
local proxy = Actor.Create("powerproxy.allied", true, { Owner = allies })
proxy.SendParatroopers(dropzone, false, facing)
proxy.Destroy()
end
SendLongBowReinforcements = function()
Media.PlaySpeechNotification(allies, "AlliedReinforcementsArrived")
Reinforcements.Reinforce(allies, LongBowReinforcements, AlliedAirReinforcementsWaypoints[1])
Reinforcements.Reinforce(allies, LongBowReinforcements, AlliedAirReinforcementsWaypoints[2])
if ParadropArtillery then
local facing = Utils.RandomInteger(Facing.NorthWest, Facing.SouthWest)
DropAlliedArtillery(facing, Alliesbase.CenterPosition)
end
end
InitObjectives = function()
Trigger.OnObjectiveAdded(allies, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
SurviveObj = allies.AddPrimaryObjective("Enforce your position and hold-out the onslaught\nuntil reinforcements arrive.")
KillSams = allies.AddSecondaryObjective("Destroy the two SAM sites before reinforcements\narrive.")
Media.DisplayMessage("The Soviets are blocking our GPS. We need to investigate their new technology.")
CaptureAirfields = allies.AddSecondaryObjective("Capture and hold the Soviet airbase\nin the northeast.")
SovietObj = soviets.AddPrimaryObjective("Eliminate all Allied forces.")
Trigger.OnObjectiveCompleted(allies, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
end)
Trigger.OnObjectiveFailed(allies, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
end)
Trigger.OnPlayerLost(allies, function()
Media.PlaySpeechNotification(allies, "MissionFailed")
end)
Trigger.OnPlayerWon(allies, function()
Media.PlaySpeechNotification(allies, "MissionAccomplished")
Media.DisplayMessage("The French forces have survived and dismantled the Soviet presence in the area!")
end)
end
InitMission = function()
Camera.Position = Alliesbase.CenterPosition
camera1 = Actor.Create("camera.sam", true, { Owner = allies, Location = Sam1.Location })
camera2 = Actor.Create("camera.sam", true, { Owner = allies, Location = Sam2.Location })
Trigger.OnKilled(Sam1, function()
if camera1.IsInWorld then camera1.Destroy() end
end)
Trigger.OnKilled(Sam2, function()
if camera2.IsInWorld then camera2.Destroy() end
end)
Trigger.OnAllKilledOrCaptured({ Sam1, Sam2 }, function()
if not allies.IsObjectiveFailed(KillSams) then
allies.MarkCompletedObjective(KillSams)
SendLongBowReinforcements()
end
end)
local count = 0
Utils.Do(Airfields, function(field)
Trigger.OnCapture(field, function()
count = count + 1
if count == #Airfields then
allies.MarkCompletedObjective(CaptureAirfields)
local atek = Actor.Create("atek.mission", true, { Owner = allies, Location = HiddenATEK.Location })
Trigger.AfterDelay(DateTime.Seconds(5), atek.Destroy)
end
end)
Trigger.OnKilled(field, function()
allies.MarkFailedObjective(CaptureAirfields)
end)
end)
Trigger.OnAllKilledOrCaptured(SovietBuildings, function()
if DestroyObj then
if not soviets.HasNoRequiredUnits() then
KillObj = allies.AddPrimaryObjective("Kill all remaining Soviet forces.")
end
allies.MarkCompletedObjective(DestroyObj)
else
DestroyObj = allies.AddPrimaryObjective("Dismantle the nearby Soviet base.")
allies.MarkCompletedObjective(DestroyObj)
end
end)
Trigger.AfterDelay(DateTime.Seconds(1), function() Media.PlaySpeechNotification(allies, "MissionTimerInitialised") end)
TimerColor = allies.Color
end
SetupSoviets = function()
Barrack1.IsPrimaryBuilding = true
Barrack1.RallyPoint = SovietInfantryRally1.Location
Trigger.OnKilledOrCaptured(Barrack1, function()
SpawningInfantry = false
end)
Trigger.AfterDelay(0, function()
local buildings = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(self) return self.Owner == soviets and self.HasProperty("StartBuildingRepairs") end)
Utils.Do(buildings, function(actor)
Trigger.OnDamaged(actor, function(building)
if building.Owner == soviets and building.Health < building.MaxHealth * DamageModifier then
building.StartBuildingRepairs()
end
end)
end)
end)
Reinforcements.Reinforce(soviets, Squad1, { AlliesBaseGate1.Location, Alliesbase1.Location })
Reinforcements.Reinforce(soviets, Squad2, { AlliesBaseGate2.Location, Alliesbase2.Location })
powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = soviets })
Trigger.AfterDelay(ParadropTicks, function()
SendSovietParadrops(ParadropWaypoints[1])
SendSovietParadrops(ParadropWaypoints[2])
end)
Trigger.AfterDelay(ParadropTicks * 2, function()
SendSovietParadrops(ParadropWaypoints[3])
SendSovietParadrops(ParadropWaypoints[4])
end)
Trigger.AfterDelay(AttackAtFrame, SendVehicleWave)
Trigger.AfterDelay(AttackAtFrameInf, SendInfantryWave)
if MoreParas then
local delay = Utils.RandomInteger(TimerTicks/3, TimerTicks*2/3)
Trigger.AfterDelay(delay, function()
SendSovietParadrops(ParadropWaypoints[Utils.RandomInteger(1,3)])
SendSovietParadrops(ParadropWaypoints[Utils.RandomInteger(3,5)])
end)
end
if SpawnNavalUnits then
Trigger.AfterDelay(AttackAtFrameNaval, SendSovietNavalReinforcements)
end
end
WorldLoaded = function()
allies = Player.GetPlayer("Allies")
soviets = Player.GetPlayer("Soviets")
InitObjectives()
InitMission()
SetupSoviets()
end