Files
OpenRA/mods/ra/maps/exodus/exodus.lua
2020-02-29 16:07:24 +01:00

380 lines
9.8 KiB
Lua

--[[
Copyright 2007-2020 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.
]]
Difficulty = Map.LobbyOption("difficulty")
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 =
{
MountainEntry1.Location, MountainEntry2.Location, MountainEntry3.Location, MountainEntry4.Location,
MountainEntry5.Location, MountainEntry6.Location, MountainEntry7.Location, MountainEntry8.Location
}
BridgeEntry =
{
BridgeEntry1.Location, BridgeEntry2.Location, BridgeEntry3.Location, BridgeEntry4.Location
}
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.ActivateParatroopers(lz)
powerproxy.Destroy()
Trigger.AfterDelay(sovietParadropTicks, SendSovietParadrop)
end
IdleHunt = function(unit)
Trigger.OnIdle(unit, unit.Hunt)
Trigger.OnCapture(unit, function()
Trigger.ClearAll(unit)
end)
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.AddPrimaryObjective("Evacuate " .. unitsEvacuatedThreshold .. " units.")
destroyAirbases = player.AddSecondaryObjective("Destroy the nearby Soviet airbases.")
evacuateMgg = player.AddSecondaryObjective("Evacuate at least one mobile gap generator.")
end
end)
Trigger.OnAllKilledOrCaptured(SovietAirfields, function()
Utils.Do(humans, function(player)
if player then
player.MarkCompletedObjective(destroyAirbases)
end
end)
end)
sovietObjective = soviets.AddPrimaryObjective("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