Files
OpenRA/mods/ra/maps/soviet-08a/soviet08a.lua
2020-02-29 16:07:24 +01:00

167 lines
5.3 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.
]]
alliedScouts = { Actor189, Actor216, Actor217, Actor218, Actor219 }
ussrReinforcements =
{
east =
{
actors = { "e1", "e1", "e1", "e1", "e1" },
entryPath = { EastEntry.Location, EastUnload.Location + CVec.New(1, 0) },
exitPath = { EastEntry.Location },
},
south =
{
actors = { "e4", "e4", "e1", "e1", "e1" },
entryPath = { SouthEntry.Location, SouthUnload.Location + CVec.New(0, 1) },
exitPath = { SouthEntry.Location }
},
mammoth =
{
actors = { "4tnk" },
entryPath = { SouthEntry.Location, SouthUnload.Location + CVec.New(0, 1) },
exitPath = { SouthEntry.Location }
}
}
Obj2ActorTriggerActivator = { Church, Actor147, Actor148, Actor149, Actor150, Actor151, Actor152, Actor153 }
ActivateAIDelay = DateTime.Seconds(45)
AddEastReinforcementTrigger = function()
Trigger.AfterDelay(DateTime.Seconds(30), function()
Media.PlaySpeechNotification(ussr, "ReinforcementsArrived")
local reinforcement = ussrReinforcements.east
Reinforcements.ReinforceWithTransport(ussr, "lst.reinforcement", reinforcement.actors, reinforcement.entryPath, reinforcement.exitPath)
end)
end
AddSouthReinforcementTrigger = function()
Trigger.AfterDelay(DateTime.Seconds(60), function()
Media.PlaySpeechNotification(ussr, "ReinforcementsArrived")
local reinforcement = ussrReinforcements.south
Reinforcements.ReinforceWithTransport(ussr, "lst.reinforcement", reinforcement.actors, reinforcement.entryPath, reinforcement.exitPath)
end)
end
AddParadropReinforcementTrigger = function()
Trigger.AfterDelay(DateTime.Seconds(90), function()
Media.PlaySpeechNotification(ussr, "ReinforcementsArrived")
scripteddrop.ActivateParatroopers(ScriptedParadrop.CenterPosition, 10)
end)
end
ChurchAmbushTrigger = function()
if not AmbushSwitch then
local hiding = Reinforcements.Reinforce(germany, { 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3' }, { ChurchAmbush.Location, AmbushMove.Location })
Utils.Do(hiding, function(actor)
IdleHunt(actor)
end)
end
AmbushSwitch = true
end
Trigger.OnKilled(Church, function()
Actor.Create("moneycrate", true, { Owner = ussr, Location = ChurchAmbush.Location })
end)
Obj2TriggerFunction = function()
ussr.MarkCompletedObjective(DestroyVillageObjective)
Media.PlaySpeechNotification(ussr, "ReinforcementsArrived")
local reinforcement = ussrReinforcements.mammoth
Reinforcements.ReinforceWithTransport(ussr, "lst.reinforcement", reinforcement.actors, reinforcement.entryPath, reinforcement.exitPath)
end
AddReinforcmentTriggers = function()
AddEastReinforcementTrigger()
AddSouthReinforcementTrigger()
AddParadropReinforcementTrigger()
end
AddRetreatTrigger = function()
Trigger.OnEnteredProximityTrigger(Actor222.CenterPosition, WDist.FromCells(12), function(actor, id)
if actor.Owner == ussr and actor.Type == "barr" then
alliedScouts = Utils.Where(alliedScouts, function(scout) return not scout.IsDead end)
local removed
Utils.Do(alliedScouts, function(scout)
if scout.Type == "e1" and not removed then
removed = true
else
scout.Stop()
scout.Move(ScoutRetreat.Location, 1)
end
end)
Trigger.RemoveProximityTrigger(id)
end
end)
end
Tick = function()
greece.Cash = 1000
if greece.HasNoRequiredUnits() and germany.HasNoRequiredUnits() then
ussr.MarkCompletedObjective(KillAll)
end
if ussr.HasNoRequiredUnits() then
greece.MarkCompletedObjective(BeatUSSR)
end
end
WorldLoaded = function()
ussr = Player.GetPlayer("USSR")
germany = Player.GetPlayer("Germany")
greece = Player.GetPlayer("Greece")
Trigger.OnObjectiveAdded(ussr, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
KillAll = ussr.AddPrimaryObjective("Destroy all Allied units and structures.")
DestroyVillageObjective = ussr.AddSecondaryObjective("Destroy the village of Allied sympathizers.")
BeatUSSR = greece.AddPrimaryObjective("Defeat the Soviet forces.")
Trigger.OnObjectiveCompleted(ussr, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
end)
Trigger.OnObjectiveFailed(ussr, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
end)
Trigger.OnPlayerLost(ussr, function()
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.PlaySpeechNotification(ussr, "MissionFailed")
end)
end)
Trigger.OnPlayerWon(ussr, function()
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.PlaySpeechNotification(ussr, "MissionAccomplished")
end)
end)
AddReinforcmentTriggers()
AddRetreatTrigger()
scripteddrop = Actor.Create("scripteddrop", false, { Owner = ussr })
OnAnyDamaged(Obj2ActorTriggerActivator, ChurchAmbushTrigger)
Trigger.OnAllRemovedFromWorld(Obj2ActorTriggerActivator, Obj2TriggerFunction)
Camera.Position = SovietBase.CenterPosition
Trigger.AfterDelay(ActivateAIDelay, ActivateAI)
end
OnAnyDamaged = function(actors, func)
Utils.Do(actors, function(actor)
Trigger.OnDamaged(actor, func)
end)
end