Files
OpenRA/mods/ra/maps/fort-lonestar/fort-lonestar.lua
2016-04-17 11:01:26 +02:00

216 lines
7.2 KiB
Lua

SovietEntryPoints = { Entry1, Entry2, Entry3, Entry4, Entry5, Entry6, Entry7, Entry8 }
PatrolWaypoints = { Entry2, Entry4, Entry6, Entry8 }
ParadropWaypoints = { Paradrop1, Paradrop2, Paradrop3, Paradrop4 }
SpawnPoints = { Spawn1, Spawn2, Spawn3, Spawn4 }
Snipers = { Sniper1, Sniper2, Sniper3, Sniper4, Sniper5, Sniper6, Sniper7, Sniper8, Sniper9, Sniper10, Sniper11, Sniper12 }
Walls =
{
{ WallTopRight1, WallTopRight2, WallTopRight3, WallTopRight4, WallTopRight5, WallTopRight6, WallTopRight7, WallTopRight8, WallTopRight9 },
{ WallTopLeft1, WallTopLeft2, WallTopLeft3, WallTopLeft4, WallTopLeft5, WallTopLeft6, WallTopLeft7, WallTopLeft8, WallTopLeft9 },
{ WallBottomLeft1, WallBottomLeft2, WallBottomLeft3, WallBottomLeft4, WallBottomLeft5, WallBottomLeft6, WallBottomLeft7, WallBottomLeft8, WallBottomLeft9 },
{ WallBottomRight1, WallBottomRight2, WallBottomRight3, WallBottomRight4, WallBottomRight5, WallBottomRight6, WallBottomRight7, WallBottomRight8, WallBottomRight9 }
}
if Map.Difficulty == "Very Easy (1P)" then
ParaChance = 20
Patrol = { "e1", "e2", "e1" }
Infantry = { "e4", "e1", "e1", "e2", "e2" }
Vehicles = { "apc" }
Tank = { "3tnk" }
LongRange = { "arty" }
Boss = { "v2rl" }
Swarm = { "shok", "shok", "shok" }
elseif Map.Difficulty == "Easy (2P)" then
ParaChance = 25
Patrol = { "e1", "e2", "e1" }
Infantry = { "e4", "e1", "e1", "e2", "e1", "e2", "e1" }
Vehicles = { "ftrk", "apc", "arty" }
Tank = { "3tnk" }
LongRange = { "v2rl" }
Boss = { "4tnk" }
Swarm = { "shok", "shok", "shok", "shok", "ttnk" }
elseif Map.Difficulty == "Normal (3P)" then
ParaChance = 30
Patrol = { "e1", "e2", "e1", "e1" }
Infantry = { "e4", "e1", "e1", "e2", "e1", "e2", "e1" }
Vehicles = { "ftrk", "ftrk", "apc", "arty" }
Tank = { "3tnk" }
LongRange = { "v2rl" }
Boss = { "4tnk" }
Swarm = { "shok", "shok", "shok", "shok", "ttnk", "ttnk", "ttnk" }
elseif Map.Difficulty == "Hard (4P)" then
ParaChance = 35
Patrol = { "e1", "e2", "e1", "e1", "e4" }
Infantry = { "e4", "e1", "e1", "e2", "e1", "e2", "e1" }
Vehicles = { "arty", "ftrk", "ftrk", "apc", "apc" }
Tank = { "3tnk" }
LongRange = { "v2rl" }
Boss = { "4tnk" }
Swarm = { "shok", "shok", "shok", "shok", "shok", "ttnk", "ttnk", "ttnk", "ttnk" }
else
ParaChance = 40
Patrol = { "e1", "e2", "e1", "e1", "e4", "e4" }
Infantry = { "e4", "e1", "e1", "e2", "e1", "e2", "e1", "e1" }
Vehicles = { "arty", "arty", "ftrk", "apc", "apc" }
Tank = { "ftrk", "3tnk" }
LongRange = { "v2rl" }
Boss = { "4tnk" }
Swarm = { "shok", "shok", "shok", "shok", "shok", "shok", "ttnk", "ttnk", "ttnk", "ttnk", "ttnk" }
end
Wave = 0
Waves =
{
{ delay = 500, units = { Infantry } },
{ delay = 500, units = { Patrol, Patrol } },
{ delay = 700, units = { Infantry, Infantry, Vehicles }, },
{ delay = 1500, units = { Infantry, Infantry, Infantry, Infantry } },
{ delay = 1500, units = { Infantry, Infantry, Patrol, Vehicles } },
{ delay = 1500, units = { Infantry, Infantry, Patrol, Infantry, Tank, Vehicles } },
{ delay = 1500, units = { Infantry, Infantry, Patrol, Infantry, Tank, Tank, Swarm } },
{ delay = 1500, units = { Infantry, Infantry, Patrol, Infantry, Infantry, Infantry, LongRange } },
{ delay = 1500, units = { Infantry, Infantry, Patrol, Infantry, Infantry, Infantry, Infantry, LongRange, Tank, LongRange } },
{ delay = 1500, units = { Infantry, Infantry, Patrol, Infantry, Infantry, Infantry, Infantry, Infantry, LongRange, LongRange, Tank, Tank, Vehicles } },
{ delay = 1500, units = { Infantry, Infantry, Patrol, Infantry, Infantry, Infantry, Infantry, Infantry, Infantry, Boss, Swarm } }
}
-- Now do some adjustments to the waves
if Map.Difficulty == "Real tough guy" or Map.Difficulty == "Endless mode" then
Waves[8] = { delay = 1500, units = { Infantry, Infantry, Patrol, Infantry, Infantry, Infantry }, ironUnits = { LongRange } }
Waves[9] = { delay = 1500, units = { Infantry, Infantry, Patrol, Infantry, Infantry, Infantry, Infantry, Infantry, LongRange, LongRange, Vehicles, Tank }, ironUnits = { Tank } }
Waves[11] = { delay = 1500, units = { Vehicles, Infantry, Patrol, Patrol, Patrol, Infantry, LongRange, Tank, Boss, Infantry, Infantry, Patrol } }
end
SendUnits = function(entryCell, unitTypes, targetCell, extraData)
Reinforcements.Reinforce(soviets, unitTypes, { entryCell }, 40, function(a)
if not a.HasProperty("AttackMove") then
Trigger.OnIdle(a, function(a)
a.Move(targetCell)
end)
return
end
a.AttackMove(targetCell)
Trigger.OnIdle(a, function(a)
a.Hunt()
end)
if extraData == "IronCurtain" then
a.GrantTimedUpgrade("invulnerability", DateTime.Seconds(25))
end
end)
end
SendWave = function()
Wave = Wave + 1
local wave = Waves[Wave]
Trigger.AfterDelay(wave.delay, function()
Utils.Do(wave.units, function(units)
local entry = Utils.Random(SovietEntryPoints).Location
local target = Utils.Random(SpawnPoints).Location
SendUnits(entry, units, target)
end)
if wave.ironUnits then
Utils.Do(wave.ironUnits, function(units)
local entry = Utils.Random(SovietEntryPoints).Location
local target = Utils.Random(SpawnPoints).Location
SendUnits(entry, units, target, "IronCurtain")
end)
end
Utils.Do(players, function(player)
Media.PlaySpeechNotification(player, "EnemyUnitsApproaching")
end)
if (Wave < #Waves) then
if Utils.RandomInteger(1, 100) < ParaChance then
local units = ParaProxy.SendParatroopers(Utils.Random(ParadropWaypoints).CenterPosition)
Utils.Do(units, function(unit)
Trigger.OnIdle(unit, function(a)
if a.IsInWorld then
a.Hunt()
end
end)
end)
local delay = Utils.RandomInteger(DateTime.Seconds(20), DateTime.Seconds(45))
Trigger.AfterDelay(delay, SendWave)
else
SendWave()
end
else
if Map.Difficulty == "Endless mode" then
Wave = 0
IncreaseDifficulty()
SendWave()
return
end
Trigger.AfterDelay(DateTime.Minutes(1), SovietsRetreating)
Media.DisplayMessage("You almost survived the onslaught! No more waves incoming.")
end
end)
end
SovietsRetreating = function()
Utils.Do(Snipers, function(a)
if not a.IsDead and a.Owner == soviets then
a.Destroy()
end
end)
end
IncreaseDifficulty = function()
local additions = { Infantry, Patrol, Vehicles, Tank, LongRange, Boss, Swarm }
Utils.Do(Waves, function(wave)
wave.units[#wave.units + 1] = Utils.Random(additions)
end)
end
Tick = function()
if (Utils.RandomInteger(1, 200) == 10) then
local delay = Utils.RandomInteger(1, 10)
Lighting.Flash("LightningStrike", delay)
Trigger.AfterDelay(delay, function()
Media.PlaySound("thunder" .. Utils.RandomInteger(1,6) .. ".aud")
end)
end
if (Utils.RandomInteger(1, 200) == 10) then
Media.PlaySound("thunder-ambient.aud")
end
end
SetupWallOwners = function()
Utils.Do(players, function(player)
Utils.Do(Walls[player.Spawn], function(wall)
wall.Owner = player
end)
end)
end
WorldLoaded = function()
soviets = Player.GetPlayer("Soviets")
players = { }
for i = 0, 4 do
local player = Player.GetPlayer("Multi" ..i)
players[i] = player
if players[i] and players[i].IsBot then
ActivateAI(players[i], i)
end
end
Media.DisplayMessage("Defend Fort Lonestar at all costs!")
SetupWallOwners()
ParaProxy = Actor.Create("powerproxy.paratroopers", false, { Owner = soviets })
SendWave()
end