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OpenRA/mods/ra/maps/soviet-02b/soviet02b.lua
Biofreak1987 dc90a35aa0 Add soviet-02b
2015-10-18 14:41:07 +02:00

175 lines
6.7 KiB
Lua

IntroAttackers = { IntroSoldier1, IntroSoldier2, IntroSoldier3 }
BridgeShroudTrigger = { CPos.New(63, 71), CPos.New(64, 71), CPos.New(65, 71), CPos.New(69, 65), CPos.New(70, 65), CPos.New(71, 65) }
BridgeExplosionTrigger = { CPos.New(66, 69), CPos.New(67, 69), CPos.New(68, 69) }
TransportTrigger = { CPos.New(75, 58) }
EnemyBaseShroudTrigger = { CPos.New(64, 52), CPos.New(64, 53), CPos.New(64, 54), CPos.New(64, 55), CPos.New(64, 56), CPos.New(64, 57), CPos.New(64, 58), CPos.New(64, 59), CPos.New(64, 60), CPos.New(64, 61), CPos.New(64, 62), CPos.New(64, 63), CPos.New(64, 64) }
ParachuteTrigger = { CPos.New(80, 66), CPos.New(81, 66), CPos.New(82, 66), CPos.New(83, 66), CPos.New(84, 66), CPos.New(85, 66),CPos.New(86, 66), CPos.New(87, 66), CPos.New(88, 66), CPos.New(89, 66) }
EnemyBaseEntranceShroudTrigger = { CPos.New(80, 73), CPos.New(81, 73), CPos.New(82, 73), CPos.New(83, 73), CPos.New(84, 73), CPos.New(85, 73),CPos.New(86, 73), CPos.New(87, 73), CPos.New(88, 73), CPos.New(89, 73) }
SendUSSRParadrops = function()
paraproxy1 = Actor.Create("powerproxy.paratroopers", false, { Owner = player })
paraproxy1.SendParatroopers(ParachuteBaseEntrance.CenterPosition, false, Facing.North)
paraproxy1.Destroy()
end
SendUSSRParadropsBase = function()
paraproxy2 = Actor.Create("powerproxy.paratroopers2", false, { Owner = player })
paraproxy2.SendParatroopers(ParachuteBase1.CenterPosition, false, Facing.East)
paraproxy2.Destroy()
paraproxy3 = Actor.Create("powerproxy.paratroopers3", false, { Owner = player })
paraproxy3.SendParatroopers(ParachuteBase2.CenterPosition, false, Facing.East)
paraproxy3.Destroy()
end
Trigger.OnEnteredFootprint(BridgeShroudTrigger, function(a, id)
if not bridgeShroudTrigger and a.Owner == player then
bridgeShroudTrigger = true
local cameraBridge = Actor.Create("camera", true, { Owner = player, Location = CameraBridge.Location })
Trigger.AfterDelay(DateTime.Seconds(15), function()
cameraBridge.Kill()
end)
end
end)
Trigger.OnEnteredFootprint(BridgeExplosionTrigger, function(a, id)
if not bridgeExplosionTrigger and a.Owner == player then
bridgeExplosionTrigger = true
if not BarrelBridge.IsDead then
BarrelBridge.Kill()
end
end
end)
Trigger.OnEnteredFootprint(EnemyBaseEntranceShroudTrigger, function(a, id)
if not enemyBaseEntranceShroudTrigger and a.Owner == player then
enemyBaseEntranceShroudTrigger = true
local cameraBaseEntrance = Actor.Create("camera", true, { Owner = player, Location = CameraBaseEntrance.Location })
Trigger.AfterDelay(DateTime.Seconds(15), function()
cameraBaseEntrance.Kill()
end)
end
end)
Trigger.OnEnteredFootprint(EnemyBaseShroudTrigger, function(a, id)
if not enemyBaseShroudTrigger and a.Owner == player then
enemyBaseShroudTrigger = true
local cameraBase1 = Actor.Create("camera", true, { Owner = player, Location = CameraBase1.Location })
local cameraBase2 = Actor.Create("camera", true, { Owner = player, Location = CameraBase2.Location })
Trigger.AfterDelay(DateTime.Seconds(15), function()
cameraBase1.Kill()
cameraBase2.Kill()
end)
end
end)
Trigger.OnEnteredFootprint(ParachuteTrigger, function(a, id)
if not parachuteTrigger and a.Owner == player then
parachuteTrigger = true
SendUSSRParadrops()
Media.PlaySpeechNotification(player, "ReinforcementsArrived")
end
end)
Trigger.OnEnteredFootprint(TransportTrigger, function(a, id)
if not transportTrigger and a.Type == "truk" then
transportTrigger = true
if not TransportTruck.IsDead then
TransportTruck.Wait(DateTime.Seconds(5))
TransportTruck.Move(TransportWaypoint2.Location)
TransportTruck.Wait(DateTime.Seconds(5))
TransportTruck.Move(TransportWaypoint3.Location)
TransportTruck.Wait(DateTime.Seconds(5))
TransportTruck.Move(TransportWaypoint1.Location)
end
Trigger.AfterDelay(DateTime.Seconds(10), function()
transportTrigger = false
end)
end
end)
Trigger.OnKilled(BarrelBase, function()
SendUSSRParadropsBase()
Media.PlaySpeechNotification(player, "ReinforcementsArrived")
end)
Trigger.OnKilled(BarrelBridge, function()
local bridgepart = Map.ActorsInBox(BridgeCheck1.CenterPosition, BridgeCheck2.CenterPosition, function(self) return self.Type == "br1" end)[1]
if not bridgepart.IsDead then
bridgepart.Kill()
end
end)
Trigger.OnKilled(Church1, function()
Actor.Create("moneycrate", true, { Owner = player, Location = TransportWaypoint3.Location })
end)
Trigger.OnKilled(Church2, function()
Actor.Create("healcrate", true, { Owner = player, Location = Church2.Location })
end)
Trigger.OnKilled(ForwardCommand, function()
enemy.MarkCompletedObjective(alliedObjective)
end)
Trigger.OnKilled(IntroSoldier1, function()
local cameraIntro = Actor.Create("camera", true, { Owner = player, Location = CameraStart.Location })
Trigger.AfterDelay(DateTime.Seconds(15), function()
cameraIntro.Kill()
end)
end)
WorldLoaded = function()
player = Player.GetPlayer("USSR")
enemy = Player.GetPlayer("Germany")
Utils.Do(IntroAttackers, function(actor)
if not actor.IsDead then
Trigger.OnIdle(actor, actor.Hunt)
end
end)
Trigger.AfterDelay(0, function()
local buildings = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(self) return self.Owner == enemy and self.HasProperty("StartBuildingRepairs") end)
Utils.Do(buildings, function(actor)
Trigger.OnDamaged(actor, function(building, attacker)
if building.Owner == enemy and building.Health < building.MaxHealth * 0.8 then
building.StartBuildingRepairs()
end
end)
end)
end)
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, "Win")
end)
Trigger.OnPlayerLost(player, function()
Media.PlaySpeechNotification(player, "Lose")
end)
alliedObjective = enemy.AddPrimaryObjective("Destroy all Soviet troops.")
sovietObjective1 = player.AddPrimaryObjective("Protect the Command Center.")
sovietObjective2 = player.AddPrimaryObjective("Destroy all Allied units and structures.")
end
Tick = function()
if player.HasNoRequiredUnits() then
enemy.MarkCompletedObjective(alliedObjective)
end
if enemy.HasNoRequiredUnits() then
player.MarkCompletedObjective(sovietObjective1)
player.MarkCompletedObjective(sovietObjective2)
end
if enemy.Resources >= enemy.ResourceCapacity * 0.75 then
enemy.Cash = enemy.Cash + enemy.Resources - enemy.ResourceCapacity * 0.25
enemy.Resources = enemy.ResourceCapacity * 0.25
end
end