Files
OpenRA/mods/ra/maps/intervention/intervention.lua
2016-08-31 23:05:34 +02:00

331 lines
11 KiB
Lua

BeachheadTrigger =
{
CPos.New(120, 90), CPos.New(120, 89), CPos.New(120, 88), CPos.New(121, 88), CPos.New(122, 88), CPos.New(123, 88), CPos.New(124, 88),
CPos.New(125, 88), CPos.New(126, 88), CPos.New(126, 89), CPos.New(127, 89), CPos.New(128, 89), CPos.New(128, 90), CPos.New(129, 90),
CPos.New(130, 90), CPos.New(130, 91), CPos.New(131, 91), CPos.New(132, 91), CPos.New(133, 91), CPos.New(134, 91), CPos.New(134, 92),
CPos.New(135, 92), CPos.New(136, 92), CPos.New(137, 92), CPos.New(137, 93), CPos.New(138, 93), CPos.New(139, 93), CPos.New(140, 93),
CPos.New(140, 94), CPos.New(140, 95), CPos.New(140, 96), CPos.New(140, 97), CPos.New(140, 98), CPos.New(140, 99), CPos.New(140, 100),
CPos.New(139, 100), CPos.New(139, 101), CPos.New(139, 102), CPos.New(138, 102), CPos.New(138, 103), CPos.New(138, 104),
CPos.New(137, 104), CPos.New(137, 105), CPos.New(137, 106), CPos.New(136, 106), CPos.New(136, 107)
}
Difficulty = Map.LobbyOption("difficulty")
if Difficulty == "normal" then
BaseRaidInterval = DateTime.Minutes(3)
BaseFrontAttackInterval = DateTime.Minutes(3) + DateTime.Seconds(30)
BaseRearAttackInterval = DateTime.Minutes(8)
UBoatPatrolDelay = DateTime.Minutes(2) + DateTime.Seconds(30)
BaseFrontAttackWpts = { PatrolWpt1.Location, BaseRaidWpt1.Location }
else
BaseRaidInterval = DateTime.Minutes(2)
BaseFrontAttackInterval = DateTime.Minutes(2) + DateTime.Seconds(30)
BaseRearAttackInterval = DateTime.Minutes(5)
UBoatPatrolDelay = DateTime.Minutes(2)
BaseFrontAttackWpts = { PatrolWpt1.Location }
end
Village = { FarmHouse1, FarmHouse2, FarmHouse3, FarmHouse4, FarmHouse5, FarmHouse6, FarmHouse7, FarmHouse8, FarmHouse9, Church }
VillageRaidInterval = DateTime.Minutes(3)
VillageRaidAircraft = { "mig", "mig" }
VillageRaidWpts = { VillageRaidEntrypoint.Location, VillageRaidWpt1.Location, VillageRaidWpt2.Location }
BaseRaidAircraft = { "mig", "mig" }
BaseRaidWpts = { BaseRaidEntrypoint.Location, UboatPatrolWpt1.Location, BaseRaidWpt2.Location }
BaseFrontAttackUnits = { "e3", "e3", "e1", "e1", "e1", "3tnk", "3tnk", "apc" }
BaseRearAttackUnits = { "e3", "e3", "e1", "e1", "3tnk", "3tnk", "v2rl" }
BaseRearAttackWpts = { GroundAttackWpt1.Location, BaseRearAttackWpt1.Location, BaseRearAttackWpt2.Location, BaseRearAttackWpt3.Location }
SovietHarvesters = { Harvester1, Harvester2, Harvester3 }
HarvesterGuard = { HarvGuard1, HarvGuard2, HarvGuard3 }
UboatPatrolWpts1 = { UboatPatrolWpt1.Location, UboatPatrolWpt2.Location, UboatPatrolWpt3.Location, UboatPatrolWpt4.Location }
UboatPatrolWpts2 = { UboatPatrolWpt4.Location, UboatPatrolWpt2.Location, UboatPatrolWpt1.Location }
UBoatPatrolUnits = { "ss" }
HunterSubs = { "ss", "ss" }
GroundPatrolWpts = { PatrolWpt1.Location, PatrolWpt2.Location }
GroundPatrolUnits =
{
{ "e1", "e1", "e1", "e3", "e3", "dog" },
{ "apc", "apc", "ftrk" },
{ "3tnk", "3tnk" }
}
ParadropSovietUnits = function()
local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = soviets })
local units = powerproxy.SendParatroopers(MCVDeployLocation.CenterPosition, false, 256 - 53)
Utils.Do(units, function(a)
Trigger.OnIdle(a, function(actor)
if actor.IsInWorld then
actor.Hunt()
end
end)
end)
powerproxy.Destroy()
end
AirRaid = function(planeTypes, ingress, egress, target)
if target == nil then
return
end
for i = 1, #planeTypes do
Trigger.AfterDelay((i - 1) * DateTime.Seconds(1), function()
local start = Map.CenterOfCell(ingress[1]) + WVec.New(0, 0, Actor.CruiseAltitude(planeTypes[i]))
local plane = Actor.Create(planeTypes[i], true, { CenterPosition = start, Owner = soviets, Facing = (Map.CenterOfCell(ingress[2]) - start).Facing })
Utils.Do(ingress, function(wpt) plane.Move(wpt) end)
plane.Attack(target)
Utils.Do(egress, function(wpt) plane.Move(wpt) end)
plane.Destroy()
end)
end
end
BaseRaid = function()
local targets = Map.ActorsInBox(AlliedAreaTopLeft.CenterPosition, AlliedAreaBottomRight.CenterPosition, function(actor)
return actor.Owner == player and actor.HasProperty("StartBuildingRepairs")
end)
if #targets == 0 then
return
end
local target = Utils.Random(targets)
AirRaid(BaseRaidAircraft, BaseRaidWpts, { VillageRaidEntrypoint.Location }, target)
Trigger.AfterDelay(BaseRaidInterval, BaseRaid)
end
VillageRaid = function()
local target = nil
Utils.Do(Village, function(tgt)
if target == nil and not tgt.IsDead then
target = tgt
return
end
end)
if target == nil then
return
end
AirRaid(VillageRaidAircraft, VillageRaidWpts, { BaseRaidEntrypoint.Location }, target)
Trigger.AfterDelay(VillageRaidInterval, VillageRaid)
end
SendUboatPatrol = function(team)
Trigger.AfterDelay(UBoatPatrolDelay, function()
Utils.Do(team, function(uboat)
if not uboat.IsDead then
uboat.PatrolUntil(UboatPatrolWpts1, function()
return DateTime.GameTime > DateTime.Minutes(2) + UBoatPatrolDelay
end)
uboat.Patrol(UboatPatrolWpts2)
end
end)
end)
end
SendGroundPatrol = function(team)
Utils.Do(team, function(unit) unit.Patrol(GroundPatrolWpts, true, DateTime.Seconds(3)) end)
Utils.Do(team, function(unit)
Trigger.OnIdle(unit, function(actor) actor.Hunt() end)
end)
Trigger.OnAllKilled(team, function()
Build(Utils.Random(GroundPatrolUnits), SendGroundPatrol)
end)
end
BaseFrontAttack = function(team)
Utils.Do(team, function(unit) unit.Patrol(BaseFrontAttackWpts, false) end)
Utils.Do(team, function(unit)
Trigger.OnIdle(unit, function(actor) actor.Hunt() end)
end)
Trigger.AfterDelay(BaseFrontAttackInterval, function() Build(BaseFrontAttackUnits, BaseFrontAttack) end)
end
BaseRearAttack = function(team)
Utils.Do(team, function(unit) unit.Patrol(BaseRearAttackWpts, false) end)
Utils.Do(team, function(unit)
Trigger.OnIdle(unit, function(actor) actor.Hunt() end)
end)
Trigger.AfterDelay(BaseRearAttackInterval, function() Build(BaseRearAttackUnits, BaseRearAttack) end)
end
Build = function(units, action)
if not soviets.Build(units, action) then
Trigger.AfterDelay(DateTime.Seconds(15), function()
Build(units, action)
end)
end
end
SetupWorld = function()
Utils.Do(SovietHarvesters, function(a) a.FindResources() end)
Utils.Do(SovietHarvesters, function(harvester)
Trigger.OnDamaged(harvester, function(h)
Utils.Do(HarvesterGuard, function(g)
if not g.IsDead then
g.Stop()
g.AttackMove(h.Location, 3)
end
end)
end)
end)
Utils.Do(Map.NamedActors, function(actor)
if actor.Owner == soviets and actor.HasProperty("StartBuildingRepairs") then
Trigger.OnDamaged(actor, function(building)
if building.Owner == soviets then
building.StartBuildingRepairs()
end
end)
end
end)
WarFactory.RallyPoint = Rallypoint.Location
WarFactory.IsPrimaryBuilding = true
Barracks.IsPrimaryBuilding = true
SubPen.IsPrimaryBuilding = true
end
SetupMissionText = function()
TextColorNormal = HSLColor.White
TextColorDamaged = HSLColor.Yellow
TextColorCritical = HSLColor.Red
CurrentColor = TextColorNormal
local villageHousesLeft = #Village
VillagePercentage = 100 - villageHousesLeft * 10
Utils.Do(Village, function(house)
Trigger.OnKilled(house, function()
villageHousesLeft = villageHousesLeft - 1
VillagePercentage = 100 - villageHousesLeft * 10
if VillagePercentage > 69 then
CurrentColor = TextColorCritical
elseif VillagePercentage > 49 then
CurrentColor = TextColorDamaged
else
CurrentColor = TextColorNormal
end
end)
end)
end
Tick = function()
if DateTime.GameTime > 2 then
if soviets.Resources > soviets.ResourceCapacity * 0.75 then
soviets.Resources = soviets.Resources - ((soviets.ResourceCapacity * 0.01) / 25)
end
if player.HasNoRequiredUnits() then
player.MarkFailedObjective(villageObjective)
end
UserInterface.SetMissionText(VillagePercentage .. "% of the village destroyed.", CurrentColor)
end
end
WorldLoaded = function()
player = Player.GetPlayer("Allies")
soviets = Player.GetPlayer("Soviets")
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)
sovietObjective = soviets.AddPrimaryObjective("Destroy the village.")
villageObjective = player.AddPrimaryObjective("Save the village.")
beachheadObjective = player.AddPrimaryObjective("Get your MCV to the main island.")
beachheadTrigger = false
Trigger.OnExitedFootprint(BeachheadTrigger, function(a, id)
if not beachheadTrigger and a.Owner == player and a.Type == "mcv" then
beachheadTrigger = true
Trigger.RemoveFootprintTrigger(id)
player.MarkCompletedObjective(beachheadObjective)
captureObjective = player.AddPrimaryObjective("Locate and capture the enemy's Air Force HQ.")
if AirForceHQ.IsDead then
player.MarkFailedObjective(captureObjective)
return
end
if AirForceHQ.Owner == player then
player.MarkCompletedObjective(captureObjective)
player.MarkCompletedObjective(villageObjective)
return
end
Trigger.OnCapture(AirForceHQ, function()
Trigger.AfterDelay(DateTime.Seconds(3), function()
player.MarkCompletedObjective(captureObjective)
player.MarkCompletedObjective(villageObjective)
end)
end)
Trigger.OnKilled(AirForceHQ, function() player.MarkFailedObjective(captureObjective) end)
Actor.Create("mainland", true, { Owner = player })
Trigger.AfterDelay(BaseFrontAttackInterval, function()
Build(BaseFrontAttackUnits, BaseFrontAttack)
ParadropSovietUnits()
end)
Trigger.AfterDelay(BaseRearAttackInterval, function()
Build(BaseRearAttackUnits, BaseRearAttack)
end)
Trigger.AfterDelay(BaseRaidInterval, BaseRaid)
Trigger.AfterDelay(UBoatPatrolDelay, function()
Build(HunterSubs, function(subs)
Utils.Do(subs, function(sub)
Trigger.OnIdle(sub, function(s) s.Hunt() end)
end)
end)
end)
end
end)
Trigger.OnAllKilled(Village, function() player.MarkFailedObjective(villageObjective) end)
SetupWorld()
SetupMissionText()
Trigger.AfterDelay(VillageRaidInterval, VillageRaid)
Trigger.AfterDelay(1, function() Build(UBoatPatrolUnits, SendUboatPatrol) end)
Trigger.AfterDelay(1, function() Build(Utils.Random(GroundPatrolUnits), SendGroundPatrol) end)
Reinforcements.Reinforce(player, { "mcv" }, { MCVInsertLocation.Location, MCVDeployLocation.Location }, 0, function(mcv)
mcv.Deploy()
end)
Camera.Position = CameraSpot.CenterPosition
Trigger.AfterDelay(DateTime.Seconds(5), function() CameraSpot.Destroy() end)
end