Files
OpenRA/mods/ra/maps/allies-03a/allies03a.lua
Oliver Brakmann d5c65b59b0 Fix scripted paradrops
A recent PR changed ParaDrop from an Effect to an Activity. Idle triggers in the mission scripts however have already queued activities for the paradropped units, so the ParaDrop activity would only run once the first activity had finished (which could never happen).
2015-07-18 21:22:40 +02:00

264 lines
9.1 KiB
Lua

ProductionUnits = { "e1", "e1", "e2" }
ProductionBuildings = { USSRBarracks1, USSRBarracks2 }
TransportReinforcements = { "e1", "e1", "e1", "e2", "e2" }
FirstUSSRBase = { USSRFlameTower1, USSRBarracks1, USSRPowerPlant1, USSRPowerPlant2, USSRConstructionYard1, USSRTechCenter, USSRBaseGuard1, USSRBaseGuard2, USSRBaseGuard3, USSRBaseGuard4, USSRBaseGuard5, USSRBaseGuard6, USSRBaseGuard7, USSRBaseGuard8 }
SecondUSSRBase = { USSRBarracks2, USSRKennel, USSRRadarDome, USSRBaseGuard10, USSRBaseGuard11, USSRBaseGuard12, USSRBaseGuard13, USSRBaseGuard14 }
Prisoners = { PrisonedMedi1, PrisonedMedi2, PrisonedEngi }
CameraTriggerArea = { CPos.New(43, 64), CPos.New(44, 64), CPos.New(45, 64), CPos.New(46, 64), CPos.New(47, 64) }
WaterTransportTriggerArea = { CPos.New(39, 54), CPos.New(40, 54), CPos.New(41, 54), CPos.New(42, 54), CPos.New(43, 54), CPos.New(44, 54), CPos.New(45, 54) }
ParadropTriggerArea = { CPos.New(81, 60), CPos.New(82, 60), CPos.New(83, 60), CPos.New(63, 63), CPos.New(64, 63), CPos.New(65, 63), CPos.New(66, 63), CPos.New(67, 63), CPos.New(68, 63), CPos.New(69, 63), CPos.New(70, 63), CPos.New(71, 63), CPos.New(72, 63) }
ReinforcementsTriggerArea = { CPos.New(96, 55), CPos.New(97, 55), CPos.New(97, 56), CPos.New(98, 56) }
if Map.Difficulty == "Easy" then
TanyaType = "e7"
else
TanyaType = "e7.noautotarget"
ChangeStance = true
end
IdleHunt = function(actor)
Trigger.OnIdle(actor, function(a)
if a.IsInWorld then
a.Hunt()
end
end)
end
ProduceUnits = function(factory, count)
if ussr.IsProducing("e1") then
Trigger.AfterDelay(DateTime.Seconds(5), function() ProduceUnits(factory, count) end)
return
end
local units = { }
for i = 0, count, 1 do
local type = Utils.Random(ProductionUnits)
units[i] = type
end
if not factory.IsDead then
factory.IsPrimaryBuilding = true
ussr.Build(units, function(soldiers)
Utils.Do(soldiers, function(unit) IdleHunt(unit) end)
end)
end
end
SendAlliedUnits = function()
Camera.Position = TanyaWaypoint.CenterPosition
local Artillery = Actor.Create("arty", true, { Owner = player, Location = AlliedUnitsEntry.Location })
local Tanya = Actor.Create(TanyaType, true, { Owner = player, Location = AlliedUnitsEntry.Location })
if ChangeStance then
Tanya.Stance = "HoldFire"
Trigger.AfterDelay(DateTime.Seconds(2), function()
Media.DisplayMessage("According to the rules of engagement I need your explicit orders to fire, Commander!", "Tanya")
end)
end
Artillery.Stance = "HoldFire"
Tanya.Move(TanyaWaypoint.Location)
Artillery.Move(ArtilleryWaypoint.Location)
Trigger.OnKilled(Tanya, function() player.MarkFailedObjective(TanyaSurvive) end)
end
SendUSSRParadrops = function()
local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = ussr })
local unitsA = powerproxy.SendParatroopers(ParadropLZ.CenterPosition, false, 128 + 32)
local unitsB = powerproxy.SendParatroopers(ParadropLZ.CenterPosition, false, 128 - 32)
Utils.Do(unitsA, function(unit)
IdleHunt(unit)
end)
Utils.Do(unitsB, function(unit)
IdleHunt(unit)
end)
powerproxy.Destroy()
end
SendUSSRWaterTransport = function()
local units = Reinforcements.ReinforceWithTransport(ussr, "lst", TransportReinforcements, { WaterTransportEntry.Location, WaterTransportLoadout.Location }, { WaterTransportExit.Location })[2]
Utils.Do(units, function(unit) IdleHunt(unit) end)
end
SendUSSRTankReinforcements = function()
local camera = Actor.Create("camera", true, { Owner = player, Location = USSRReinforcementsCameraWaypoint.Location })
local ussrTank = Reinforcements.Reinforce(ussr, { "3tnk" }, { USSRReinforcementsEntryWaypoint.Location, USSRReinforcementsRallyWaypoint1.Location, USSRReinforcementsRallyWaypoint2.Location })[1]
Trigger.OnRemovedFromWorld(ussrTank, function()
Trigger.AfterDelay(DateTime.Seconds(3), function()
if not camera.IsDead then
camera.Destroy()
end
end)
end)
end
InitPlayers = function()
player = Player.GetPlayer("Greece")
ussr = Player.GetPlayer("USSR")
ussr.Cash = 10000
end
InitObjectives = function()
Trigger.OnObjectiveAdded(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
KillBridges = player.AddPrimaryObjective("Destroy all bridges.")
TanyaSurvive = player.AddPrimaryObjective("Tanya must survive.")
KillUSSR = player.AddSecondaryObjective("Destroy all Soviet oil pumps.")
FreePrisoners = player.AddSecondaryObjective("Free all Allied soldiers and keep them alive.")
ussr.AddPrimaryObjective("Bridges must not be destroyed.")
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.OnPlayerLost(player, function()
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.PlaySpeechNotification(player, "MissionFailed")
end)
end)
Trigger.OnPlayerWon(player, function()
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.PlaySpeechNotification(player, "MissionAccomplished")
end)
end)
end
InitTriggers = function()
Utils.Do(ussr.GetGroundAttackers(), function(unit)
Trigger.OnDamaged(unit, function() IdleHunt(unit) end)
end)
Trigger.OnAnyKilled(Prisoners, function() player.MarkFailedObjective(FreePrisoners) end)
Trigger.OnKilled(USSRTechCenter, function()
Actor.Create("moneycrate", true, { Owner = ussr, Location = USSRMoneyCrateSpawn.Location })
end)
Trigger.OnKilled(ExplosiveBarrel, function()
local bridge = Map.ActorsInBox(USSRReinforcementsCameraWaypoint.CenterPosition, USSRReinforcementsEntryWaypoint.CenterPosition,
function(self) return self.Type == "bridge1" end)
if not bridge[1].IsDead then
bridge[1].Kill()
end
end)
Utils.Do(FirstUSSRBase, function(unit)
Trigger.OnDamaged(unit, function()
if not FirstBaseAlert then
FirstBaseAlert = true
if not baseCamera then -- TODO: remove the Trigger
baseCamera = Actor.Create("camera", true, { Owner = player, Location = BaseCameraWaypoint.Location })
end
Utils.Do(FirstUSSRBase, function(unit)
if unit.HasProperty("Move") then
IdleHunt(unit)
end
end)
for i = 0, 2 do
Trigger.AfterDelay(DateTime.Seconds(i), function()
Media.PlaySoundNotification(player, "AlertBuzzer")
end)
end
ProduceUnits(ProductionBuildings[1], Utils.RandomInteger(4, 8))
end
end)
end)
Trigger.OnAllRemovedFromWorld(FirstUSSRBase, function() -- The camera can remain when one building is captured
if baseCamera then baseCamera.Destroy() end
end)
Utils.Do(SecondUSSRBase, function(unit)
Trigger.OnDamaged(unit, function()
if not SecondBaseAlert then
SecondBaseAlert = true
Utils.Do(SecondUSSRBase, function(unit)
if unit.HasProperty("Move") then
IdleHunt(unit)
end
end)
for i = 0, 2 do
Trigger.AfterDelay(DateTime.Seconds(i), function()
Media.PlaySoundNotification(player, "AlertBuzzer")
end)
end
ProduceUnits(ProductionBuildings[2], Utils.RandomInteger(5, 7))
end
end)
end)
Trigger.OnCapture(USSRRadarDome, function(self)
largeCamera = Actor.Create("camera.verylarge", true, { Owner = player, Location = LargeCameraWaypoint.Location })
Trigger.ClearAll(self)
Trigger.AfterDelay(DateTime.Seconds(1), function()
Trigger.OnRemovedFromWorld(self, function()
Trigger.ClearAll(self)
if largeCamera.IsInWorld then largeCamera.Destroy() end
end)
end)
end)
Trigger.OnEnteredFootprint(CameraTriggerArea, function(a, id)
if a.Owner == player and not baseCamera then
Trigger.RemoveFootprintTrigger(id)
baseCamera = Actor.Create("camera", true, { Owner = player, Location = BaseCameraWaypoint.Location })
end
end)
Trigger.OnEnteredFootprint(WaterTransportTriggerArea, function(a, id)
if a.Owner == player and not waterTransportTriggered then
waterTransportTriggered = true
Trigger.RemoveFootprintTrigger(id)
SendUSSRWaterTransport()
end
end)
Trigger.OnEnteredFootprint(ParadropTriggerArea, function(a, id)
if a.Owner == player and not paradropsTriggered then
paradropsTriggered = true
Trigger.RemoveFootprintTrigger(id)
SendUSSRParadrops()
end
end)
Trigger.OnEnteredFootprint(ReinforcementsTriggerArea, function(a, id)
if a.Owner == player and not reinforcementsTriggered then
reinforcementsTriggered = true
Trigger.RemoveFootprintTrigger(id)
Trigger.AfterDelay(DateTime.Seconds(1), function() SendUSSRTankReinforcements() end)
end
end)
Trigger.AfterDelay(0, function()
local bridges = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(self) return self.Type == "bridge1" end)
Trigger.OnAllKilled(bridges, function()
player.MarkCompletedObjective(KillBridges)
player.MarkCompletedObjective(TanyaSurvive)
player.MarkCompletedObjective(FreePrisoners)
end)
local oilPumps = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(self) return self.Type == "v19" end)
Trigger.OnAllKilled(oilPumps, function()
player.MarkCompletedObjective(KillUSSR)
end)
end)
end
WorldLoaded = function()
InitPlayers()
InitObjectives()
InitTriggers()
SendAlliedUnits()
end