Files
OpenRA/mods/ra/maps/production-disruption/production-disruption.lua
2023-01-23 20:51:45 +01:00

256 lines
8.3 KiB
Lua

--[[
Copyright (c) The OpenRA Developers and Contributors
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.
]]
TimerTicks = DateTime.Minutes(12)
LSTType = "lst.reinforcement"
RifleSquad1 = { Rifle1, Rifle2, Rifle3 }
RifleSquad2 = { Rifle4, Rifle5, Rifle6 }
Heavys = { Heavy1, Heavy2 }
FlameTowerWall = { FlameTower1, FlameTower2 }
DemoEngiPath = { WaterEntry1.Location, Beach1.Location }
DemoEngiTeam = { "dtrk", "dtrk", "e6", "e6", "e6" }
SovietWaterEntry1 = { WaterEntry2.Location, Beach2.Location }
SovietWaterEntry2 = { WaterEntry2.Location, Beach3.Location }
SovietSquad = { "e1", "e1", "e1", "e4", "e4" }
V2Squad = { "v2rl", "v2rl" }
SubEscapePath = { SubPath1, SubPath2, SubPath3 }
MissionStart = function()
LZCamera = Actor.Create("camera", true, { Owner = Greece, Location = LZ.Location })
Chalk1.TargetParatroopers(LZ.CenterPosition, Angle.New(740))
if Difficulty == "normal" then
Actor.Create("tsla", true, { Owner = USSR, Location = EasyCamera.Location })
Actor.Create("4tnk", true, { Owner = USSR, Facing = Angle.South, Location = Mammoth.Location })
Actor.Create("4tnk", true, { Owner = USSR, Facing = Angle.South, Location = Mammoth.Location + CVec.New(1,0) })
Actor.Create("v2rl", true, { Owner = USSR, Facing = Angle.South, Location = V2.Location })
end
Trigger.AfterDelay(DateTime.Seconds(1), function()
Chalk2.TargetParatroopers(LZ.CenterPosition, Angle.New(780))
end)
Trigger.AfterDelay(DateTime.Seconds(5), function()
UnitsArrived = true
TeslaCamera = Actor.Create("camera", true, { Owner = Greece, Location = TeslaCam.Location })
end)
Trigger.AfterDelay(DateTime.Seconds(10), function()
LZCamera.Destroy()
Utils.Do(RifleSquad1, function(actor)
if not actor.IsDead then
actor.AttackMove(LZ.Location)
IdleHunt(actor)
end
end)
end)
Trigger.AfterDelay(DateTime.Seconds(15), function()
TeslaCamera.Destroy()
Utils.Do(RifleSquad2, function(actor)
if not actor.IsDead then
actor.AttackMove(LZ.Location)
IdleHunt(actor)
end
end)
end)
end
SetupTriggers = function()
Trigger.OnDamaged(SubPen, function()
Utils.Do(Heavys, function(actor)
if not actor.IsDead then
IdleHunt(actor)
end
end)
end)
Trigger.OnKilled(Church, function()
Actor.Create("healcrate", true, { Owner = Greece, Location = ChurchCrate.Location })
end)
Trigger.OnKilled(ObjectiveDome, function()
if not DomeCaptured == true then
Greece.MarkFailedObjective(CaptureDome)
end
end)
Trigger.OnAllKilled(FlameTowerWall, function()
DomeCam = Actor.Create("camera", true, { Owner = Greece, Location = RadarCam.Location })
Trigger.AfterDelay(DateTime.Seconds(5), function()
DomeCam.Destroy()
end)
end)
Trigger.OnKilledOrCaptured(SubPen, function()
Greece.MarkCompletedObjective(StopProduction)
end)
end
PowerDown = false
PowerDownTeslas = function()
if not PowerDown then
CaptureDome = AddSecondaryObjective(Greece, "capture-enemy-radar-dome")
Greece.MarkCompletedObjective(PowerDownTeslaCoils)
Media.PlaySpeechNotification(Greece, "ReinforcementsArrived")
PowerDown = true
local bridge = Utils.Where(Map.ActorsInWorld, function(actor) return actor.Type == "bridge1" end)[1]
if not bridge.IsDead then
bridge.Kill()
end
local demoEngis = Reinforcements.ReinforceWithTransport(Greece, LSTType, DemoEngiTeam, DemoEngiPath, { DemoEngiPath[1] })[2]
Trigger.OnAllRemovedFromWorld(Utils.Where(demoEngis, function(a) return a.Type == "e6" end), function()
if not DomeCaptured then
Greece.MarkFailedObjective(CaptureDome)
end
if not DomeCaptured and bridge.IsDead then
Greece.MarkFailedObjective(StopProduction)
end
end)
Trigger.OnCapture(ObjectiveDome, function()
DomeCaptured = true
Greece.MarkCompletedObjective(CaptureDome)
SendChronos()
end)
FlameTowersCam = Actor.Create("camera", true, { Owner = Greece, Location = FlameCam.Location })
Trigger.AfterDelay(DateTime.Seconds(10), function()
FlameTowersCam.Destroy()
end)
end
end
SendChronos = function()
Trigger.AfterDelay(DateTime.Seconds(3), function()
local sovietWaterSquad1 = Reinforcements.ReinforceWithTransport(USSR, "lst", SovietSquad, { WaterEntry2.Location, Beach2.Location }, { WaterEntry2.Location })[2]
Utils.Do(sovietWaterSquad1, function(a)
Trigger.OnAddedToWorld(a, function()
IdleHunt(a)
end)
end)
Actor.Create("ctnk", true, { Owner = Greece, Location = ChronoSpawn1.Location })
Actor.Create("ctnk", true, { Owner = Greece, Location = ChronoSpawn2.Location })
Actor.Create("ctnk", true, { Owner = Greece, Location = ChronoSpawn3.Location })
Actor.Create("camera", true, { Owner = Greece, Location = EasyCamera.Location })
Media.PlaySound("chrono2.aud")
end)
Trigger.AfterDelay(DateTime.Seconds(5), function()
local sovietWaterSquad2 = Reinforcements.ReinforceWithTransport(USSR, "lst", SovietSquad, { WaterEntry2.Location, Beach3.Location }, { WaterEntry2.Location })[2]
Utils.Do(sovietWaterSquad2, function(a)
Trigger.OnAddedToWorld(a, function()
a.AttackMove(FlameCam.Location)
IdleHunt(a)
end)
end)
end)
Trigger.AfterDelay(DateTime.Seconds(13), function()
local sovietWaterSquad2 = Reinforcements.ReinforceWithTransport(USSR, "lst", V2Squad, { WaterEntry2.Location, Beach2.Location }, { WaterEntry2.Location })[2]
Utils.Do(sovietWaterSquad2, function(a)
Trigger.OnAddedToWorld(a, function()
a.AttackMove(FlameCam.Location)
IdleHunt(a)
end)
end)
end)
end
MissileSubEscape = function()
local missileSub = Actor.Create("msub", true, { Owner = USSR, Location = MissileSubSpawn.Location })
Actor.Create("camera", true, { Owner = Greece, Location = SubPath2.Location })
DestroySub = AddPrimaryObjective(Greece, "destroy-escaping-submarine")
Utils.Do(SubEscapePath, function(waypoint)
missileSub.Move(waypoint.Location)
end)
Trigger.OnEnteredFootprint({ SubPath3.Location }, function(a, id)
if a.Owner == USSR and a.Type == "msub" then
Trigger.RemoveFootprintTrigger(id)
USSR.MarkCompletedObjective(EscapeWithSub)
end
end)
Trigger.OnKilled(missileSub, function()
Greece.MarkCompletedObjective(DestroySub)
end)
end
SubmarineEscapes = UserInterface.Translate("submarine-escapes")
FinishTimer = function()
for i = 0, 5 do
local c = TimerColor
if i % 2 == 0 then
c = HSLColor.White
end
Trigger.AfterDelay(DateTime.Seconds(i), function() UserInterface.SetMissionText(SubmarineEscapes, c) end)
end
Trigger.AfterDelay(DateTime.Seconds(6), function() UserInterface.SetMissionText("") end)
end
UnitsArrived = false
TimerFinished = false
ticked = TimerTicks
Tick = function()
if BadGuy.PowerState ~= "Normal" then
PowerDownTeslas()
end
if Greece.HasNoRequiredUnits() and UnitsArrived then
USSR.MarkCompletedObjective(EscapeWithSub)
end
if ticked > 0 then
if (ticked % DateTime.Seconds(1)) == 0 then
Timer = UserInterface.Translate("submarine-completes-in", { ["time"] = Utils.FormatTime(ticked) })
UserInterface.SetMissionText(Timer, TimerColor)
end
ticked = ticked - 1
elseif ticked == 0 and not TimerFinished then
MissileSubEscape()
TimerFinished = true
end
end
WorldLoaded = function()
Greece = Player.GetPlayer("Greece")
USSR = Player.GetPlayer("USSR")
BadGuy = Player.GetPlayer("BadGuy")
EscapeWithSub = AddPrimaryObjective(USSR, "")
StopProduction = AddPrimaryObjective(Greece, "destroy-soviet-sub-pen")
PowerDownTeslaCoils = AddPrimaryObjective(Greece, "power-down-tesla-coils")
InitObjectives(Greece)
Trigger.AfterDelay(DateTime.Minutes(2), function()
Media.PlaySpeechNotification(Greece, "TenMinutesRemaining")
end)
Trigger.AfterDelay(DateTime.Minutes(7), function()
Media.PlaySpeechNotification(Greece, "WarningFiveMinutesRemaining")
end)
Trigger.AfterDelay(DateTime.Minutes(9), function()
Media.PlaySpeechNotification(Greece, "WarningThreeMinutesRemaining")
end)
Trigger.AfterDelay(DateTime.Minutes(11), function()
Media.PlaySpeechNotification(Greece, "WarningOneMinuteRemaining")
end)
Camera.Position = DefaultCameraPosition.CenterPosition
TimerColor = USSR.Color
Chalk1 = Actor.Create("chalk1", false, { Owner = Greece })
Chalk2 = Actor.Create("chalk2", false, { Owner = Greece })
MissionStart()
SetupTriggers()
end