Files
OpenRA/mods/ra/maps/infiltration/infiltration.lua
2016-09-04 18:14:25 +02:00

384 lines
11 KiB
Lua

Difficulty = Map.LobbyOption("difficulty")
if Difficulty == "hard" then
TimerTicks = DateTime.Minutes(25)
elseif Difficulty == "normal" then
TimerTicks = DateTime.Minutes(28)
else
TimerTicks = DateTime.Minutes(31)
end
Announcements =
{
{ speech = "TwentyMinutesRemaining", delay = DateTime.Minutes(20) },
{ speech = "TenMinutesRemaining", delay = DateTime.Minutes(10) },
{ speech = "WarningFiveMinutesRemaining", delay = DateTime.Minutes(5) },
{ speech = "WarningFourMinutesRemaining", delay = DateTime.Minutes(4) },
{ speech = "WarningThreeMinutesRemaining", delay = DateTime.Minutes(3) },
{ speech = "WarningTwoMinutesRemaining", delay = DateTime.Minutes(2) },
{ speech = "WarningOneMinuteRemaining", delay = DateTime.Minutes(1) }
}
TownAttackers = { TownAttacker1, TownAttacker2, TownAttacker3, TownAttacker4, TownAttacker5, TownAttacker6, TownAttacker7 }
PatrolPoints1 = { PatrolPoint11.Location, PatrolPoint12.Location, PatrolPoint13.Location, PatrolPoint14.Location, PatrolPoint15.Location }
PatrolPoints2 = { PatrolPoint21.Location, PatrolPoint22.Location, PatrolPoint23.Location, PatrolPoint24.Location, PatrolPoint25.Location }
PatrolPoints3 = { PatrolPoint31.Location, PatrolPoint32.Location, PatrolPoint33.Location, PatrolPoint34.Location }
PatrolPoints4 = { PatrolPoint41.Location, PatrolPoint42.Location, PatrolPoint43.Location, PatrolPoint44.Location, PatrolPoint45.Location }
Patrol1 = { "e1", "e1", "e1", "e1", "e1" }
Patrol2 = { "e1", "dog.patrol", "dog.patrol" }
Patrol3 = { "e1", "e1", "dog.patrol" }
TransportType = "lst.unselectable.unloadonly"
SecureLabFailed = function()
Utils.Do(humans, function(player)
if player then
player.MarkFailedObjective(secureLab)
end
end)
end
timerStarted = false
StartTimer = function()
Utils.Do(humans, function(player)
if player.IsLocalPlayer then
TimerColor = player.Color
end
end)
CountDownTimerAnnouncements()
ticked = TimerTicks
timerStarted = true
Trigger.AfterDelay(DateTime.Seconds(3), function()
Utils.Do(humans, function(player)
Media.PlaySpeechNotification(player, "TimerStarted")
end)
end)
end
CountDownTimerAnnouncements = function()
for i = #Announcements, 1, -1 do
local delay = TimerTicks - Announcements[i].delay
Trigger.AfterDelay(delay, function()
if not labSecured then
Utils.Do(humans, function(player)
Media.PlaySpeechNotification(player, Announcements[i].speech)
end)
end
end)
end
end
reinforcementsHaveArrived = false
LabInfiltrated = function()
Utils.Do(humans, function(player)
if player then
secureLab = player.AddPrimaryObjective("Eliminate all units guarding the lab.")
destroyBase = player.AddPrimaryObjective("Destroy the soviet installation.")
player.MarkCompletedObjective(infiltrateLab)
Trigger.ClearAll(Lab)
Trigger.AfterDelay(0, function()
Trigger.OnKilled(Lab, SecureLabFailed)
end)
end
end)
Camera.Position = ReinforcementsUnloadPoint.CenterPosition
local entryPath = { ReinforcementsEntryPoint.Location, ReinforcementsUnloadPoint.Location }
local exit = { ReinforcementsEntryPoint.Location }
mcvActors = { "mcv" }
if player2 then
mcvActors = { "mcv", "mcv" }
end
local reinforcements = Reinforcements.ReinforceWithTransport(allies, TransportType, mcvActors, entryPath, exit)
local mcvs = reinforcements[2]
Trigger.OnAddedToWorld(mcvs[1], function(mcvUnloaded)
-- Don't call this twice (because of the owner change)
if mcvUnloaded.Owner == player1 then
return
end
mcvUnloaded.Owner = player1
if not player2 then
player1.Cash = 5000
end
Media.PlaySpeechNotification(player, "AlliedReinforcementsSouth")
StartTimer()
HijackTruck.Destroy()
reinforcementsHaveArrived = true
end)
if player2 then
Trigger.OnAddedToWorld(mcvs[2], function(mcvUnloaded)
-- Don't call this twice (because of the owner change)
if mcvUnloaded.Owner == player2 then
return
end
mcvUnloaded.Owner = player2
player1.Cash = 2500
player2.Cash = 2500
end)
end
Utils.Do(humans, function(player)
for i = 0, 2 do
Trigger.AfterDelay(DateTime.Seconds(i), function()
Media.PlaySoundNotification(player, "AlertBuzzer")
end)
end
end)
local attackPoint = BridgeAttackPoint.CenterPosition
local radius = WDist.FromCells(5)
local bridge = Map.ActorsInCircle(attackPoint, radius, function(actor)
return actor.Type == "br3"
end)[1]
BridgeTank.Attack(bridge, true, true)
end
InfiltrateLabFailed = function()
Utils.Do(humans, function(player)
if player then
player.MarkFailedObjective(infiltrateLab)
end
end)
end
ChangeOwnerOnAddedToWorld = function(actor, newOwner)
Trigger.OnAddedToWorld(actor, function(unloadedActor)
unloadedActor.Owner = newOwner
Trigger.Clear(unloadedActor, "OnAddedToWorld")
end)
end
InsertSpies = function()
Utils.Do(humans, function(player)
if player then
infiltrateLab = player.AddPrimaryObjective("Get our spy into the laboratory undetected.")
end
end)
Trigger.OnKilled(Lab, function()
if not player1.IsObjectiveCompleted(infiltrateLab) then
InfiltrateLabFailed()
end
end)
-- The delay isn't purely cosmetic, but also prevents a System.InvalidOperationException
-- "Collection was modified after the enumerator was instantiated." in tick_activities
local infiltrationCount = 0
Trigger.OnInfiltrated(Lab, function()
infiltrationCount = infiltrationCount + 1
if (player2 and infiltrationCount == 2) or not player2 then
Trigger.AfterDelay(DateTime.Seconds(3), LabInfiltrated)
end
end)
spyActors = { "spy.strong" }
if player2 then
spyActors = { "spy.strong", "spy.strong" }
end
local entryPath = { SpyReinforcementsEntryPoint.Location, SpyReinforcementsUnloadPoint.Location }
local exit = { SpyReinforcementsExitPoint.Location }
local reinforcements = Reinforcements.ReinforceWithTransport(allies, TransportType, spyActors, entryPath, exit)
local transport = reinforcements[1]
Camera.Position = transport.CenterPosition
spies = reinforcements[2]
Trigger.OnAnyKilled(spies, InfiltrateLabFailed)
ChangeOwnerOnAddedToWorld(spies[1], player1)
if player2 then
ChangeOwnerOnAddedToWorld(spies[2], player2)
end
end
IdleHunt = function(unit)
Trigger.OnIdle(unit, unit.Hunt)
end
StopHunt = function(unit)
if not unit.IsDead then
Trigger.Clear(unit, "OnIdle")
end
end
AttackTown = function()
Utils.Do(TownAttackers, IdleHunt)
Trigger.OnRemovedFromWorld(Hospital, function()
Utils.Do(TownAttackers, StopHunt)
end)
end
CapOre = function(player)
if player.Resources > player.ResourceCapacity * 0.9 then
player.Resources = player.ResourceCapacity * 0.8
end
end
NewPatrol = function(actorType, start, waypoints)
local guard = Actor.Create(actorType, true, { Owner = soviets, Location = start })
guard.Patrol(waypoints, true, Utils.RandomInteger(50, 75))
end
SetupPatrols = function()
Utils.Do(Patrol1, function(patrol1) NewPatrol(patrol1, PatrolPoints1[1], PatrolPoints1) end)
Utils.Do(Patrol2, function(patrol2) NewPatrol(patrol2, PatrolPoints1[3], PatrolPoints1) end)
Utils.Do(Patrol2, function(patrol3) NewPatrol(patrol3, PatrolPoints3[1], PatrolPoints3) end)
Utils.Do(Patrol2, function(patrol4) NewPatrol(patrol4, PatrolPoints4[1], PatrolPoints4) end)
if Difficulty == "hard" then
Utils.Do(Patrol3, function(patrol5) NewPatrol(patrol5, PatrolPoints2[1], PatrolPoints2) end)
end
local checkpoint = { BaseGuardTruckPos.Location }
Trigger.OnEnteredFootprint(checkpoint, function(a, id)
Trigger.RemoveFootprintTrigger(id)
if not BaseGuard.IsDead then
BaseGuard.ScriptedMove(BaseGuardMovePos.Location)
end
end)
end
ticked = 0
SecureLabTimer = function()
if not timerStarted or labSecured then
return
end
if ticked > 0 then
UserInterface.SetMissionText("Secure lab in: " .. Utils.FormatTime(ticked), TimerColor)
ticked = ticked - 1
elseif ticked <= 0 then
TimerColor = soviets.Color
UserInterface.SetMissionText("The Soviet research laboratory was not secured in time.", TimerColor)
SecureLabFailed()
end
end
SovietBaseMaintenanceSetup = function()
local sovietbuildings = Utils.Where(Map.NamedActors, function(a)
return a.Owner == soviets
and a.HasProperty("StartBuildingRepairs") and a.HasProperty("Sell")
end)
-- This includes killed, captured (actor is temporarily removed) and sold.
Trigger.OnAllRemovedFromWorld(sovietbuildings, function()
Utils.Do(humans, function(player)
player.MarkCompletedObjective(destroyBase)
end)
end)
Utils.Do(sovietbuildings, function(sovietbuilding)
Trigger.OnDamaged(sovietbuilding, function(building)
if building.Owner ~= soviets then
return
end
if building.Health < building.MaxHealth * 3/4 then
building.StartBuildingRepairs()
end
if building.Health < building.MaxHealth * 1/4 then
building.Sell()
end
end)
end)
end
CheckPlayerDefeat = function()
if not reinforcementsHaveArrived then
return
end
Utils.Do(humans, function(player)
if player.HasNoRequiredUnits() then
player.MarkFailedObjective(destroyBase)
end
end)
end
labSecured = false
CheckLabSecured = function()
if not reinforcementsHaveArrived or labSecured then
return
end
if player1.HasNoRequiredUnits() or (player2 and player2.HasNoRequiredUnits()) then
Utils.Do(humans, function(player)
player.MarkFailedObjective(secureLab)
end)
end
local radius = WDist.FromCells(10)
local labGuards = Utils.Where(Map.ActorsInCircle(LabWaypoint.CenterPosition, radius), function(a)
return a.Owner == soviets and a.HasProperty("Move")
end)
if #labGuards < 1 then
labSecured = true
Utils.Do(humans, function(player)
player.MarkCompletedObjective(secureLab)
end)
UserInterface.SetMissionText("")
end
end
Tick = function()
CapOre(soviets)
SecureLabTimer()
CheckLabSecured()
CheckPlayerDefeat()
end
WorldLoaded = function()
allies = Player.GetPlayer("Allies")
neutral = Player.GetPlayer("Neutral")
creeps = Player.GetPlayer("Creeps")
soviets = Player.GetPlayer("Soviets")
player1 = Player.GetPlayer("Allies1")
player2 = Player.GetPlayer("Allies2")
humans = { player1, player2 }
Utils.Do(humans, function(player)
if player and player.IsLocalPlayer then
Trigger.OnObjectiveAdded(player, function(p, id)
local objectiveType = string.lower(p.GetObjectiveType(id))
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. objectiveType .. " 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)
end
end)
InsertSpies()
AttackTown()
SetupPatrols()
SovietBaseMaintenanceSetup()
end