Files
OpenRA/mods/ra/maps/soviet-07/soviet07.lua

326 lines
12 KiB
Lua

if Map.LobbyOption("difficulty") == "easy" then
remainingTime = DateTime.Minutes(7)
elseif Map.LobbyOption("difficulty") == "normal" then
remainingTime = DateTime.Minutes(6)
elseif Map.LobbyOption("difficulty") == "hard" then
remainingTime = DateTime.Minutes(5)
end
Dogs = { Dog1, Dog2, Dog3, Dog4, Dog5, Dog6, Dog7, Dog8, Dog9, Dog10, Dog11, Dog12, Dog13, Dog14, Dog15, Dog16, Dog17, Dog18, Dog19 }
Engineers = { Prisoner1, Prisoner2, Prisoner3, Prisoner4, Prisoner5 }
PrisonerGuards = { PrisonerGuard1, PrisonerGuard2, PrisonerGuard3 }
EntranceGuards = { EntranceGuard1, EntranceGuard2, EntranceGuard3, EntranceGuard4, EntranceGuard5, EntranceGuard6, EntranceGuard7, EntranceGuard8, EntranceGuard9, EntranceGuard10 }
GoalGuards = { GoalGuard1, GoalGuard2, GoalGuard3, GoalGuard4 }
CCGuards = { CCGuard1, CCGuard2, CCGuard3, CCGuard4 }
StartingUnitsReinforcements = { "e1", "e1", "e1", "e1" }
CameraCCTrigger = { CPos.New(83, 71), CPos.New(84,71) }
CameraGoalCenterTrigger = { CPos.New(74, 66), CPos.New(75, 66), CPos.New(76, 66), CPos.New(77, 66) }
CameraGoalLeftTrigger = { CPos.New(62, 59), CPos.New(62, 60), CPos.New(62, 62), CPos.New(62, 63) }
CameraGoalRightTrigger = { CPos.New(90, 59), CPos.New(90, 60), CPos.New(90, 62), CPos.New(90, 63) }
ControlCenterTrigger = { CPos.New(87, 67), CPos.New(88, 67) }
ControlCenterEngineerTrigger = { CPos.New(87, 67), CPos.New(88, 67) }
FTurBottomTrigger = { CPos.New(67, 82), CPos.New(67, 83) }
FTurLeftTrigger = { CPos.New(57, 70), CPos.New(58, 70), CPos.New(59, 70), CPos.New(60, 70) }
FTurRightTrigger = { CPos.New(97, 68), CPos.New(97, 69), CPos.New(97, 70) }
GoalCenterTrigger = { CPos.New(73, 52), CPos.New(74, 52), CPos.New(75, 52), CPos.New(76, 52), CPos.New(77, 52), CPos.New(78, 52) }
GoalLeft1Trigger = { CPos.New(65, 58), CPos.New(66, 58), CPos.New(67, 58), CPos.New(65, 59), CPos.New(66, 59), CPos.New(67, 59) }
GoalLeft2Trigger = { CPos.New(65, 64), CPos.New(66, 64), CPos.New(67, 64), CPos.New(65, 65), CPos.New(66, 65), CPos.New(67, 65) }
GoalRight1Trigger = { CPos.New(86, 57), CPos.New(87, 57), CPos.New(88, 57), CPos.New(86, 58), CPos.New(87, 58), CPos.New(88, 58) }
GoalRight2Trigger = { CPos.New(86, 64), CPos.New(87, 64), CPos.New(88, 64), CPos.New(86, 65), CPos.New(87, 65), CPos.New(88, 65) }
RSoldierTrapTrigger = { CPos.New(72, 72), CPos.New(72,73), CPos.New(72,74) }
SoldierTrap2Trigger = { CPos.New(51, 73), CPos.New(51, 74) }
Trigger.OnEnteredFootprint(CameraCCTrigger, function(a, id)
if not cameraCCTrigger and a.Owner == player then
cameraCCTrigger = true
Actor.Create("camera", true, { Owner = player, Location = CameraCC.Location })
end
end)
Trigger.OnEnteredFootprint(CameraGoalCenterTrigger, function(a, id)
if not cameraGoalCenterTrigger and a.Owner == player then
cameraGoalCenterTrigger = true
if not controlCenterEngineerTrigger then
Actor.Create("camera", true, { Owner = player, Location = CameraGoalCenter1.Location })
Actor.Create("camera", true, { Owner = player, Location = CameraGoalCenter2.Location })
Actor.Create("camera", true, { Owner = player, Location = CameraGoalCenter3.Location })
end
end
end)
Trigger.OnEnteredFootprint(CameraGoalLeftTrigger, function(a, id)
if not cameraGoalLeftTrigger and a.Owner == player then
cameraGoalLeftTrigger = true
Actor.Create("camera", true, { Owner = player, Location = CameraGoalLeft1.Location })
Actor.Create("camera", true, { Owner = player, Location = CameraGoalLeft2.Location })
end
end)
Trigger.OnEnteredFootprint(CameraGoalRightTrigger, function(a, id)
if not cameraGoalRightTrigger and a.Owner == player then
cameraGoalRightTrigger = true
Actor.Create("camera", true, { Owner = player, Location = CameraGoalRight1.Location })
Actor.Create("camera", true, { Owner = player, Location = CameraGoalRight2.Location })
end
end)
Trigger.OnEnteredFootprint(ControlCenterTrigger, function(a, id)
if not controlCenterTrigger and a.Owner == player and a.Type == "e1" then
controlCenterTrigger = true
FTurPrisoners.Kill()
FTurLeft.Kill()
FTurRight.Kill()
FTurBottom.Kill()
player.MarkCompletedObjective(sovietObjective1)
end
end)
Trigger.OnEnteredFootprint(ControlCenterEngineerTrigger, function(a, id)
if not controlCenterEngineerTrigger and a.Owner == player and a.Type == "e6" then
controlCenterEngineerTrigger = true
local fturA = Actor.Create("ftur", true, { Owner = player, Location = FTur1Goal.Location})
local fturB = Actor.Create("ftur", true, { Owner = player, Location = FTur2Goal.Location})
Camera.Position = CameraGoalCenter1.CenterPosition
if not cameraGoalRightTrigger then
Actor.Create("camera", true, { Owner = player, Location = CameraGoalCenter1.Location })
Actor.Create("camera", true, { Owner = player, Location = CameraGoalCenter2.Location })
Actor.Create("camera", true, { Owner = player, Location = CameraGoalCenter3.Location })
end
Utils.Do(GoalGuards, function(actor)
if not actor.IsDead then
actor.AttackMove(FTur1Goal.Location)
end
end)
if not Tanya.IsDead then
Tanya.Demolish(fturA)
Tanya.Demolish(fturB)
end
player.MarkCompletedObjective(sovietObjective4)
end
end)
Trigger.OnEnteredFootprint(FTurBottomTrigger, function(a, id)
if not fTurBottomTrigger and a.Owner == player then
fTurBottomTrigger = true
if not rSoldierTrapTrigger then
Actor.Create("camera", true, { Owner = player, Location = CameraRSoldier.Location })
Actor.Create("camera", true, { Owner = player, Location = CameraFTurBottom.Location })
end
end
end)
Trigger.OnEnteredFootprint(FTurLeftTrigger, function(a, id)
if not fTurLeftTrigger and a.Owner == player then
fTurLeftTrigger = true
Actor.Create("camera", true, { Owner = player, Location = CameraFTurLeft.Location })
end
end)
Trigger.OnEnteredFootprint(FTurRightTrigger, function(a, id)
if not fTurRightTrigger and a.Owner == player then
fTurRightTrigger = true
Actor.Create("camera", true, { Owner = player, Location = CameraFTurRight.Location })
end
end)
Trigger.OnEnteredFootprint(GoalCenterTrigger, function(a, id)
if not goalCenterTrigger and a.Owner == player and a.Type == "e6" then
goalCenterTrigger = true
player.MarkCompletedObjective(sovietObjective5)
end
end)
Trigger.OnEnteredFootprint(GoalLeft1Trigger, function(a, id)
if not goalLeft1Trigger and a.Owner == player and a.Type == "e6" then
goalLeft1Trigger = true
Media.PlaySpeechNotification(player, "ControlCenterDeactivated")
end
end)
Trigger.OnEnteredFootprint(GoalLeft2Trigger, function(a, id)
if not goalLeft2Trigger and a.Owner == player and a.Type == "e6" then
goalLeft2Trigger = true
Media.PlaySpeechNotification(player, "ControlCenterDeactivated")
end
end)
Trigger.OnEnteredFootprint(GoalRight1Trigger, function(a, id)
if not goalRight1Trigger and a.Owner == player and a.Type == "e6" then
goalRight1Trigger = true
Media.PlaySpeechNotification(player, "ControlCenterDeactivated")
end
end)
Trigger.OnEnteredFootprint(GoalRight2Trigger, function(a, id)
if not goalRight2Trigger and a.Owner == player and a.Type == "e6" then
goalRight2Trigger = true
Media.PlaySpeechNotification(player, "ControlCenterDeactivated")
end
end)
Trigger.OnEnteredFootprint(RSoldierTrapTrigger, function(a, id)
if not rSoldierTrapTrigger and a.Owner == player then
rSoldierTrapTrigger = true
if not fTurBottomTrigger then
Actor.Create("camera", true, { Owner = player, Location = CameraRSoldier.Location })
Actor.Create("camera", true, { Owner = player, Location = CameraFTurBottom.Location })
end
if not RSoldier1.IsDead and not RSoldierTrap1.IsDead then
RSoldier1.Attack(RSoldierTrap1)
end
if not RSoldier2.IsDead and not RSoldierTrap2.IsDead then
RSoldier2.Attack(RSoldierTrap2)
end
end
end)
Trigger.OnEnteredFootprint(SoldierTrap2Trigger, function(a, id)
if not soldierTrap2Trigger and a.Owner == player then
soldierTrap2Trigger = true
Actor.Create("camera", true, { Owner = player, Location = CameraSoldierTrap2.Location })
if not SoldierTrap2.IsDead then
PrisonEntranceGuard.Attack(SoldierTrap2)
end
PrisonEntranceGuard.Move(SoldierTrap2Waypoint.Location)
end
end)
Trigger.OnAllKilled(Engineers, function()
enemy.MarkCompletedObjective(alliedObjective)
end)
Trigger.OnAllKilled(PrisonerGuards, function()
Utils.Do(Engineers, function(actor)
actor.Owner = player
end)
Prisoner6.Owner = player
player.MarkCompletedObjective(sovietObjective2)
end)
Trigger.OnKilled(BarlCC, function()
if not cameraCCTrigger then
Actor.Create("camera", true, { Owner = player, Location = CameraCC.Location })
cameraCCTrigger = true
end
Utils.Do(CCGuards, function(actor)
if not actor.IsDead then
actor.Hunt()
end
end)
end)
Trigger.OnKilled(PBoxBrl, function()
PBox.Kill()
Utils.Do(Dogs, function(actor)
actor.Owner = player
end)
player.MarkCompletedObjective(sovietObjective6)
end)
Trigger.OnKilled(PrisonEntranceGuard, function()
if controlCenterTrigger then
Utils.Do(PrisonerGuards, function(actor)
if not actor.IsDead then
actor.Hunt()
end
end)
end
end)
IntroSequence = function()
StartingUnits = Reinforcements.Reinforce(player, StartingUnitsReinforcements, { StartingUnitsSpawn.Location, SoldierTrap1Waypoint1.Location }, 0)
Trigger.AfterDelay(DateTime.Seconds(3), function()
Utils.Do(EntranceGuards, function(actor)
if not SoldierTrap1.IsDead then
actor.Attack(SoldierTrap1)
end
actor.AttackMove(SoldierTrap1Waypoint1.Location)
actor.AttackMove(SoldierTrap1Waypoint2.Location)
actor.AttackMove(SoldierTrap1Waypoint3.Location)
end)
Media.PlaySpeechNotification(player, "TimerStarted")
timerStarted = true
end)
-- Trigger a game over if the player lost all human units before the security system has been deactivated
Trigger.OnAllKilled(StartingUnits, function()
if not controlCenterTrigger then
enemy.MarkCompletedObjective(alliedObjective)
end
end)
end
WorldLoaded = function()
player = Player.GetPlayer("USSR")
enemy = Player.GetPlayer("Greece")
Camera.Position = SoldierTrap1Waypoint1.CenterPosition
Actor.Create("camera", true, { Owner = player, Location = CameraStart1.Location })
Actor.Create("camera", true, { Owner = player, Location = CameraStart2.Location })
IntroSequence()
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("Deactivate the security system.")
sovietObjective2 = player.AddPrimaryObjective("Rescue the engineers.")
sovietObjective3 = player.AddPrimaryObjective("Get the engineers to the coolant stations.")
sovietObjective4 = player.AddPrimaryObjective("Use an Engineer to reprogram the security system.")
sovietObjective5 = player.AddPrimaryObjective("Get an Engineer to the reactor core.")
sovietObjective6 = player.AddSecondaryObjective("Free the dogs.")
end
Tick = function()
if player.HasNoRequiredUnits() and timerStarted then
enemy.MarkCompletedObjective(alliedObjective)
end
if remainingTime == DateTime.Minutes(5) and Map.LobbyOption("difficulty") ~= "hard" then
Media.PlaySpeechNotification(player, "WarningFiveMinutesRemaining")
elseif remainingTime == DateTime.Minutes(4) then
Media.PlaySpeechNotification(player, "WarningFourMinutesRemaining")
elseif remainingTime == DateTime.Minutes(3) then
Media.PlaySpeechNotification(player, "WarningThreeMinutesRemaining")
elseif remainingTime == DateTime.Minutes(2) then
Media.PlaySpeechNotification(player, "WarningTwoMinutesRemaining")
elseif remainingTime == DateTime.Minutes(1) then
Media.PlaySpeechNotification(player, "WarningOneMinuteRemaining")
end
if goalLeft1Trigger and goalLeft2Trigger and goalRight1Trigger and goalRight2Trigger then
player.MarkCompletedObjective(sovietObjective3)
end
if remainingTime > 0 and timerStarted then
UserInterface.SetMissionText("Time until Meltdown: " .. Utils.FormatTime(remainingTime), player.Color)
remainingTime = remainingTime - 1
elseif remainingTime == 0 then
UserInterface.SetMissionText("")
enemy.MarkCompletedObjective(alliedObjective)
end
end