Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
277
mods/ra/maps/allies-05a/allies05a-AI.lua
Normal file
277
mods/ra/maps/allies-05a/allies05a-AI.lua
Normal file
@@ -0,0 +1,277 @@
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--[[
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Copyright (c) The OpenRA Developers and Contributors
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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.
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||||
]]
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IdlingUnits = { }
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AttackGroupSize = 6
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Barracks = { Barracks2, Barracks3 }
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Rallypoints = { VehicleRallypoint1, VehicleRallypoint2, VehicleRallypoint3, VehicleRallypoint4, VehicleRallypoint5 }
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WaterLZs = { WaterLZ1, WaterLZ2 }
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Airfields = { Airfield1, Airfield2 }
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Yaks = { }
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SovietInfantryTypes = { "e1", "e1", "e2", "e4" }
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SovietVehicleTypes = { "3tnk", "3tnk", "3tnk", "v2rl", "v2rl", "apc" }
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SovietAircraftType = { "yak" }
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HoldProduction = true
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BuildVehicles = true
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TrainInfantry = true
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SetupAttackGroup = function()
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local units = { }
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for i = 0, AttackGroupSize, 1 do
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if #IdlingUnits == 0 then
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return units
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end
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local number = Utils.RandomInteger(1, #IdlingUnits)
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if IdlingUnits[number] and not IdlingUnits[number].IsDead then
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units[i] = IdlingUnits[number]
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table.remove(IdlingUnits, number)
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end
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end
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return units
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end
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SendAttack = function()
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if Attacking then
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return
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end
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Attacking = true
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HoldProduction = true
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local units = { }
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if SendWaterTransports and Utils.RandomInteger(0,2) == 1 then
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units = WaterAttack()
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Utils.Do(units, function(unit)
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Trigger.OnAddedToWorld(unit, function()
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Trigger.OnIdle(unit, unit.Hunt)
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end)
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end)
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Trigger.AfterDelay(DateTime.Seconds(20), function()
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Attacking = false
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HoldProduction = false
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end)
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else
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units = SetupAttackGroup()
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Utils.Do(units, function(unit)
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IdleHunt(unit)
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end)
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Trigger.AfterDelay(DateTime.Minutes(1), function() Attacking = false end)
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Trigger.AfterDelay(DateTime.Minutes(2), function() HoldProduction = false end)
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end
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end
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WaterAttack = function()
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local types = { }
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for i = 1, 5, 1 do
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types[i] = Utils.Random(SovietInfantryTypes)
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end
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return Reinforcements.ReinforceWithTransport(USSR, InsertionTransport, types, { WaterTransportSpawn.Location, Utils.Random(WaterLZs).Location }, { WaterTransportSpawn.Location })[2]
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end
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ProtectHarvester = function(unit)
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Trigger.OnDamaged(unit, function(self, attacker)
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-- TODO: Send the Harvester to the service depo
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if AttackOnGoing then
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return
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end
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AttackOnGoing = true
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local Guards = SetupAttackGroup()
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Utils.Do(Guards, function(unit)
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if not self.IsDead then
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unit.AttackMove(self.Location)
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end
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IdleHunt(unit)
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end)
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Trigger.OnAllRemovedFromWorld(Guards, function() AttackOnGoing = false end)
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end)
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Trigger.OnKilled(unit, function() HarvesterKilled = true end)
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end
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InitAIUnits = function()
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IdlingUnits = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == USSR and self.HasProperty("Hunt") and self.Location.Y > MainBaseTopLeft.Location.Y end)
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local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == USSR and self.HasProperty("StartBuildingRepairs") end)
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Utils.Do(buildings, function(actor)
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Trigger.OnDamaged(actor, function(building)
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if building.Owner == USSR and building.Health < building.MaxHealth * 3/4 then
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building.StartBuildingRepairs()
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end
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end)
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end)
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end
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InitAIEconomy = function()
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USSR.Cash = 6000
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if not Harvester.IsDead then
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Harvester.FindResources()
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ProtectHarvester(Harvester)
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end
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end
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InitProductionBuildings = function()
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if not Warfactory2.IsDead then
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Warfactory2.IsPrimaryBuilding = true
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Trigger.OnKilled(Warfactory2, function() BuildVehicles = false end)
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else
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BuildVehicles = false
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end
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if not Barracks2.IsDead then
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Barracks2.IsPrimaryBuilding = true
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Trigger.OnKilled(Barracks2, function()
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if not Barracks3.IsDead then
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Barracks3.IsPrimaryBuilding = true
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else
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TrainInfantry = false
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end
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end)
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elseif not Barracks3.IsDead then
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Barracks3.IsPrimaryBuilding = true
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else
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TrainInfantry = false
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end
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if not Barracks3.IsDead then
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Trigger.OnKilled(Barracks3, function()
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if Barracks2.IsDead then
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TrainInfantry = false
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end
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end)
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end
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if Difficulty ~= "easy" then
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if not Airfield1.IsDead then
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Trigger.OnKilled(Airfield1, function()
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if Airfield2.IsDead then
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AirAttacks = false
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else
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Airfield2.IsPrimaryBuilding = true
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Trigger.OnKilled(Airfield2, function() AirAttacks = false end)
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end
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end)
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Airfield1.IsPrimaryBuilding = true
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AirAttacks = true
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elseif not Airfield2.IsDead then
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Trigger.OnKilled(Airfield2, function() AirAttacks = false end)
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Airfield2.IsPrimaryBuilding = true
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AirAttacks = true
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end
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end
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end
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ProduceInfantry = function()
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if not TrainInfantry then
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return
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end
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if HoldProduction then
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Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry)
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return
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end
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local delay = Utils.RandomInteger(DateTime.Seconds(3), DateTime.Seconds(9))
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local toBuild = { Utils.Random(SovietInfantryTypes) }
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USSR.Build(toBuild, function(unit)
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IdlingUnits[#IdlingUnits + 1] = unit[1]
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Trigger.AfterDelay(delay, ProduceInfantry)
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if #IdlingUnits >= (AttackGroupSize * 2.5) then
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SendAttack()
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end
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end)
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end
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ProduceVehicles = function()
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if not BuildVehicles then
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return
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end
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if HoldProduction then
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Trigger.AfterDelay(DateTime.Minutes(1), ProduceVehicles)
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return
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end
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local delay = Utils.RandomInteger(DateTime.Seconds(5), DateTime.Seconds(9))
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if HarvesterKilled then
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HarvesterKilled = false
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USSR.Build({ "harv" }, function(harv)
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harv[1].FindResources()
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ProtectHarvester(harv[1])
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Trigger.AfterDelay(delay, ProduceVehicles)
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end)
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return
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end
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Warfactory2.RallyPoint = Utils.Random(Rallypoints).Location
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local toBuild = { Utils.Random(SovietVehicleTypes) }
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USSR.Build(toBuild, function(unit)
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IdlingUnits[#IdlingUnits + 1] = unit[1]
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Trigger.AfterDelay(delay, ProduceVehicles)
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if #IdlingUnits >= (AttackGroupSize * 2.5) then
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SendAttack()
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end
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end)
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end
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ProduceAircraft = function()
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if not AirAttacks then
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return
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end
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USSR.Build(SovietAircraftType, function(units)
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local yak = units[1]
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Yaks[#Yaks + 1] = yak
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Trigger.OnKilled(yak, ProduceAircraft)
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if #Yaks == 1 then
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Trigger.AfterDelay(DateTime.Minutes(1), ProduceAircraft)
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end
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InitializeAttackAircraft(yak, Greece)
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end)
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end
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ActivateAI = function()
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InitAIUnits()
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InitAIEconomy()
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InitProductionBuildings()
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Trigger.AfterDelay(DateTime.Minutes(5), function()
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ProduceInfantry()
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ProduceVehicles()
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if AirAttacks then
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Trigger.AfterDelay(DateTime.Minutes(3), ProduceAircraft)
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end
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end)
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end
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391
mods/ra/maps/allies-05a/allies05a.lua
Normal file
391
mods/ra/maps/allies-05a/allies05a.lua
Normal file
@@ -0,0 +1,391 @@
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--[[
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||||
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.
|
||||
]]
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if Difficulty == "easy" then
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TanyaType = "e7"
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ReinforceCash = 5000
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HoldAITime = DateTime.Minutes(3)
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SpecialCameras = true
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elseif Difficulty == "normal" then
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TanyaType = "e7.noautotarget"
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ReinforceCash = 2250
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HoldAITime = DateTime.Minutes(2)
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SpecialCameras = true
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else
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TanyaType = "e7.noautotarget"
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ReinforceCash = 1500
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HoldAITime = DateTime.Minutes(1) + DateTime.Seconds(30)
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SendWaterTransports = true
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end
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SpyType = { "spy" }
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SpyEntryPath = { SpyEntry.Location, SpyLoadout.Location }
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InsertionTransport = "lst.in"
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ExtractionTransport = "lst"
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TrukPath = { TrukWaypoint1, TrukWaypoint2, TrukWaypoint3, TrukWaypoint4, TrukWaypoint5, TrukWaypoint6 }
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ExtractionHeliType = "tran"
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InsertionHeliType = "tran.in"
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ExtractionPath = { ExtractionEntry.Location, ExtractionLZ.Location }
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HeliReinforcements = { "medi", "mech", "mech" }
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GreeceReinforcements =
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{
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{ types = { "2tnk", "2tnk", "2tnk", "arty", "arty" }, entry = { SpyEntry.Location, SpyLoadout.Location } },
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{ types = { "e3", "e3", "e3", "e6", "e6" }, entry = { SpyEntry.Location, GreeceLoadout1.Location } },
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{ types = { "jeep", "jeep", "e1", "e1", "2tnk" }, entry = { SpyEntry.Location, GreeceLoadout2.Location } }
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}
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DogPatrol = { Dog1, Dog2 }
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PatrolA = { PatrolA1, PatrolA2, PatrolA3, PatrolA4, PatrolA5 }
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PatrolB = { PatrolB1, PatrolB2, PatrolB3 }
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DogPatrolPath = { DogPatrolRally1.Location, DogPatrolRally2.Location, DogPatrolRally3.Location }
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PatrolAPath = { PatrolRally.Location, PatrolARally1.Location, PatrolARally2.Location, PatrolARally3.Location }
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PatrolBPath = { PatrolBRally1.Location, PatrolBRally2.Location, PatrolBRally3.Location, PatrolRally.Location }
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TanyaVoices = { "tuffguy", "bombit", "laugh", "gotit", "lefty", "keepem" }
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SpyVoice = "sking"
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SamSites = { Sam1, Sam2, Sam3, Sam4 }
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GroupPatrol = function(units, waypoints, delay)
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local i = 1
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local stop = false
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Utils.Do(units, function(unit)
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Trigger.OnIdle(unit, function()
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if stop then
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return
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end
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|
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if unit.Location == waypoints[i] then
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local bool = Utils.All(units, function(actor) return actor.IsIdle end)
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if bool then
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stop = true
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i = i + 1
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if i > #waypoints then
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i = 1
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end
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Trigger.AfterDelay(delay, function() stop = false end)
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end
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else
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unit.AttackMove(waypoints[i])
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end
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end)
|
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end)
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end
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|
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Tick = function()
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if FollowTruk and not Truk.IsDead then
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Camera.Position = Truk.CenterPosition
|
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end
|
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|
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if USSR.HasNoRequiredUnits() then
|
||||
if not Greece.IsObjectiveCompleted(KillAll) and Difficulty == "tough" then
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SendWaterExtraction()
|
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end
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Greece.MarkCompletedObjective(KillAll)
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end
|
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|
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if GreeceReinforcementsArrived and Greece.HasNoRequiredUnits() then
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USSR.MarkCompletedObjective(USSRobjective)
|
||||
end
|
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|
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if USSR.Resources >= USSR.ResourceCapacity * 0.75 then
|
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USSR.Cash = USSR.Cash + USSR.Resources - USSR.ResourceCapacity * 0.25
|
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USSR.Resources = USSR.ResourceCapacity * 0.25
|
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end
|
||||
end
|
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|
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SendReinforcements = function()
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||||
GreeceReinforcementsArrived = true
|
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Camera.Position = ReinforceCamera.CenterPosition
|
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Greece.Cash = Greece.Cash + ReinforceCash
|
||||
|
||||
Utils.Do(GreeceReinforcements, function(reinforcements)
|
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Reinforcements.ReinforceWithTransport(Greece, InsertionTransport, reinforcements.types, reinforcements.entry, { SpyEntry.Location })
|
||||
end)
|
||||
|
||||
Media.PlaySpeechNotification(Greece, "AlliedReinforcementsArrived")
|
||||
|
||||
ActivateAI()
|
||||
end
|
||||
|
||||
ExtractUnits = function(extractionUnit, pos, after)
|
||||
if extractionUnit.IsDead or not extractionUnit.HasPassengers then
|
||||
return
|
||||
end
|
||||
|
||||
extractionUnit.Move(pos)
|
||||
extractionUnit.Destroy()
|
||||
|
||||
Trigger.OnRemovedFromWorld(extractionUnit, after)
|
||||
end
|
||||
|
||||
SendWaterExtraction = function()
|
||||
local flare = Actor.Create("flare", true, { Owner = Greece, Location = SpyEntryPath[2] + CVec.New(2, 0) })
|
||||
Trigger.AfterDelay(DateTime.Seconds(5), flare.Destroy)
|
||||
Media.PlaySpeechNotification(Greece, "SignalFlareNorth")
|
||||
Camera.Position = flare.CenterPosition
|
||||
|
||||
WaterExtractionTran = Reinforcements.ReinforceWithTransport(Greece, ExtractionTransport, nil, SpyEntryPath)[1]
|
||||
ExtractObjective = AddPrimaryObjective(Greece, "extract-transport")
|
||||
|
||||
Trigger.OnKilled(WaterExtractionTran, function() USSR.MarkCompletedObjective(USSRobjective) end)
|
||||
Trigger.OnAllRemovedFromWorld(Greece.GetGroundAttackers(), function()
|
||||
ExtractUnits(WaterExtractionTran, SpyEntryPath[1], function()
|
||||
Greece.MarkCompletedObjective(ExtractObjective)
|
||||
Greece.MarkCompletedObjective(TanyaSurviveObjective)
|
||||
end)
|
||||
end)
|
||||
end
|
||||
|
||||
WarfactoryInfiltrated = function()
|
||||
FollowTruk = true
|
||||
Truk.GrantCondition("hijacked")
|
||||
|
||||
Truk.Wait(DateTime.Seconds(1))
|
||||
Utils.Do(TrukPath, function(waypoint)
|
||||
Truk.Move(waypoint.Location)
|
||||
end)
|
||||
|
||||
if SpecialCameras then
|
||||
Trigger.AfterDelay(DateTime.Seconds(2), function()
|
||||
SpyCameraA.Destroy()
|
||||
SpyCameraB.Destroy()
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
MissInfiltrated = function()
|
||||
for i = 0, 5, 1 do
|
||||
local sound = Utils.Random(TanyaVoices)
|
||||
Trigger.AfterDelay(DateTime.Seconds(i), function()
|
||||
Media.PlaySoundNotification(Greece, sound)
|
||||
end)
|
||||
end
|
||||
Prison.Attack(Prison)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(6), FreeTanya)
|
||||
end
|
||||
|
||||
FreeTanya = function()
|
||||
Prison.Stop()
|
||||
Tanya = Actor.Create(TanyaType, true, { Owner = Greece, Location = Prison.Location + CVec.New(1, 1) })
|
||||
Tanya.Demolish(Prison)
|
||||
Tanya.Move(Tanya.Location + CVec.New(Utils.RandomInteger(-1, 2), 1))
|
||||
|
||||
if TanyaType == "e7.noautotarget" then
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Media.DisplayMessage(UserInterface.GetFluentMessage("tanya-rules-of-engagement"), UserInterface.GetFluentMessage("tanya"))
|
||||
end)
|
||||
end
|
||||
|
||||
Trigger.OnKilled(Tanya, function() USSR.MarkCompletedObjective(USSRobjective) end)
|
||||
|
||||
if Difficulty == "tough" then
|
||||
KillSams = AddPrimaryObjective(Greece, "destroy-sam-sites-blocker")
|
||||
|
||||
Greece.MarkCompletedObjective(RescueTanyaObjective)
|
||||
TanyaSurviveObjective = AddPrimaryObjective(Greece, "tanya-survive")
|
||||
Media.PlaySpeechNotification(Greece, "TanyaRescued")
|
||||
else
|
||||
KillSams = AddPrimaryObjective(Greece, "destroy-sam-sites-blocker")
|
||||
|
||||
Media.PlaySpeechNotification(Greece, "TargetFreed")
|
||||
end
|
||||
|
||||
if not SpecialCameras and PrisonCamera and PrisonCamera.IsInWorld then
|
||||
PrisonCamera.Destroy()
|
||||
end
|
||||
end
|
||||
|
||||
SendSpy = function()
|
||||
Camera.Position = SpyEntry.CenterPosition
|
||||
Spy = Reinforcements.ReinforceWithTransport(Greece, InsertionTransport, SpyType, SpyEntryPath, { SpyEntryPath[1] })[2][1]
|
||||
|
||||
Trigger.OnKilled(Spy, function() USSR.MarkCompletedObjective(USSRobjective) end)
|
||||
|
||||
if SpecialCameras then
|
||||
SpyCameraA = Actor.Create("camera", true, { Owner = Greece, Location = SpyCamera1.Location })
|
||||
SpyCameraB = Actor.Create("camera", true, { Owner = Greece, Location = SpyCamera2.Location })
|
||||
end
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(3), function()
|
||||
Media.DisplayMessage(UserInterface.GetFluentMessage("disguise-spy"), UserInterface.GetFluentMessage("spy"))
|
||||
end)
|
||||
end
|
||||
|
||||
ActivatePatrols = function()
|
||||
GroupPatrol(DogPatrol, DogPatrolPath, DateTime.Seconds(2))
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(3), function()
|
||||
GroupPatrol(PatrolA, PatrolAPath, DateTime.Seconds(7))
|
||||
GroupPatrol(PatrolB, PatrolBPath, DateTime.Seconds(6))
|
||||
end)
|
||||
end
|
||||
|
||||
InitTriggers = function()
|
||||
Trigger.OnInfiltrated(Warfactory, function()
|
||||
if Greece.IsObjectiveCompleted(InfiltrateWarfactoryObjective) then
|
||||
return
|
||||
elseif Truk.IsDead then
|
||||
if not Greece.IsObjectiveCompleted(RescueTanyaObjective) then
|
||||
USSR.MarkCompletedObjective(USSRobjective)
|
||||
end
|
||||
|
||||
return
|
||||
end
|
||||
|
||||
Trigger.ClearAll(Spy)
|
||||
Greece.MarkCompletedObjective(InfiltrateWarfactoryObjective)
|
||||
WarfactoryInfiltrated()
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(Truk, function()
|
||||
if not Greece.IsObjectiveCompleted(InfiltrateWarfactoryObjective) then
|
||||
Greece.MarkFailedObjective(InfiltrateWarfactoryObjective)
|
||||
elseif FollowTruk then
|
||||
USSR.MarkCompletedObjective(USSRobjective)
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnInfiltrated(Prison, function()
|
||||
if Greece.IsObjectiveCompleted(RescueTanyaObjective) then
|
||||
return
|
||||
end
|
||||
|
||||
if not Greece.IsObjectiveCompleted(InfiltrateWarfactoryObjective) then
|
||||
Media.DisplayMessage(UserInterface.GetFluentMessage("skip-heroics"), UserInterface.GetFluentMessage("battlefield-control"))
|
||||
Greece.MarkCompletedObjective(InfiltrateWarfactoryObjective)
|
||||
end
|
||||
|
||||
if not PrisonCamera then
|
||||
if SpecialCameras then
|
||||
PrisonCamera = Actor.Create("camera", true, { Owner = Greece, Location = TrukWaypoint5.Location })
|
||||
else
|
||||
PrisonCamera = Actor.Create("camera.small", true, { Owner = Greece, Location = Prison.Location + CVec.New(1, 1) })
|
||||
end
|
||||
end
|
||||
|
||||
if SpecialCameras and SpyCameraA and not SpyCameraA.IsDead then
|
||||
SpyCameraA.Destroy()
|
||||
SpyCameraB.Destroy()
|
||||
end
|
||||
|
||||
Trigger.ClearAll(Spy)
|
||||
Trigger.AfterDelay(DateTime.Seconds(2), MissInfiltrated)
|
||||
end)
|
||||
|
||||
Trigger.OnEnteredFootprint({ TrukWaypoint5.Location }, function(a, id)
|
||||
if a == Truk then
|
||||
Trigger.RemoveFootprintTrigger(id)
|
||||
|
||||
Spy = Actor.Create("spy", true, { Owner = Greece, Location = TrukWaypoint5.Location })
|
||||
Spy.DisguiseAsType("e1", USSR)
|
||||
Spy.Move(SpyWaypoint.Location)
|
||||
Spy.Infiltrate(Prison)
|
||||
Media.PlaySoundNotification(Greece, SpyVoice)
|
||||
|
||||
FollowTruk = false
|
||||
|
||||
if SpecialCameras then
|
||||
PrisonCamera = Actor.Create("camera", true, { Owner = Greece, Location = TrukWaypoint5.Location })
|
||||
else
|
||||
PrisonCamera = Actor.Create("camera.small", true, { Owner = Greece, Location = Prison.Location + CVec.New(1, 1) })
|
||||
end
|
||||
|
||||
Trigger.OnKilled(Spy, function() USSR.MarkCompletedObjective(USSRobjective) end)
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnEnteredFootprint({ TrukWaypoint6.Location }, function(a, id)
|
||||
if a == Truk then
|
||||
Trigger.RemoveFootprintTrigger(id)
|
||||
Truk.Stop()
|
||||
Truk.Kill()
|
||||
ExplosiveBarrel.Kill()
|
||||
end
|
||||
end)
|
||||
|
||||
if Difficulty ~= "tough" then
|
||||
Trigger.OnKilled(Mammoth, function()
|
||||
Trigger.AfterDelay(HoldAITime - DateTime.Seconds(45), function() HoldProduction = false end)
|
||||
Trigger.AfterDelay(HoldAITime, function() Attacking = true end)
|
||||
end)
|
||||
end
|
||||
|
||||
Trigger.OnKilled(FlameBarrel, function()
|
||||
if not FlameTower.IsDead then
|
||||
FlameTower.Kill()
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnKilled(SamBarrel, function()
|
||||
if not Sam1.IsDead then
|
||||
Sam1.Kill()
|
||||
end
|
||||
end)
|
||||
|
||||
Trigger.OnAllKilled(SamSites, function()
|
||||
Greece.MarkCompletedObjective(KillSams)
|
||||
|
||||
local flare = Actor.Create("flare", true, { Owner = Greece, Location = ExtractionPath[2] + CVec.New(0, -1) })
|
||||
Trigger.AfterDelay(DateTime.Seconds(7), flare.Destroy)
|
||||
Media.PlaySpeechNotification(Greece, "SignalFlare")
|
||||
|
||||
if Difficulty == "tough" then
|
||||
Reinforcements.ReinforceWithTransport(Greece, InsertionHeliType, HeliReinforcements, ExtractionPath, { ExtractionPath[1] })
|
||||
if not Harvester.IsDead then
|
||||
Harvester.FindResources()
|
||||
end
|
||||
|
||||
else
|
||||
ExtractionHeli = Reinforcements.ReinforceWithTransport(Greece, ExtractionHeliType, nil, ExtractionPath)[1]
|
||||
local exitPos = CPos.New(ExtractionPath[1].X, ExtractionPath[2].Y)
|
||||
|
||||
Trigger.OnKilled(ExtractionHeli, function() USSR.MarkCompletedObjective(USSRobjective) end)
|
||||
Trigger.OnRemovedFromWorld(Tanya, function()
|
||||
ExtractUnits(ExtractionHeli, exitPos, function()
|
||||
|
||||
Media.PlaySpeechNotification(Greece, "TanyaRescued")
|
||||
Greece.MarkCompletedObjective(RescueTanyaObjective)
|
||||
Trigger.AfterDelay(DateTime.Seconds(2), function()
|
||||
SendReinforcements()
|
||||
end)
|
||||
|
||||
if PrisonCamera and PrisonCamera.IsInWorld then
|
||||
PrisonCamera.Destroy()
|
||||
end
|
||||
end)
|
||||
end)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
AddObjectives = function()
|
||||
USSRobjective = AddPrimaryObjective(USSR, "")
|
||||
RescueTanyaObjective = AddPrimaryObjective(Greece, "rescue-tanya")
|
||||
KillAll = AddPrimaryObjective(Greece, "eliminate-soviet-units")
|
||||
InfiltrateWarfactoryObjective = AddSecondaryObjective(Greece, "infiltrate-warfactory")
|
||||
end
|
||||
|
||||
WorldLoaded = function()
|
||||
Greece = Player.GetPlayer("Greece")
|
||||
USSR = Player.GetPlayer("USSR")
|
||||
|
||||
InitObjectives(Greece)
|
||||
AddObjectives()
|
||||
InitTriggers()
|
||||
SendSpy()
|
||||
|
||||
Trigger.AfterDelay(DateTime.Seconds(3), ActivatePatrols)
|
||||
end
|
||||
BIN
mods/ra/maps/allies-05a/map.bin
Normal file
BIN
mods/ra/maps/allies-05a/map.bin
Normal file
Binary file not shown.
19
mods/ra/maps/allies-05a/map.ftl
Normal file
19
mods/ra/maps/allies-05a/map.ftl
Normal file
@@ -0,0 +1,19 @@
|
||||
dropdown-difficulty =
|
||||
.label = Difficulty
|
||||
.description = The difficulty of the mission
|
||||
|
||||
options-difficulty =
|
||||
.easy = Easy
|
||||
.normal = Normal
|
||||
.hard = Hard
|
||||
.tough = Real tough guy
|
||||
|
||||
## rules.yaml
|
||||
briefing =
|
||||
Rescue Tanya.
|
||||
|
||||
Once disguised, your spy can move past any enemy unit, except dogs, without being detected. Direct him into the weapons factory located at a nearby Soviet base where he can hijack a truck and free Tanya.
|
||||
|
||||
With Tanya's help, take out the air defenses on the island so a Chinook can arrive to rescue her.
|
||||
|
||||
Then destroy all remaining Soviet buildings and units.
|
||||
BIN
mods/ra/maps/allies-05a/map.png
Normal file
BIN
mods/ra/maps/allies-05a/map.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 11 KiB |
1574
mods/ra/maps/allies-05a/map.yaml
Normal file
1574
mods/ra/maps/allies-05a/map.yaml
Normal file
File diff suppressed because it is too large
Load Diff
9
mods/ra/maps/allies-05a/notifications.yaml
Normal file
9
mods/ra/maps/allies-05a/notifications.yaml
Normal file
@@ -0,0 +1,9 @@
|
||||
Sounds:
|
||||
Notifications:
|
||||
bombit: bombit1
|
||||
laugh: laugh1
|
||||
gotit: gotit1
|
||||
lefty: lefty1
|
||||
keepem: keepem1
|
||||
tuffguy: tuffguy1
|
||||
sking: sking1
|
||||
195
mods/ra/maps/allies-05a/rules.yaml
Normal file
195
mods/ra/maps/allies-05a/rules.yaml
Normal file
@@ -0,0 +1,195 @@
|
||||
World:
|
||||
LuaScript:
|
||||
Scripts: campaign.lua, utils.lua, allies05a.lua, allies05a-AI.lua
|
||||
MissionData:
|
||||
Briefing: briefing
|
||||
BriefingVideo: ally5.vqa
|
||||
StartVideo: tanya1.vqa
|
||||
WinVideo: tanya2.vqa
|
||||
LossVideo: grvestne.vqa
|
||||
MapOptions:
|
||||
TechLevel: medium
|
||||
ScriptLobbyDropdown@difficulty:
|
||||
ID: difficulty
|
||||
Label: dropdown-difficulty.label
|
||||
Description: dropdown-difficulty.description
|
||||
Values:
|
||||
easy: options-difficulty.easy
|
||||
normal: options-difficulty.normal
|
||||
hard: options-difficulty.hard
|
||||
tough: options-difficulty.tough
|
||||
Default: normal
|
||||
|
||||
Camera.Small:
|
||||
Inherits: CAMERA
|
||||
RevealsShroud:
|
||||
Range: 4c0
|
||||
|
||||
TSLA:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
SAM:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
LST:
|
||||
-Selectable:
|
||||
Targetable:
|
||||
TargetTypes: GroundActor, WaterActor
|
||||
Interactable:
|
||||
|
||||
LST.IN:
|
||||
Inherits: LST
|
||||
RenderSprites:
|
||||
Image: LST
|
||||
Cargo:
|
||||
Types: disabled
|
||||
|
||||
TRAN:
|
||||
-Selectable:
|
||||
RevealsShroud:
|
||||
Range: 4c0
|
||||
Targetable@GROUND:
|
||||
TargetTypes: GroundActor
|
||||
Interactable:
|
||||
|
||||
TRAN.IN:
|
||||
Inherits: TRAN
|
||||
RenderSprites:
|
||||
Image: TRAN
|
||||
Cargo:
|
||||
Types: disabled
|
||||
|
||||
TRUK.mission:
|
||||
Inherits: TRUK
|
||||
WithFacingSpriteBody:
|
||||
-SpawnActorOnDeath:
|
||||
RevealsShroud:
|
||||
Range: 4c0
|
||||
ValidRelationships: Ally, Enemy
|
||||
RequiresCondition: hijacked
|
||||
ExternalCondition@hijacked:
|
||||
Condition: hijacked
|
||||
RenderSprites:
|
||||
Image: TRUK
|
||||
|
||||
SPY:
|
||||
Infiltrates:
|
||||
Types: Mission Objectives
|
||||
|
||||
WEAP:
|
||||
-InfiltrateForSupportPower:
|
||||
Targetable:
|
||||
TargetTypes: GroundActor, C4, DetonateAttack, Structure
|
||||
|
||||
WEAP.infiltratable:
|
||||
Inherits: WEAP
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
Targetable@Spy:
|
||||
TargetTypes: GroundActor, C4, DetonateAttack, Structure, Mission Objectives
|
||||
RenderSprites:
|
||||
Image: WEAP
|
||||
ProvidesPrerequisite:
|
||||
Prerequisite: weap
|
||||
|
||||
MISS:
|
||||
Tooltip:
|
||||
Name: actor-prison-name
|
||||
Targetable:
|
||||
TargetTypes: GroundActor, C4, DetonateAttack, Structure, Mission Objectives
|
||||
AttackOmni:
|
||||
Armament:
|
||||
Weapon: PrisonColt
|
||||
|
||||
E1.Autotarget:
|
||||
Inherits: E1
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
RevealsShroud:
|
||||
Range: 8c0
|
||||
AutoTarget:
|
||||
ScanRadius: 7
|
||||
RenderSprites:
|
||||
Image: E1
|
||||
|
||||
E2.Autotarget:
|
||||
Inherits: E2
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
RevealsShroud:
|
||||
Range: 8c0
|
||||
AutoTarget:
|
||||
ScanRadius: 7
|
||||
RenderSprites:
|
||||
Image: E2
|
||||
|
||||
AFLD:
|
||||
AirstrikePower@spyplane:
|
||||
Prerequisites: ~disabled
|
||||
ParatroopersPower@paratroopers:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
FCOM:
|
||||
MustBeDestroyed:
|
||||
|
||||
4TNK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MCV:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MNLY:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
TTNK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
FTRK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
DTRK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
QTNK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MSLO:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
SPEN:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
IRON:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
STEK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
E6:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
THF:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
SHOK:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
MIG:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
9
mods/ra/maps/allies-05a/weapons.yaml
Normal file
9
mods/ra/maps/allies-05a/weapons.yaml
Normal file
@@ -0,0 +1,9 @@
|
||||
PrisonColt:
|
||||
CanTargetSelf: true
|
||||
ValidTargets: Ground, GroundActor
|
||||
ReloadDelay: 7
|
||||
Report: gun5.aud
|
||||
Projectile: InstantHit
|
||||
Warhead@1Dam: SpreadDamage
|
||||
AffectsParent: true
|
||||
ValidTargets: Ground, GroundActor
|
||||
Reference in New Issue
Block a user