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:
166
mods/ra/maps/allies-08a/allies08a.lua
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166
mods/ra/maps/allies-08a/allies08a.lua
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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
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available to you under the terms of the GNU General Public License
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as published by the Free Software Foundation, either version 3 of
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the License, or (at your option) any later version. For more
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information, see COPYING.
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]]
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AlliedBoatReinforcements = { "dd", "dd" }
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TimerTicks = DateTime.Minutes(21)
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ObjectiveBuildings = { Chronosphere, AlliedTechCenter }
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ScientistTypes = { "chan", "chan", "chan", "chan" }
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ScientistDiscoveryFootprint = { CPos.New(28, 83), CPos.New(29, 83) }
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ScientistEvacuationFootprint = { CPos.New(29, 60), CPos.New(29, 61), CPos.New(29, 62), CPos.New(29, 63), CPos.New(29, 64), CPos.New(29, 65), CPos.New(29, 66) }
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InitialAlliedReinforcements = function()
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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Media.PlaySpeechNotification(Greece, "ReinforcementsArrived")
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Reinforcements.Reinforce(Greece, { "mcv" }, { MCVEntry.Location, MCVStop.Location })
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Reinforcements.Reinforce(Greece, AlliedBoatReinforcements, { DDEntry.Location, DDStop.Location })
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end)
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end
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CreateScientists = function()
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local scientists = Reinforcements.Reinforce(Greece, ScientistTypes, { ScientistsExit.Location })
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Utils.Do(scientists, function(s)
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s.Move(s.Location + CVec.New(0, 1))
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s.Scatter()
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end)
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local flare = Actor.Create("flare", true, { Owner = Greece, Location = DefaultCameraPosition.Location + CVec.New(-1, 0) })
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Trigger.AfterDelay(DateTime.Seconds(2), function() Media.PlaySpeechNotification(Greece, "SignalFlareNorth") end)
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Trigger.OnAnyKilled(scientists, function()
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Media.PlaySpeechNotification(Greece, "ObjectiveNotMet")
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Greece.MarkFailedObjective(EvacuateScientists)
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end)
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-- Add the footprint trigger in a frame end task (delay 0) to avoid crashes
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local left = #scientists
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Trigger.AfterDelay(0, function()
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local changeOwnerTrigger = Trigger.OnEnteredFootprint(ScientistEvacuationFootprint, function(a, id)
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if a.Owner == Greece and a.Type == "chan" then
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a.Owner = Germany
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a.Stop()
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a.Move(MCVEntry.Location)
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-- Constantly try to reach the exit (and thus avoid getting stuck if the path was blocked)
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Trigger.OnIdle(a, function()
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a.Move(MCVEntry.Location)
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end)
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end
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end)
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-- Use a cell trigger to destroy the scientists preventing the player from causing glitchs by blocking the path
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Trigger.OnEnteredFootprint({ MCVEntry.Location }, function(a, id)
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if a.Owner == Germany then
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a.Stop()
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a.Destroy()
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left = left - 1
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if left == 0 then
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Trigger.RemoveFootprintTrigger(id)
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Trigger.RemoveFootprintTrigger(changeOwnerTrigger)
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flare.Destroy()
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if not Greece.IsObjectiveCompleted(EvacuateScientists) and not Greece.IsObjectiveFailed(EvacuateScientists) then
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Media.PlaySpeechNotification(Greece, "ObjectiveMet")
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Greece.MarkCompletedObjective(EvacuateScientists)
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end
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end
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end
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end)
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end)
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end
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DefendChronosphereCompleted = function()
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local cells = Utils.ExpandFootprint({ ChronoshiftLocation.Location }, false)
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local units = { }
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for i = 1, #cells do
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local unit = Actor.Create("2tnk", true, { Owner = Greece, Facing = Angle.North })
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units[unit] = cells[i]
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end
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Chronosphere.Chronoshift(units)
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UserInterface.SetMissionText(UserInterface.GetFluentMessage("experiment-successful"), Greece.Color)
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Trigger.AfterDelay(DateTime.Seconds(3), function()
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Greece.MarkCompletedObjective(DefendChronosphere)
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Greece.MarkCompletedObjective(KeepBasePowered)
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end)
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end
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Ticked = TimerTicks
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Tick = function()
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USSR.Cash = 5000
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if USSR.HasNoRequiredUnits() then
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Greece.MarkCompletedObjective(DefendChronosphere)
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Greece.MarkCompletedObjective(KeepBasePowered)
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end
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if Greece.HasNoRequiredUnits() then
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USSR.MarkCompletedObjective(BeatAllies)
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end
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if Ticked > 0 then
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if (Ticked % DateTime.Seconds(1)) == 0 then
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Timer = UserInterface.GetFluentMessage("chronosphere-experiment-completes-in", { ["time"] = Utils.FormatTime(Ticked) })
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UserInterface.SetMissionText(Timer, TimerColor)
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end
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Ticked = Ticked - 1
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elseif Ticked == 0 and (Greece.PowerState ~= "Normal") then
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Greece.MarkFailedObjective(KeepBasePowered)
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elseif Ticked == 0 then
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DefendChronosphereCompleted()
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Ticked = Ticked - 1
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end
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end
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WorldLoaded = function()
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Greece = Player.GetPlayer("Greece")
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USSR = Player.GetPlayer("USSR")
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Germany = Player.GetPlayer("Germany")
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InitObjectives(Greece)
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DefendChronosphere = AddPrimaryObjective(Greece, "defend-chronosphere-tech-center")
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KeepBasePowered = AddPrimaryObjective(Greece, "chronosphere-needs-power")
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EvacuateScientists = AddSecondaryObjective(Greece, "evacuate-scientists-from-west-island")
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BeatAllies = AddPrimaryObjective(USSR, "")
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Trigger.AfterDelay(DateTime.Minutes(1), function()
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Media.PlaySpeechNotification(Greece, "TwentyMinutesRemaining")
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end)
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Trigger.AfterDelay(DateTime.Minutes(11), function()
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Media.PlaySpeechNotification(Greece, "TenMinutesRemaining")
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end)
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Trigger.AfterDelay(DateTime.Minutes(16), function()
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Media.PlaySpeechNotification(Greece, "WarningFiveMinutesRemaining")
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end)
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Trigger.AfterDelay(DateTime.Minutes(18), function()
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Media.PlaySpeechNotification(Greece, "WarningThreeMinutesRemaining")
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end)
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Trigger.AfterDelay(DateTime.Minutes(20), function()
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Media.PlaySpeechNotification(Greece, "WarningOneMinuteRemaining")
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end)
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PowerProxy = Actor.Create("powerproxy.paratroopers", false, { Owner = USSR })
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Camera.Position = DefaultCameraPosition.CenterPosition
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TimerColor = Greece.Color
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Trigger.OnAnyKilled(ObjectiveBuildings, function()
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Greece.MarkFailedObjective(DefendChronosphere)
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end)
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Trigger.OnEnteredFootprint(ScientistDiscoveryFootprint, function(a, id)
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if a.Owner == Greece and not ScientistsTriggered then
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ScientistsTriggered = true
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Trigger.RemoveFootprintTrigger(id)
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CreateScientists()
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end
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end)
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InitialAlliedReinforcements()
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ActivateAI()
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end
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