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:
174
mods/ra/maps/allies-10a/allies10a-AI.lua
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174
mods/ra/maps/allies-10a/allies10a-AI.lua
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@@ -0,0 +1,174 @@
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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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AttackGroup = { }
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AttackGroupSize = 10
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BGAttackGroup = { }
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BGAttackGroupSize = 6
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SovietInfantry = { "e1", "e2", "e4" }
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SovietVehicles = { "4tnk", "3tnk", "3tnk", "3tnk" }
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SovietAircraftType = { "mig" }
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Migs = { }
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ProductionInterval =
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{
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easy = DateTime.Seconds(30),
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normal = DateTime.Seconds(24),
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hard = DateTime.Seconds(15)
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}
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SendBGAttackGroup = function()
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if #BGAttackGroup < BGAttackGroupSize then
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return
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end
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Utils.Do(BGAttackGroup, function(unit)
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if not unit.IsDead then
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Trigger.OnIdle(unit, unit.Hunt)
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end
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end)
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BGAttackGroup = { }
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end
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ProduceBadGuyInfantry = function()
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if BadGuyRax.IsDead or BadGuyRax.Owner ~= BadGuy then
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return
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end
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BadGuy.Build({ Utils.Random(SovietInfantry) }, function(units)
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table.insert(BGAttackGroup, units[1])
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SendBGAttackGroup()
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Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceBadGuyInfantry)
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end)
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end
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AttackWaypoints = { AttackWaypoint1, AttackWaypoint2 }
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SendAttackGroup = function()
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if #AttackGroup < AttackGroupSize then
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return
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end
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local way = Utils.Random(AttackWaypoints)
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Utils.Do(AttackGroup, function(unit)
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if not unit.IsDead then
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unit.AttackMove(way.Location)
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Trigger.OnIdle(unit, unit.Hunt)
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end
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end)
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AttackGroup = { }
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end
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ProduceInfantry = function()
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if (USSRRax1.IsDead or USSRRax1.Owner ~= USSR) and (USSRRax2.IsDead or USSRRax2.Owner ~= USSR) then
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return
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end
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USSR.Build({ Utils.Random(SovietInfantry) }, function(units)
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table.insert(AttackGroup, units[1])
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SendAttackGroup()
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Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceInfantry)
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end)
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end
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ProduceVehicles = function()
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if USSRWarFactory.IsDead or USSRWarFactory.Owner ~= USSR then
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return
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end
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USSR.Build({ Utils.Random(SovietVehicles) }, function(units)
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table.insert(AttackGroup, units[1])
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SendAttackGroup()
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Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceVehicles)
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end)
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end
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ProduceAircraft = function()
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if (Airfield1.IsDead or Airfield1.Owner ~= BadGuy) and (Airfield2.IsDead or Airfield2.Owner ~= BadGuy) and (Airfield3.IsDead or Airfield3.Owner ~= BadGuy) and (Airfield4.IsDead or Airfield4.Owner ~= BadGuy) then
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return
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end
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BadGuy.Build(SovietAircraftType, function(units)
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local mig = units[1]
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Migs[#Migs + 1] = mig
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Trigger.OnKilled(mig, ProduceAircraft)
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local alive = Utils.Where(Migs, function(y) return not y.IsDead end)
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if #alive < 2 then
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Trigger.AfterDelay(DateTime.Seconds(ProductionInterval[Difficulty] / 2), ProduceAircraft)
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end
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InitializeAttackAircraft(mig, Greece)
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end)
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end
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ParadropDelay =
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{
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easy = { DateTime.Minutes(1), DateTime.Minutes(2) },
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normal = { DateTime.Seconds(45), DateTime.Minutes(1) },
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hard = { DateTime.Seconds(30), DateTime.Seconds(45) }
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}
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ParadropLZs = { ParaLZ1.CenterPosition, ParaLZ2.CenterPosition, ParaLZ3.CenterPosition, ParaLZ4.CenterPosition, ParaLZ5.CenterPosition }
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Paradrop = function()
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local aircraft = StandardDrop.TargetParatroopers(Utils.Random(ParadropLZs), Angle.NorthWest)
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Utils.Do(aircraft, function(a)
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Trigger.OnPassengerExited(a, function(t, p)
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IdleHunt(p)
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end)
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end)
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Trigger.AfterDelay(Utils.RandomInteger(ParadropDelay[1], ParadropDelay[2]), Paradrop)
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end
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BombDelays =
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{
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easy = 4,
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normal = 3,
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hard = 2
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}
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SendParabombs = function()
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local targets = Utils.Where(Greece.GetActors(), function(actor)
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return
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actor.HasProperty("Sell") and
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actor.Type ~= "brik" and
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actor.Type ~= "sbag"
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end)
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if #targets > 0 then
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local proxy = Actor.Create("powerproxy.parabombs", false, { Owner = USSR })
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proxy.TargetAirstrike(Utils.Random(targets).CenterPosition, Angle.NorthWest)
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proxy.Destroy()
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end
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Trigger.AfterDelay(DateTime.Minutes(BombDelays), SendParabombs)
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end
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ActivateAI = function()
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ParadropDelay = ParadropDelay[Difficulty]
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BombDelays = BombDelays[Difficulty]
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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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ProduceBadGuyInfantry()
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Trigger.AfterDelay(DateTime.Minutes(2), ProduceInfantry)
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Trigger.AfterDelay(DateTime.Minutes(4), ProduceVehicles)
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Trigger.AfterDelay(DateTime.Minutes(6), ProduceAircraft)
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end
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174
mods/ra/maps/allies-10a/allies10a.lua
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174
mods/ra/maps/allies-10a/allies10a.lua
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@@ -0,0 +1,174 @@
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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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StartingUnits = { "mcv", "2tnk", "2tnk", "2tnk", "2tnk" }
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MammothWays = { MammothWay1.Location, MammothWay2.Location, MammothWay3.Location, MammothWay4.Location, ParaLZ5.Location }
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PeekersA = { Peekaboo1, Peekaboo2, Peekaboo3 }
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PeekersB = { Peekaboo4, Peekaboo5 }
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AmbushTeam = { "3tnk", "v2rl", "e2", "e2", "e4" }
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NorthHarassFootprint = { CPos.New(24, 75), CPos.New(25, 75), CPos.New(26, 75), CPos.New(27, 75), CPos.New(36, 72), CPos.New(37, 72), CPos.New(38, 72), CPos.New(39, 72) }
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NorthHarassTeam = { "e2", "e2", "e2", "3tnk" }
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MissileSilos = { MissileSilo1, MissileSilo2, MissileSilo3, MissileSilo4 }
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TimerColor = Player.GetPlayer("USSR").Color
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TimerTicks = DateTime.Minutes(59) + DateTime.Seconds(42)
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MissionStart = function()
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Utils.Do(USSR.GetGroundAttackers(), function(unit)
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Trigger.OnDamaged(unit, function() IdleHunt(unit) end)
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end)
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Reinforcements.Reinforce(Greece, StartingUnits, { MCVEntry.Location, MCVStop.Location })
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PatrolMammoth.Patrol(MammothWays, true, 20)
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Trigger.AfterDelay(DateTime.Seconds(10), function()
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Utils.Do(PeekersA, function(unit)
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if not unit.IsDead then
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unit.AttackMove(MCVStop.Location)
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IdleHunt(unit)
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end
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end)
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end)
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Trigger.AfterDelay(DateTime.Seconds(45), function()
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Utils.Do(PeekersB, function(unit)
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if not unit.IsDead then
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unit.AttackMove(AttackWaypoint1.Location)
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IdleHunt(unit)
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end
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end)
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end)
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end
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MissionTriggers = function()
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Trigger.OnKilled(CommandCenter, function()
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USSR.MarkCompletedObjective(HoldOut)
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end)
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Trigger.OnEnteredProximityTrigger(FCom.CenterPosition, WDist.FromCells(15), function(actor, id)
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if actor.Owner == Greece and not MissilesLaunched then
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Trigger.RemoveProximityTrigger(id)
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LaunchMissiles()
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end
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end)
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Trigger.OnTimerExpired(function()
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DateTime.TimeLimit = 0
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Trigger.AfterDelay(1, function() UserInterface.SetMissionText(UserInterface.GetFluentMessage("we-are-too-late"), USSR.Color) end)
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USSR.MarkCompletedObjective(HoldOut)
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end)
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Trigger.OnKilled(BridgeBarrel, function()
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local bridge = Utils.Where(Map.ActorsInWorld, function(actor) return actor.Type == "bridge1" end)[1]
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if not bridge.IsDead then
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bridge.Kill()
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end
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end)
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Trigger.OnEnteredProximityTrigger(OreAmbushTrigger.CenterPosition, WDist.FromCells(5), function(actor, id)
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if actor.Owner == Greece and actor.Type == "harv" and not Map.LobbyOption("difficulty") == "easy" then
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Trigger.RemoveProximityTrigger(id)
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local ambush = Reinforcements.Reinforce(USSR, AmbushTeam, { OreAmbushEntry.Location})
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Utils.Do(ambush, IdleHunt)
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end
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end)
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local northFootTriggered
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Trigger.OnEnteredFootprint(NorthHarassFootprint, function(actor, id)
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if actor.Owner == Greece and not northFootTriggered then
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Trigger.RemoveFootprintTrigger(id)
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northFootTriggered = true
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local northHarass = Reinforcements.Reinforce(USSR, NorthHarassTeam, { OreAmbushEntry.Location})
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Utils.Do(northHarass, IdleHunt)
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end
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end)
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end
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LaunchMissiles = function()
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MissilesLaunched = true
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Actor.Create("camera", true, { Owner = Greece, Location = FCom.Location })
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Camera.Position = FCom.CenterPosition
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Media.PlaySpeechNotification(Greece, "AbombLaunchDetected")
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MissileSilo1.ActivateNukePower(CPos.New(127, 127))
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Trigger.AfterDelay(DateTime.Seconds(3), function()
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Media.DisplayMessage(UserInterface.GetFluentMessage("incoming-transmission-capitalized"), UserInterface.GetFluentMessage("landcom-16-capitalized"))
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Media.PlaySpeechNotification(Greece, "AbombLaunchDetected")
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MissileSilo2.ActivateNukePower(CPos.New(127, 127))
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end)
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Trigger.AfterDelay(DateTime.Seconds(5), function()
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Media.PlaySpeechNotification(Greece, "AbombLaunchDetected")
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MissileSilo3.ActivateNukePower(CPos.New(127, 127))
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end)
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Trigger.AfterDelay(DateTime.Seconds(6), function()
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Media.PlaySpeechNotification(Greece, "AbombLaunchDetected")
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MissileSilo4.ActivateNukePower(CPos.New(127, 127))
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end)
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Trigger.AfterDelay(DateTime.Seconds(8), function()
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local fmvStart = DateTime.GameTime
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Media.PlayMovieFullscreen("ally10b.vqa", function()
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-- Completing immediately indicates that the FMV is not available
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-- Fall back to a text message
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if fmvStart == DateTime.GameTime then
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Media.DisplayMessage(UserInterface.GetFluentMessage("deactivate-four-missiles"), UserInterface.GetFluentMessage("landcom-16-capitalized"))
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end
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end)
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end)
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Trigger.AfterDelay(DateTime.Seconds(9), function()
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CaptureFCom = AddPrimaryObjective(Greece, "capture-enemy-command-center")
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DateTime.TimeLimit = TimerTicks
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Media.PlaySpeechNotification(Greece, "TimerStarted")
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Greece.MarkCompletedObjective(ApproachBase)
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end)
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Trigger.OnCapture(CommandCenter, function()
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Greece.MarkCompletedObjective(CaptureFCom)
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end)
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Paradrop()
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Trigger.AfterDelay(DateTime.Minutes(2), SendParabombs)
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end
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SilosDamaged = function()
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if not MissilesLaunched then
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LaunchMissiles()
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end
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end
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Tick = function()
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USSR.Cash = 50000
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BadGuy.Cash = 50000
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if Greece.HasNoRequiredUnits() then
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USSR.MarkCompletedObjective(HoldOut)
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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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BadGuy = Player.GetPlayer("BadGuy")
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InitObjectives(Greece)
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HoldOut = AddPrimaryObjective(USSR, "")
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ApproachBase = AddPrimaryObjective(Greece, "disable-atomic-weapons")
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Camera.Position = DefaultCameraPosition.CenterPosition
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StandardDrop = Actor.Create("paradrop", false, { Owner = USSR })
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MissionStart()
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MissionTriggers()
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ActivateAI()
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OnAnyDamaged(MissileSilos, SilosDamaged)
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end
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BIN
mods/ra/maps/allies-10a/map.bin
Normal file
BIN
mods/ra/maps/allies-10a/map.bin
Normal file
Binary file not shown.
2
mods/ra/maps/allies-10a/map.ftl
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2
mods/ra/maps/allies-10a/map.ftl
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@@ -0,0 +1,2 @@
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## rules.yaml
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briefing = Kosygin has indicated that this is the site of Stalin's main atomic weapons plant. Use extreme care in approaching the Soviet base -- we don't know if any atomic bombs are armed. Take the facility offline and destroy any atomic weapons that exist.
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BIN
mods/ra/maps/allies-10a/map.png
Normal file
BIN
mods/ra/maps/allies-10a/map.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 11 KiB |
1631
mods/ra/maps/allies-10a/map.yaml
Normal file
1631
mods/ra/maps/allies-10a/map.yaml
Normal file
File diff suppressed because it is too large
Load Diff
98
mods/ra/maps/allies-10a/rules.yaml
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98
mods/ra/maps/allies-10a/rules.yaml
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@@ -0,0 +1,98 @@
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World:
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LuaScript:
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Scripts: campaign.lua, utils.lua, allies10a.lua, allies10a-AI.lua
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MissionData:
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BriefingVideo: ally10.vqa
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LossVideo: trinity.vqa
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StartVideo: mcv_land.vqa
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Briefing: briefing
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ScriptLobbyDropdown@difficulty:
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ID: difficulty
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Label: dropdown-difficulty.label
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Description: dropdown-difficulty.description
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Values:
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easy: options-difficulty.easy
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normal: options-difficulty.normal
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hard: options-difficulty.hard
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Default: normal
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TimeLimitManager:
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SkipTimerExpiredNotification: true
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CountdownLabel: MISSION_TEXT
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CountdownText: Missiles reach their targets in {0}
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Player:
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PlayerResources:
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DefaultCash: 6500
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PARADROP:
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ParatroopersPower:
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DropItems: E1, E1, E1, E2, E2
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FCOM:
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Capturable:
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Types: building
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MSLO:
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-WithColoredOverlay@IDISABLE:
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NukePower:
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DisplayTimerRelationships: Neutral
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Buildable:
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Prerequisites: ~disabled
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Capturable:
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Types: ~disabled
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FTRK:
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Buildable:
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Prerequisites: ~disabled
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MCV:
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Buildable:
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Prerequisites: ~disabled
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MRJ:
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Buildable:
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Prerequisites: ~disabled
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HPAD:
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Buildable:
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Prerequisites: ~disabled
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E7:
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Buildable:
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Prerequisites: ~disabled
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E7.noautotarget:
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Buildable:
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Prerequisites: ~disabled
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PDOX:
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Buildable:
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Prerequisites: ~disabled
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IRON:
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Buildable:
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Prerequisites: ~disabled
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SYRD:
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Buildable:
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Prerequisites: ~disabled
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SPEN:
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Buildable:
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||||
Prerequisites: ~disabled
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QTNK:
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Buildable:
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Prerequisites: ~disabled
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TTNK:
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Buildable:
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Prerequisites: ~disabled
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SHOK:
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Buildable:
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Prerequisites: ~disabled
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DTRK:
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Buildable:
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Prerequisites: ~disabled
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3
mods/ra/maps/allies-10a/weapons.yaml
Normal file
3
mods/ra/maps/allies-10a/weapons.yaml
Normal file
@@ -0,0 +1,3 @@
|
||||
Atomic:
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||||
-Warhead@21Shake:
|
||||
-Warhead@22FlashEffect:
|
||||
Reference in New Issue
Block a user