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:
159
mods/ra/maps/sarin-gas-3-controlled-burn/controlledburn.lua
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159
mods/ra/maps/sarin-gas-3-controlled-burn/controlledburn.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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StartUnits = { APC, StartSpy, Rifle1, Rifle2, Rifle3, Rifle4, Rocket1, Rocket2, Rocket3, Rocket4, Rocket5 }
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SarinPlants = { SarinLab1, SarinLab2, SarinLab3, SarinLab4, SarinLab5 }
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MammothStart = { CPos.New(37, 46), CPos.New(37, 47), CPos.New(37, 48), CPos.New(37, 49), CPos.New(37,50) }
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NorthPatrol = { NorthPatrol1.Location, NorthPatrol2.Location, NorthPatrol3.Location, NorthPatrol4.Location, NorthPatrol5.Location }
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BarrerlInvestigators = { Alert1, Alert2, Alert3, Alert4, Alert5 }
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RaxTeam = { "e1", "e2", "e2", "e4", "e4", "shok" }
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SouthPatrol = { SouthPatrol1.Location, SouthPatrol2.Location, SouthPatrol3.Location }
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MCVReinforcements =
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{
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easy = { "1tnk", "1tnk", "2tnk", "2tnk", "2tnk", "2tnk", "arty", "mcv" },
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normal = { "1tnk", "1tnk", "2tnk", "2tnk", "mcv" },
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hard = { "1tnk", "1tnk", "mcv" }
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}
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SetupTriggers = function()
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Trigger.OnEnteredFootprint(MammothStart, function(actor, mammothcam)
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if actor.Owner == Greece then
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Trigger.RemoveFootprintTrigger(mammothcam)
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NorthMammoth.Patrol(NorthPatrol, true, 20)
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local mammothCamera = Actor.Create("camera", true, { Owner = Greece, Location = NorthPatrol1.Location })
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Trigger.AfterDelay(DateTime.Seconds(10), function()
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mammothCamera.Destroy()
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end)
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end
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end)
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Trigger.OnEnteredProximityTrigger(NorthPatrol3.CenterPosition, WDist.FromCells(8), function(actor, trigger1)
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if actor.Owner == Greece then
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Trigger.RemoveProximityTrigger(trigger1)
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local baseCamera = Actor.Create("camera", true, { Owner = Greece, Location = BaseCam.Location })
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if Difficulty == "hard" then
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Reinforcements.Reinforce(BadGuy, RaxTeam, { BadGuyRaxSpawn.Location, BaseCam.Location }, 0)
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end
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Trigger.AfterDelay(DateTime.Seconds(10), function()
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baseCamera.Destroy()
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end)
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end
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end)
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Trigger.OnAllRemovedFromWorld(StartUnits, function()
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if not MCVArrived then
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USSR.MarkCompletedObjective(SovietObj)
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end
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end)
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Trigger.OnKilled(VeryImportantBarrel, function()
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Utils.Do(BarrerlInvestigators, function(actor)
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if not actor.IsDead then
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actor.AttackMove(AlertGo.Location)
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end
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end)
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end)
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Trigger.OnAnyKilled(SarinPlants, function()
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Greece.MarkFailedObjective(CaptureSarin)
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end)
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Trigger.OnAllKilledOrCaptured(SarinPlants, function()
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Greece.MarkCompletedObjective(CaptureSarin)
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end)
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Trigger.OnEnteredProximityTrigger(AlliesMove.CenterPosition, WDist.FromCells(3), function(actor, id)
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if actor.Owner == Greece then
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Trigger.RemoveProximityTrigger(id)
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Media.PlaySpeechNotification(Greece, "SignalFlareSouth")
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end
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end)
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end
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MCVArrived = false
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MCVArrivedTick = false
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PowerDownTeslas = function()
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if not MCVArrived then
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CaptureSarin = AddPrimaryObjective(Greece, "capture-sarin-plants-intact")
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KillBase = AddPrimaryObjective(Greece, "destroy-enemy-compound")
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Greece.MarkCompletedObjective(TakeOutPower)
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Media.PlaySpeechNotification(Greece, "ReinforcementsArrived")
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Reinforcements.Reinforce(Greece, MCVReinforcements[Difficulty], { AlliesSpawn.Location, AlliesMove.Location })
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local baseFlare = Actor.Create("flare", true, { Owner = Greece, Location = AlliedBase.Location })
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Actor.Create("proc", true, { Owner = USSR, Location = Proc1.Location })
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Actor.Create("proc", true, { Owner = USSR, Location = Proc2.Location })
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SouthMammoth.Patrol(SouthPatrol, true, 20)
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MCVArrived = true
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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MCVArrivedTick = true
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PrepareFinishingHunt(USSR)
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end)
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Trigger.AfterDelay(DateTime.Seconds(60), function()
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local attackers = Reinforcements.Reinforce(USSR, { "e1", "e1", "e1", "e2", "e4" }, { SovietGroundEntry3.Location }, 5)
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Utils.Do(attackers, IdleHunt)
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end)
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Trigger.AfterDelay(DateTime.Seconds(100), function()
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baseFlare.Destroy()
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ActivateAI()
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end)
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end
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end
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PrepareFinishingHunt = function(player)
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local buildings = GetBaseBuildings(player)
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Trigger.OnAllKilledOrCaptured(buildings, function()
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Utils.Do(player.GetGroundAttackers(), function(actor)
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actor.Stop()
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IdleHunt(actor)
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end)
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end)
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end
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GetBaseBuildings = function(player)
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-- Excludes the unrepairable sarin plants, which is desired anyway.
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local buildings = Utils.Where(player.GetActors(), function(actor)
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return actor.HasProperty("StartBuildingRepairs")
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end)
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return buildings
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end
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Tick = function()
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USSR.Cash = 10000
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BadGuy.Cash = 10000
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if BadGuy.PowerState ~= "Normal" then
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PowerDownTeslas()
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end
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if Greece.HasNoRequiredUnits() and MCVArrivedTick then
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USSR.MarkCompletedObjective(SovietObj)
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end
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if USSR.HasNoRequiredUnits() then
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Greece.MarkCompletedObjective(KillBase)
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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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SovietObj = AddPrimaryObjective(USSR, "")
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TakeOutPower = AddPrimaryObjective(Greece, "cut-power-east")
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InitObjectives(Greece)
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StartSpy.DisguiseAsType("e1", BadGuy)
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Camera.Position = DefaultCameraPosition.CenterPosition
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SetupTriggers()
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end
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