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/soviet-02a/soviet02a.lua
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166
mods/ra/maps/soviet-02a/soviet02a.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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CameraTriggerArea = { CPos.New(42, 45), CPos.New(43, 45), CPos.New(44, 45), CPos.New(45, 45), CPos.New(46, 45), CPos.New(47, 45), CPos.New(48, 45), CPos.New(48, 56), CPos.New(48, 57), CPos.New(48, 58), CPos.New(48, 59), CPos.New(40, 63), CPos.New(41, 63), CPos.New(42, 63), CPos.New(43, 63), CPos.New(44, 63), CPos.New(45, 63), CPos.New(46, 63), CPos.New(47, 63) }
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PassingBridgeLocation = { CPos.New(59, 56), CPos.New(60, 56) }
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CmdAtk = { Attacker1, Attacker2, Attacker3, Attacker4 }
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FleeingUnits = { Fleeing1, Fleeing2 }
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HuntingUnits = { Hunter1, Hunter2, Hunter3, Hunter4 }
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AttackWaypoints = { AttackWaypoint1, AttackWaypoint2 }
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AttackGroup = { }
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AttackGroupSize = 3
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AlliedInfantry = { "e1", "e1", "e3" }
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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 Tent.IsDead then
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return
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end
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Greece.Build({ Utils.Random(AlliedInfantry) }, function(units)
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table.insert(AttackGroup, units[1])
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SendAttackGroup()
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Trigger.AfterDelay(DateTime.Seconds(10), ProduceInfantry)
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end)
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end
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WorldLoaded = function()
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USSR = Player.GetPlayer("USSR")
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Greece = Player.GetPlayer("Greece")
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InitObjectives(USSR)
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CommandCenterIntact = AddPrimaryObjective(USSR, "protect-command-center")
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DestroyAllAllied = AddPrimaryObjective(USSR, "destroy-allied-units-structures")
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Camera.Position = CameraWaypoint.CenterPosition
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Trigger.OnKilled(CommandCenter, function()
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USSR.MarkFailedObjective(CommandCenterIntact)
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end)
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Trigger.AfterDelay(0, function()
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local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == Greece and self.HasProperty("StartBuildingRepairs") end)
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Utils.Do(buildings, function(actor)
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Trigger.OnDamaged(actor, function(building, attacker)
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if building.Owner == Greece and building.Health < building.MaxHealth * 0.8 then
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building.StartBuildingRepairs()
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if attacker.Type ~= "yak" and not AlreadyHunting then
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AlreadyHunting = true
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Utils.Do(Greece.GetGroundAttackers(), function(unit)
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Trigger.OnIdle(unit, unit.Hunt)
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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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-- Find the bridge actors
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BridgePart1 = Map.ActorsInBox(Box1.CenterPosition, Box2.CenterPosition, function(self) return self.Type == "br1" end)[1]
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BridgePart2 = Map.ActorsInBox(Box1.CenterPosition, Box2.CenterPosition, function(self) return self.Type == "br2" end)[1]
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end)
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-- Discover the area around the bridge exposing the two german soldiers
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-- When the two infantry near the bridge are discovered move them across the bridge to waypoint4
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-- in the meanwhile one USSR soldier hunts them down
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Actor.Create("camera", true, { Owner = USSR, Location = Box1.Location })
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Utils.Do(FleeingUnits, function(unit)
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unit.Move(RifleRetreat.Location)
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end)
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Follower.AttackMove(RifleRetreat.Location)
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end)
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-- To make it look more smooth we will blow up the bridge when the barrel closest to it blows up
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Trigger.OnAnyKilled({ BridgeBarrel1, BridgeBarrel2 }, function()
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-- Destroy the bridge
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if not BridgePart1.IsDead then
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BridgePart1.Kill()
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end
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if not BridgePart2.IsDead then
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BridgePart2.Kill()
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end
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end)
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-- If player passes over the bridge, blow up the barrel and destroy the bridge
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Trigger.OnEnteredFootprint(PassingBridgeLocation, function(unit, id)
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if unit.Owner == USSR then
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Trigger.RemoveFootprintTrigger(id)
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-- Also don't if the bridge is already dead
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if BridgePart1.IsDead and BridgePart2.IsDead then
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return
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end
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-- Don't "shoot" at the barrels if there is no-one to shoot
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if not FleeingUnits[1].IsDead then
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FleeingUnits[1].Attack(Barrel, true, true)
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elseif not FleeingUnits[2].IsDead then
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FleeingUnits[2].Attack(Barrel, true, true)
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end
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end
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end)
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-- Four infantry from the small island move towards the USSR command center and attack it after 24 Seconds
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Trigger.AfterDelay(DateTime.Seconds(24), function()
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Utils.Do(CmdAtk, function(unit)
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unit.AttackMove(AttackWaypoint1.Location)
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Trigger.OnIdle(unit, unit.Hunt)
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end)
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end)
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-- Start hunting
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Hunter4.AttackMove(AttackWaypoint2.Location) -- Move the unit in the correct direction first
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Utils.Do(HuntingUnits, function(unit)
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Trigger.OnIdle(unit, unit.Hunt)
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end)
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-- When destroying the allied radar dome or the refinery drop 2 badgers with 5 grenadiers each
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Trigger.OnAnyKilled({ AlliedDome, AlliedProc }, function()
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local powerproxy = Actor.Create("powerproxy.paratroopers", true, { Owner = USSR })
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powerproxy.TargetParatroopers(ParadropLZ.CenterPosition, Angle.South)
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powerproxy.TargetParatroopers(ParadropLZ.CenterPosition, Angle.SouthEast)
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powerproxy.Destroy()
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end)
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Greece.Resources = 2000
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Trigger.AfterDelay(DateTime.Seconds(30), ProduceInfantry)
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end
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Tick = function()
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if Greece.HasNoRequiredUnits() then
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USSR.MarkCompletedObjective(CommandCenterIntact)
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USSR.MarkCompletedObjective(DestroyAllAllied)
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end
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if USSR.HasNoRequiredUnits() then
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USSR.MarkFailedObjective(DestroyAllAllied)
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end
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if Greece.Resources > Greece.ResourceCapacity / 2 then
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Greece.Resources = Greece.ResourceCapacity / 2
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end
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end
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