--[[ 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. ]] ConvoyUnits = { { "ftrk", "ftrk", "truk", "truk", "apc", "ftrk" }, { "ftrk", "3tnk", "truk", "truk", "apc" }, { "3tnk", "3tnk", "truk", "truk", "ftrk" } } ConvoyRallyPoints = { { SovietEntry1.Location, SovietRally1.Location, SovietRally3.Location, SovietRally5.Location, SovietRally4.Location, SovietRally6.Location }, { SovietEntry2.Location, SovietRally10.Location, SovietRally11.Location } } ConvoyDelays = { easy = { DateTime.Minutes(4), DateTime.Minutes(5) + DateTime.Seconds(20) }, normal = { DateTime.Minutes(2) + DateTime.Seconds(30), DateTime.Minutes(4) }, hard = { DateTime.Minutes(1) + DateTime.Seconds(30), DateTime.Minutes(2) + DateTime.Seconds(30) }, tough = { DateTime.Minutes(1), DateTime.Minutes(1) + DateTime.Seconds(15) } } Convoys = { easy = 2, normal = 3, hard = 5, tough = 10 } ParadropDelays = { easy = { DateTime.Seconds(40), DateTime.Seconds(90) }, normal = { DateTime.Seconds(30), DateTime.Seconds(70) }, hard = { DateTime.Seconds(20), DateTime.Seconds(50) }, tough = { DateTime.Seconds(10), DateTime.Seconds(25) } } ParadropWaves = { easy = 4, normal = 6, hard = 10, tough = 25 } ParadropLZs = { ParadropPoint1.CenterPosition, ParadropPoint2.CenterPosition, ParadropPoint3.CenterPosition } Paradropped = 0 Paradrop = function() Trigger.AfterDelay(Utils.RandomInteger(ParadropDelay[1], ParadropDelay[2]), function() local aircraft = PowerProxy.TargetParatroopers(Utils.Random(ParadropLZs)) Utils.Do(aircraft, function(a) Trigger.OnPassengerExited(a, function(_, p) IdleHunt(p) end) end) Paradropped = Paradropped + 1 if Paradropped <= ParadropWaves[Difficulty] then Paradrop() end end) end ConvoysSent = 0 SendConvoys = function() Trigger.AfterDelay(Utils.RandomInteger(ConvoyDelay[1], ConvoyDelay[2]), function() local path = Utils.Random(ConvoyRallyPoints) local units = Reinforcements.Reinforce(USSR, Utils.Random(ConvoyUnits), { path[1] }) local lastWaypoint = path[#path] Utils.Do(units, function(unit) Trigger.OnAddedToWorld(unit, function() if unit.Type == "truk" then Utils.Do(path, function(waypoint) unit.Move(waypoint) end) Trigger.OnIdle(unit, function() unit.Move(lastWaypoint) end) else unit.Patrol(path) Trigger.OnIdle(unit, function() unit.AttackMove(lastWaypoint) end) end end) end) local id = Trigger.OnEnteredFootprint({ lastWaypoint }, function(a, id) if a.Owner == USSR and Utils.Any(units, function(unit) return unit == a end) then -- We are at our destination and thus don't care about other queued actions anymore a.Stop() a.Destroy() if a.Type == "truk" then Greece.MarkFailedObjective(DestroyConvoys) end end end) Trigger.OnAllRemovedFromWorld(units, function() Trigger.RemoveFootprintTrigger(id) ConvoysSent = ConvoysSent + 1 if ConvoysSent <= Convoys[Difficulty] then SendConvoys() else Greece.MarkCompletedObjective(DestroyConvoys) end end) Media.PlaySpeechNotification(Greece, "ConvoyApproaching") end) end Tick = function() if Greece.HasNoRequiredUnits() then Greece.MarkFailedObjective(KillUSSR) end if USSR.HasNoRequiredUnits() then Greece.MarkCompletedObjective(KillUSSR) -- We don't care about future convoys anymore Greece.MarkCompletedObjective(DestroyConvoys) end end AddObjectives = function() KillUSSR = AddPrimaryObjective(Greece, "destroy-soviet-units-buildings") DestroyConvoys = AddSecondaryObjective(Greece, "destroy-convoys") end WorldLoaded = function() Greece = Player.GetPlayer("Greece") USSR = Player.GetPlayer("USSR") Camera.Position = AlliedConyard.CenterPosition InitObjectives(Greece) AddObjectives() ConvoyDelay = ConvoyDelays[Difficulty] ParadropDelay = ParadropDelays[Difficulty] PowerProxy = Actor.Create("powerproxy.paratroopers", false, { Owner = USSR }) Paradrop() SendConvoys() Trigger.AfterDelay(0, ActivateAI) end