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OpenRA/mods/ra/maps/in-the-nick-of-time/in-the-nick-of-time.lua
let5sne.win10 9cf6ebb986
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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>
2026-01-10 21:46:54 +08:00

402 lines
14 KiB
Lua

--[[
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.
]]
StartUnits = { "jeep", "jeep", "1tnk", "1tnk", "1tnk", "1tnk", "2tnk", "2tnk" }
StartingPlanes = { Yak1, Yak2 }
ReinforcementFootprint1 = { CPos.New(93,78), CPos.New(94,78), CPos.New(95,78) }
InfantrySquad = { "e1", "e1", "e1", "e3", "e3" }
ReinforcementFootprint2 = { CPos.New(63,84), CPos.New(63,85), CPos.New(63,86), CPos.New(63,87) }
SouthWaterPath1 = { SouthWaterEntry.Location, SouthWaterLanding1.Location }
SouthWaterPath2 = { SouthWaterEntry.Location, SouthWaterLanding2.Location }
SouthWaterTeam = { "dtrk", "1tnk", "1tnk", "2tnk", "2tnk" }
SouthChinookPath = { ChinookEntry1.Location, ChinookLZ1.Location }
SouthChinookChalk = { "e3", "e3", "e3", "e1", "e1" }
MammothAttackFootprint = { CPos.New(49,81), CPos.New(50,81), CPos.New(51,81), CPos.New(52,81), CPos.New(53,81) }
BridgeMammoths = { Mammoth2, Mammoth3 }
ReinforcementFootprint3 = { CPos.New(60,74), CPos.New(61,74) }
MoneyTrucks = { "truk", "truk" }
SovietHouseSquad = { "e2", "e2", "e2", "e3", "e3" }
AlliedHouseSquad = { "e6", "e6", "medi", "spy", "mech" }
MediumTanks = { Medium1, Medium2, Medium3, Medium4 }
ReinforcementFootprint4 = { CPos.New(77,64), CPos.New(78,64), CPos.New(79,64), CPos.New(85,67), CPos.New(85,68), CPos.New(85,69) }
LightTanks = { LightTank1, LightTank2 }
ReinforcementFootprint5 = { CPos.New(92,54), CPos.New(92,55), CPos.New(92,56), CPos.New(92,57), CPos.New(96,62), CPos.New(97,62), CPos.New(98,62), CPos.New(99,62) }
ReinforcementFootprint6 = { CPos.New(97,51), CPos.New(98,51) }
NorthChinookPath = { ChinookEntry2.Location, ChinookLZ2.Location }
NorthChinookChalk = { "e3", "e3", "e3", "e3", "e3" }
Scientists = { "einstein", "chan", "chan", "chan", "chan" }
NorthWaterPath1 = { NorthWaterEntry.Location, NorthWaterLanding1.Location }
NorthWaterPath2 = { NorthWaterEntry.Location, NorthWaterLanding2.Location }
NorthWaterPath3 = { NorthWaterEntry.Location, NorthWaterLanding3.Location }
NorthWaterTeam = { "1tnk", "1tnk", "1tnk", "2tnk", "2tnk" }
BoatofMammoths = { "4tnk", "4tnk", "4tnk", "4tnk", "4tnk" }
EvacuateFootprint = { CPos.New(93,92), CPos.New(94,92), CPos.New(95,92), CPos.New(96,92), CPos.New(97,92), CPos.New(98,92), CPos.New(99,92) }
TimerTicks = DateTime.Minutes(54)
AlliedReinforcements = function()
Reinforcements.Reinforce(Greece, StartUnits, { AlliesEntry.Location, AlliesRally.Location }, 6)
Trigger.AfterDelay(DateTime.Seconds(1), function()
UnitsArrived = true
end)
local foot1Triggered
Trigger.OnEnteredFootprint(ReinforcementFootprint1, function(actor, id)
if actor.Owner == Greece and not foot1Triggered then
Trigger.RemoveFootprintTrigger(id)
foot1Triggered = true
Media.PlaySpeechNotification(Greece, "ReinforcementsArrived")
Reinforcements.Reinforce(Greece, InfantrySquad, { InfantrySquadEntry.Location, InfantrySquadStop.Location }, 2)
end
end)
local foot2Triggered
Trigger.OnEnteredFootprint(ReinforcementFootprint2, function(actor, id)
if actor.Owner == Greece and not foot2Triggered then
Trigger.RemoveFootprintTrigger(id)
foot2Triggered = true
Media.PlaySpeechNotification(Greece, "ReinforcementsArrived")
local demoTeam = Reinforcements.ReinforceWithTransport(Greece, "lst.reinforcement", SouthWaterTeam, SouthWaterPath1, { SouthWaterPath1[1] })
local chinookChalk1 = Reinforcements.ReinforceWithTransport(Greece, "tran.reinforcement", SouthChinookChalk, SouthChinookPath, { SouthChinookPath[1] })
end
end)
local foot3Triggered
Trigger.OnEnteredFootprint(ReinforcementFootprint3, function(actor, id)
if actor.Owner == Greece and not foot3Triggered then
Trigger.RemoveFootprintTrigger(id)
foot3Triggered = true
Media.PlaySound("chrono2.aud")
Actor.Create("ctnk", true, { Owner = Greece, Location = ChronoBeam1.Location })
Actor.Create("ctnk", true, { Owner = Greece, Location = ChronoBeam1.Location + CVec.New(1,1) })
Reinforcements.Reinforce(USSR, MoneyTrucks, { AlliesEntry.Location, TruckStop1.Location }, 0)
Utils.Do(StartingPlanes, function(yaks)
InitializeAttackAircraft(yaks, Greece)
end)
if not USSRHouse.IsDead then
local houseSquad = Reinforcements.Reinforce(USSR, SovietHouseSquad, { VillageSpawnUSSR.Location }, 0)
Utils.Do(houseSquad, IdleHunt)
Trigger.OnAllKilled(houseSquad, function()
if not AlliesHouse.IsDead then
Media.PlaySoundNotification(Greece, "AlertBleep")
Media.DisplayMessage(UserInterface.GetFluentMessage("friendlies-coming-out"), UserInterface.GetFluentMessage("medic"))
Reinforcements.Reinforce(Greece, AlliedHouseSquad, { VillageSpawnAllies.Location, VillageRally.Location }, 0)
end
end)
end
end
end)
local foot4Triggered
Trigger.OnEnteredFootprint(ReinforcementFootprint4, function(actor, id)
if actor.Owner == Greece and not foot4Triggered then
Trigger.RemoveFootprintTrigger(id)
foot4Triggered = true
Media.PlaySpeechNotification(Greece, "ReinforcementsArrived")
Paradrop3.TargetParatroopers(ParaLZ3.CenterPosition, Angle.New(935))
end
end)
local foot5Triggered
Trigger.OnEnteredFootprint(ReinforcementFootprint5, function(actor, id)
if actor.Owner == Greece and not foot5Triggered then
Trigger.RemoveFootprintTrigger(id)
foot5Triggered = true
Media.PlaySound("chrono2.aud")
Actor.Create("ctnk", true, { Owner = Greece, Location = ChronoBeam2.Location })
Actor.Create("ctnk", true, { Owner = Greece, Location = ChronoBeam2.Location + CVec.New(1,1) })
Utils.Do(LightTanks, IdleHunt)
end
end)
local foot6Triggered
Trigger.OnEnteredFootprint(ReinforcementFootprint6, function(actor, id)
if actor.Owner == Greece and not foot6Triggered then
Trigger.RemoveFootprintTrigger(id)
foot6Triggered = true
Media.PlaySpeechNotification(Greece, "ReinforcementsArrived")
local chinookChalk2 = Reinforcements.ReinforceWithTransport(Greece, "tran.reinforcement", NorthChinookChalk, NorthChinookPath, { NorthChinookPath[1] })
ProduceInfantry()
TankProduction()
end
end)
Trigger.OnEnteredProximityTrigger(ScientistEscape.CenterPosition, WDist.FromCells(3), function(actor, id)
if actor.Owner == Greece then
Trigger.RemoveProximityTrigger(id)
ScientistsFreed = true
Media.PlaySpeechNotification(Greece, "TargetFreed")
VIPs = Reinforcements.Reinforce(Greece, Scientists, { ScientistEscape.Location, ScientistRally.Location }, 2)
Actor.Create("flare", true, { Owner = Greece, Location = DefaultCameraPosition.Location })
Trigger.OnAnyKilled(VIPs, function()
Greece.MarkFailedObjective(RescueScientists)
end)
-- Add the footprint trigger in a frame end task (delay 0) to avoid crashes
local left = #VIPs
Trigger.AfterDelay(0, function()
Trigger.OnEnteredFootprint(EvacuateFootprint, function(a, id)
if a.Type == "chan" or a.Type == "einstein" then
a.Owner = GoodGuy
a.Stop()
a.Move(AlliesEntry.Location)
-- in case units get stuck
Trigger.OnIdle(a, function()
a.Move(AlliesEntry.Location)
end)
end
end)
Trigger.OnEnteredFootprint({ AlliesEntry.Location }, function(a, id)
if a.Type == "chan" or a.Type == "einstein" then
a.Stop()
a.Destroy()
left = left - 1
if left == 0 then
if not Greece.IsObjectiveCompleted(RescueScientists) and not Greece.IsObjectiveFailed(RescueScientists) then
Greece.MarkCompletedObjective(RescueScientists)
end
end
else
a.Stop()
a.Destroy()
end
end)
end)
Trigger.AfterDelay(DateTime.Seconds(5), function()
Media.PlaySpeechNotification(Greece, "ReinforcementsArrived")
Media.DisplayMessage(UserInterface.GetFluentMessage("get-scientists-evacuation-point"), UserInterface.GetFluentMessage("landcom-16-capitalized"))
local northTeam = Reinforcements.ReinforceWithTransport(Greece, "lst.reinforcement", NorthWaterTeam, NorthWaterPath1, { NorthWaterPath1[1] })
end)
Trigger.AfterDelay(DateTime.Seconds(10), function()
Media.PlaySpeechNotification(Greece, "SovietForcesApproaching")
local mammoths1 = Reinforcements.ReinforceWithTransport(USSR, "lst.reinforcement", BoatofMammoths, NorthWaterPath2, { NorthWaterPath2[1] })[2]
Utils.Do(mammoths1, function(unit)
Trigger.OnAddedToWorld(unit, IdleHunt)
end)
local mammoths2 = Reinforcements.ReinforceWithTransport(USSR, "lst.reinforcement", BoatofMammoths, NorthWaterPath3, { NorthWaterPath3[1] })[2]
Utils.Do(mammoths2, function(unit)
Trigger.OnAddedToWorld(unit, IdleHunt)
end)
end)
local footMammoth2Triggered
Trigger.OnEnteredFootprint(MammothAttackFootprint, function(actor, id)
if actor.Type == "chan" and not footMammoth2Triggered then
Trigger.RemoveFootprintTrigger(id)
footMammoth2Triggered = true
Trigger.AfterDelay(DateTime.Seconds(10), function()
Media.PlaySpeechNotification(Greece, "SovietForcesApproaching")
local mammoths3 = Reinforcements.ReinforceWithTransport(USSR, "lst.reinforcement", BoatofMammoths, SouthWaterPath1, { SouthWaterPath1[1] })[2]
Utils.Do(mammoths3, function(unit)
Trigger.OnAddedToWorld(unit, IdleHunt)
end)
local mammoths4 = Reinforcements.ReinforceWithTransport(USSR, "lst.reinforcement", BoatofMammoths, SouthWaterPath2, { SouthWaterPath2[1] })[2]
Utils.Do(mammoths4, function(unit)
Trigger.OnAddedToWorld(unit, IdleHunt)
end)
end)
end
end)
end
end)
end
EnemyActions = function()
Utils.Do(StartingPlanes, function(a)
a.ReturnToBase()
end)
local firstDrop = Paradrop1.TargetParatroopers(ParaLZ1.CenterPosition, Angle.New(214))
Utils.Do(firstDrop, function(a)
Trigger.OnPassengerExited(a, function(t, p)
IdleHunt(p)
end)
end)
local footMammothTriggered
Trigger.OnEnteredFootprint(MammothAttackFootprint, function(actor, id)
if actor.Owner == Greece and not footMammothTriggered then
Trigger.RemoveFootprintTrigger(id)
footMammothTriggered = true
Utils.Do(BridgeMammoths, IdleHunt)
local secondDrop = Paradrop2.TargetParatroopers(ParaLZ2.CenterPosition, Angle.New(808))
Utils.Do(secondDrop, function(a)
Trigger.OnPassengerExited(a, function(t, p)
IdleHunt(p)
end)
end)
end
end)
Trigger.OnKilled(Tesla2, function()
Utils.Do(MediumTanks, function(tank)
if not tank.IsDead then
IdleHunt(tank)
end
end)
end)
end
EnemyInfantry = { "e1", "e1", "e3" }
Tanks = { "1tnk", "3tnk" }
AttackGroupSize = 4
ProductionDelay = DateTime.Seconds(10)
IdlingUnits = { }
ProduceInfantry = function()
if (Tent1.IsDead or Tent1.Owner ~= USSR) and (Tent2.IsDead or Tent2.Owner ~= USSR) then
return
end
local toBuild = { Utils.Random(EnemyInfantry) }
USSR.Build(toBuild, function(unit)
IdlingUnits[#IdlingUnits + 1] = unit[1]
Trigger.AfterDelay(ProductionDelay, ProduceInfantry)
if #IdlingUnits >= (AttackGroupSize * 1.5) then
SendAttack()
end
end)
end
TankProduction = function()
if WarFactory.IsDead or WarFactory.Owner ~= USSR then
return
end
local toBuild = { Utils.Random(Tanks) }
USSR.Build(toBuild, function(unit)
IdlingUnits[#IdlingUnits + 1] = unit[1]
Trigger.AfterDelay(ProductionDelay, TankProduction)
if #IdlingUnits >= (AttackGroupSize * 1.5) then
SendAttack()
end
end)
end
SendAttack = function()
local units = { }
for i = 0, AttackGroupSize, 1 do
local number = Utils.RandomInteger(1, #IdlingUnits)
if IdlingUnits[number] and not IdlingUnits[number].IsDead then
units[i] = IdlingUnits[number]
table.remove(IdlingUnits, number)
end
end
Utils.Do(units, function(unit)
if not unit.IsDead then
IdleHunt(unit)
end
end)
end
LoseTriggers = function()
Trigger.OnKilled(ForwardCommand, function()
if not ScientistsFreed then
Greece.MarkFailedObjective(RescueScientists)
Media.DisplayMessage(UserInterface.GetFluentMessage("scientists-killed-in-command-center"), UserInterface.GetFluentMessage("landcom-16-capitalized"))
end
end)
Trigger.OnKilled(Chronosphere, function()
Greece.MarkFailedObjective(RescueScientists)
end)
Trigger.OnCapture(Chronosphere, function()
Chronosphere.Kill()
end)
end
Ticked = TimerTicks
Tick = function()
if Greece.HasNoRequiredUnits() and UnitsArrived then
USSR.MarkCompletedObjective(SovietObj)
end
if Ticked > 0 then
if (Ticked % DateTime.Seconds(1)) == 0 then
Timer = UserInterface.GetFluentMessage("chronosphere-explodes-in", { ["time"] = Utils.FormatTime(Ticked) })
UserInterface.SetMissionText(Timer, TimerColor)
end
Ticked = Ticked - 1
elseif Ticked == 0 then
UserInterface.SetMissionText(UserInterface.GetFluentMessage("too-late"), USSR.Color)
USSR.MarkCompletedObjective(SovietObj)
end
end
WorldLoaded = function()
Greece = Player.GetPlayer("Greece")
USSR = Player.GetPlayer("USSR")
GoodGuy = Player.GetPlayer("GoodGuy")
InitObjectives(Greece)
SovietObj = AddPrimaryObjective(USSR, "")
RescueScientists = AddPrimaryObjective(Greece, "rescue-scientists-extraction-point")
Camera.Position = DefaultCameraPosition.CenterPosition
Paradrop1 = Actor.Create("paradrop1", false, { Owner = USSR })
Paradrop2 = Actor.Create("paradrop2", false, { Owner = USSR })
Paradrop3 = Actor.Create("paradrop3", false, { Owner = Greece })
TimerColor = Greece.Color
Tent1.IsPrimaryBuilding = true
AlliedReinforcements()
EnemyActions()
LoseTriggers()
Trigger.AfterDelay(DateTime.Minutes(24), function()
Media.PlaySpeechNotification(Greece, "ThirtyMinutesRemaining")
end)
Trigger.AfterDelay(DateTime.Minutes(34), function()
Media.PlaySpeechNotification(Greece, "TwentyMinutesRemaining")
end)
Trigger.AfterDelay(DateTime.Minutes(44), function()
Media.PlaySpeechNotification(Greece, "TenMinutesRemaining")
end)
Trigger.AfterDelay(DateTime.Minutes(49), function()
Media.PlaySpeechNotification(Greece, "WarningFiveMinutesRemaining")
end)
Trigger.AfterDelay(DateTime.Minutes(50), function()
Media.PlaySpeechNotification(Greece, "WarningFourMinutesRemaining")
end)
Trigger.AfterDelay(DateTime.Minutes(51), function()
Media.PlaySpeechNotification(Greece, "WarningThreeMinutesRemaining")
end)
Trigger.AfterDelay(DateTime.Minutes(52), function()
Media.PlaySpeechNotification(Greece, "WarningTwoMinutesRemaining")
end)
Trigger.AfterDelay(DateTime.Minutes(53), function()
Media.PlaySpeechNotification(Greece, "WarningOneMinuteRemaining")
end)
end