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OpenRA/mods/ra/maps/production-disruption/production-disruption.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

375 lines
11 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.
]]
FlameWallRevealed = false
TimerTicks = DateTime.Minutes(12)
LSTType = "lst.reinforcement"
RifleSquad1 = { Rifle1, Rifle2, Rifle3 }
RifleSquad2 = { Rifle4, Rifle5, Rifle6 }
Heavys = { Heavy1, Heavy2 }
FlameTowerWall = { FlameTower1, FlameTower2 }
DemoEngiPath = { WaterEntry1.Location, Beach1.Location }
DemoEngiTeam = { "dtrk", "dtrk", "e6", "e6", "e6" }
SovietWaterEntry1 = { WaterEntry2.Location, Beach2.Location }
SovietWaterEntry2 = { WaterEntry2.Location, Beach3.Location }
SovietSquad = { "e1", "e1", "e2", "e4", "e4" }
V2Squad = { "v2rl", "v2rl" }
SubEscapePath = { SubPath1, SubPath2, SubPath3 }
MissionStart = function()
if Difficulty == "normal" then
local northCoil = Actor.Create("tsla", true, { Owner = USSR, Location = EasyCamera.Location })
Actor.Create("4tnk", true, { Owner = USSR, Facing = Angle.South, Location = Mammoth.Location })
Actor.Create("4tnk", true, { Owner = USSR, Facing = Angle.South, Location = Mammoth.Location + CVec.New(1,0) })
Actor.Create("v2rl", true, { Owner = USSR, Facing = Angle.South, Location = V2.Location })
-- Avoid leaving infantry stranded on the island.
northCoil.GrantCondition("no-actors-on-sell")
end
SpawnTemporaryCamera(SouthLZ.Location, DateTime.Seconds(15))
Chalk1.TargetParatroopers(SouthLZ.CenterPosition, Angle.New(740))
Trigger.AfterDelay(DateTime.Seconds(1), function()
Chalk2.TargetParatroopers(SouthLZ.CenterPosition, Angle.New(780))
end)
Trigger.AfterDelay(DateTime.Seconds(5), function()
UnitsArrived = true
SpawnTemporaryCamera(TeslaCam.Location, DateTime.Seconds(10))
end)
Trigger.AfterDelay(DateTime.Seconds(10), function()
Utils.Do(RifleSquad1, function(actor)
if not actor.IsDead then
actor.AttackMove(SouthLZ.Location)
IdleHunt(actor)
end
end)
end)
Trigger.AfterDelay(DateTime.Seconds(15), function()
Utils.Do(RifleSquad2, function(actor)
if not actor.IsDead then
actor.AttackMove(SouthLZ.Location)
IdleHunt(actor)
end
end)
end)
end
SetupTriggers = function()
SetupFlameWall()
SetupNorthBase()
Trigger.OnKilled(Church, function()
Actor.Create("healcrate", true, { Owner = Greece, Location = ChurchCrate.Location })
end)
Trigger.OnKilled(ObjectiveDome, function()
if not DomeCaptured then
Greece.MarkFailedObjective(CaptureDome)
end
end)
-- Avoid notifications unless part of the the northern base is captured.
Greece.PlayLowPowerNotification = false
local notifiers = Utils.Where(USSR.GetActors(), function(actor)
return actor.HasProperty("StartBuildingRepairs")
end)
Utils.Do(notifiers, function(n)
Trigger.OnCapture(n, function()
Greece.PlayLowPowerNotification = true
end)
end)
end
SetupFlameWall = function()
Trigger.OnAllKilled(FlameTowerWall, function()
SpawnTemporaryCamera(RadarCam.Location, DateTime.Seconds(5))
end)
-- Give some warning if they are not yet revealed by the power cut.
Trigger.OnEnteredProximityTrigger(FlameCam.CenterPosition, WDist.FromCells(8), function(actor, id)
if FlameWallRevealed then
Trigger.RemoveProximityTrigger(id)
return
end
if actor.Owner == Greece then
FlameWallRevealed = true
Trigger.RemoveProximityTrigger(id)
SpawnTemporaryCamera(FlameCam.Location, DateTime.Seconds(10))
end
end)
end
SetupNorthBase = function()
local bombsPrepared = false
local tanksAlerted = false
Trigger.OnKilledOrCaptured(SubPen, function()
Greece.MarkCompletedObjective(StopProduction)
end)
Trigger.OnDamaged(SubPen, function(_, attacker)
if tanksAlerted or attacker.Type == "badr.bomber" then
return
end
tanksAlerted = true
Utils.Do(Heavys, IdleHunt)
end)
Trigger.OnKilledOrCaptured(ForwardCommand, function()
StartFireSale()
-- The original mission used four waypoints (7-10) for drops.
-- For simplicity, a four-Badger team will target the middle.
Chalk3.TargetParatroopers(NorthLZ.CenterPosition, Angle.New(927))
Trigger.AfterDelay(DateTime.Seconds(2), function()
Media.PlaySpeechNotification(Greece, "ReinforcementsArrived")
end)
if not bombsPrepared then
bombsPrepared = true
BombNorthBase()
end
end)
Trigger.OnAllKilledOrCaptured(USSR.GetActorsByType("sam"), function()
if not bombsPrepared then
bombsPrepared = true
BombNorthBase()
end
end)
end
PowerDown = false
PowerDownTeslas = function()
if not PowerDown then
CaptureDome = AddSecondaryObjective(Greece, "capture-enemy-radar-dome")
Greece.MarkCompletedObjective(PowerDownTeslaCoils)
Media.PlaySoundNotification(Greece, "RadarDown")
PowerDown = true
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.PlaySpeechNotification(Greece, "ReinforcementsArrived")
end)
local bridge = Utils.Where(Map.ActorsInWorld, function(actor) return actor.Type == "bridge1" end)[1]
if not bridge.IsDead then
bridge.Kill()
end
local demoEngis = Reinforcements.ReinforceWithTransport(Greece, LSTType, DemoEngiTeam, DemoEngiPath, { DemoEngiPath[1] })[2]
Trigger.OnAllRemovedFromWorld(Utils.Where(demoEngis, function(a) return a.Type == "e6" end), function()
if not DomeCaptured then
Greece.MarkFailedObjective(CaptureDome)
end
if not DomeCaptured and bridge.IsDead then
Greece.MarkFailedObjective(StopProduction)
end
end)
Trigger.OnCapture(ObjectiveDome, function()
DomeCaptured = true
Greece.MarkCompletedObjective(CaptureDome)
Trigger.AfterDelay(DateTime.Seconds(3), function()
SendChronos()
SendWaterSquads()
Actor.Create("camera", true, { Owner = Greece, Location = EasyCamera.Location })
end)
end)
if not FlameWallRevealed then
FlameWallRevealed = true
SpawnTemporaryCamera(FlameCam.Location, DateTime.Seconds(10))
end
end
end
BombNorthBase = function()
local proxy = Actor.Create("powerproxy.parabombs", false, { Owner = Greece })
proxy.TargetAirstrike(BomberTarget1.CenterPosition, Angle.New(970))
proxy.TargetAirstrike(BomberTarget2.CenterPosition, Angle.New(932))
proxy.Destroy()
end
SendChronos = function()
local payload = { }
local proxy = Actor.Create("powerproxy.chronoshift", false, { Owner = Greece })
local spawns =
{
{ cell = ChronoSpawn2.Location, facing = Angle.NorthWest },
{ cell = ChronoSpawn1.Location, facing = Angle.NorthEast },
{ cell = ChronoSpawn3.Location, facing = Angle.South }
}
Utils.Do(spawns, function(spawn)
local tank = Actor.Create("ctnk", true, { Owner = Greece, Facing = spawn.facing })
payload[tank] = spawn.cell
end)
Media.PlaySound("chrono2.aud")
proxy.Chronoshift(payload)
proxy.Destroy()
end
SendWaterSquads = function()
local sovietWaterSquad1 = Reinforcements.ReinforceWithTransport(USSR, LSTType, SovietSquad, { WaterEntry2.Location, Beach2.Location }, { WaterEntry2.Location })[2]
Utils.Do(sovietWaterSquad1, function(a)
Trigger.OnAddedToWorld(a, IdleHunt)
end)
Trigger.AfterDelay(DateTime.Seconds(5), function()
local sovietWaterSquad2 = Reinforcements.ReinforceWithTransport(USSR, LSTType, SovietSquad, { WaterEntry2.Location, Beach3.Location }, { WaterEntry2.Location })[2]
Utils.Do(sovietWaterSquad2, function(a)
Trigger.OnAddedToWorld(a, function()
a.AttackMove(FlameCam.Location)
IdleHunt(a)
end)
end)
end)
Trigger.AfterDelay(DateTime.Seconds(13), function()
local sovietWaterSquad2 = Reinforcements.ReinforceWithTransport(USSR, LSTType, V2Squad, { WaterEntry2.Location, Beach2.Location }, { WaterEntry2.Location })[2]
Utils.Do(sovietWaterSquad2, function(a)
Trigger.OnAddedToWorld(a, function()
a.AttackMove(FlameCam.Location)
IdleHunt(a)
end)
end)
end)
end
MissileSubEscape = function()
local missileSub = Actor.Create("msub", true, { Owner = USSR, Location = MissileSubSpawn.Location })
Actor.Create("camera", true, { Owner = Greece, Location = SubPath2.Location })
DestroySub = AddPrimaryObjective(Greece, "destroy-escaping-submarine")
Utils.Do(SubEscapePath, function(waypoint)
missileSub.Move(waypoint.Location)
end)
Trigger.OnEnteredFootprint({ SubPath3.Location }, function(a, id)
if a.Owner == USSR and a.Type == "msub" then
Trigger.RemoveFootprintTrigger(id)
USSR.MarkCompletedObjective(EscapeWithSub)
end
end)
Trigger.OnKilled(missileSub, function()
Greece.MarkCompletedObjective(DestroySub)
end)
end
StartFireSale = function()
local structures = Utils.Where(USSR.GetActors(), function(actor)
return actor.HasProperty("StartBuildingRepairs")
end)
if #structures == 0 then
return
end
SpawnTemporaryCamera(BomberTarget1.Location, DateTime.Seconds(5))
SpawnTemporaryCamera(BomberTarget2.Location, DateTime.Seconds(5))
Utils.Do(structures, function(building)
building.Sell()
end)
Trigger.OnAllRemovedFromWorld(structures, function()
Utils.Do(USSR.GetGroundAttackers(), IdleHunt)
end)
end
SpawnTemporaryCamera = function(location, duration)
local camera = Actor.Create("camera", true, { Owner = Greece, Location = location })
Trigger.AfterDelay(duration, function()
if camera.IsInWorld then
camera.Destroy()
end
end)
end
FinishTimer = function()
local submarineEscapes = UserInterface.GetFluentMessage("submarine-escapes")
for i = 0, 5 do
local c = TimerColor
if i % 2 == 0 then
c = HSLColor.White
end
Trigger.AfterDelay(DateTime.Seconds(i), function() UserInterface.SetMissionText(submarineEscapes, c) end)
end
Trigger.AfterDelay(DateTime.Seconds(6), function() UserInterface.SetMissionText("") end)
end
UnitsArrived = false
TimerFinished = false
Ticked = TimerTicks
Tick = function()
if BadGuy.PowerState ~= "Normal" then
PowerDownTeslas()
end
if Greece.HasNoRequiredUnits() and UnitsArrived then
USSR.MarkCompletedObjective(EscapeWithSub)
end
if Ticked > 0 then
if (Ticked % DateTime.Seconds(1)) == 0 then
Timer = UserInterface.GetFluentMessage("submarine-construction-complete-in", { ["time"] = Utils.FormatTime(Ticked) })
UserInterface.SetMissionText(Timer, TimerColor)
end
Ticked = Ticked - 1
elseif Ticked == 0 and not TimerFinished then
FinishTimer()
MissileSubEscape()
TimerFinished = true
end
end
WorldLoaded = function()
Greece = Player.GetPlayer("Greece")
USSR = Player.GetPlayer("USSR")
BadGuy = Player.GetPlayer("BadGuy")
EscapeWithSub = AddPrimaryObjective(USSR, "")
StopProduction = AddPrimaryObjective(Greece, "destroy-soviet-sub-pen")
PowerDownTeslaCoils = AddPrimaryObjective(Greece, "power-down-tesla-coils")
InitObjectives(Greece)
Trigger.AfterDelay(DateTime.Minutes(2), function()
Media.PlaySpeechNotification(Greece, "TenMinutesRemaining")
end)
Trigger.AfterDelay(DateTime.Minutes(7), function()
Media.PlaySpeechNotification(Greece, "WarningFiveMinutesRemaining")
end)
Trigger.AfterDelay(DateTime.Minutes(9), function()
Media.PlaySpeechNotification(Greece, "WarningThreeMinutesRemaining")
end)
Trigger.AfterDelay(DateTime.Minutes(11), function()
Media.PlaySpeechNotification(Greece, "WarningOneMinuteRemaining")
end)
Camera.Position = DefaultCameraPosition.CenterPosition
TimerColor = USSR.Color
Chalk1 = Actor.Create("chalk1", false, { Owner = Greece })
Chalk2 = Actor.Create("chalk2", false, { Owner = Greece })
Chalk3 = Actor.Create("chalk3", false, { Owner = Greece })
MissionStart()
SetupTriggers()
end