Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
375 lines
11 KiB
Lua
375 lines
11 KiB
Lua
--[[
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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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FlameWallRevealed = false
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TimerTicks = DateTime.Minutes(12)
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LSTType = "lst.reinforcement"
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RifleSquad1 = { Rifle1, Rifle2, Rifle3 }
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RifleSquad2 = { Rifle4, Rifle5, Rifle6 }
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Heavys = { Heavy1, Heavy2 }
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FlameTowerWall = { FlameTower1, FlameTower2 }
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DemoEngiPath = { WaterEntry1.Location, Beach1.Location }
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DemoEngiTeam = { "dtrk", "dtrk", "e6", "e6", "e6" }
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SovietWaterEntry1 = { WaterEntry2.Location, Beach2.Location }
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SovietWaterEntry2 = { WaterEntry2.Location, Beach3.Location }
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SovietSquad = { "e1", "e1", "e2", "e4", "e4" }
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V2Squad = { "v2rl", "v2rl" }
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SubEscapePath = { SubPath1, SubPath2, SubPath3 }
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MissionStart = function()
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if Difficulty == "normal" then
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local northCoil = Actor.Create("tsla", true, { Owner = USSR, Location = EasyCamera.Location })
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Actor.Create("4tnk", true, { Owner = USSR, Facing = Angle.South, Location = Mammoth.Location })
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Actor.Create("4tnk", true, { Owner = USSR, Facing = Angle.South, Location = Mammoth.Location + CVec.New(1,0) })
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Actor.Create("v2rl", true, { Owner = USSR, Facing = Angle.South, Location = V2.Location })
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-- Avoid leaving infantry stranded on the island.
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northCoil.GrantCondition("no-actors-on-sell")
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end
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SpawnTemporaryCamera(SouthLZ.Location, DateTime.Seconds(15))
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Chalk1.TargetParatroopers(SouthLZ.CenterPosition, Angle.New(740))
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Chalk2.TargetParatroopers(SouthLZ.CenterPosition, Angle.New(780))
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end)
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Trigger.AfterDelay(DateTime.Seconds(5), function()
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UnitsArrived = true
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SpawnTemporaryCamera(TeslaCam.Location, DateTime.Seconds(10))
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end)
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Trigger.AfterDelay(DateTime.Seconds(10), function()
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Utils.Do(RifleSquad1, function(actor)
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if not actor.IsDead then
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actor.AttackMove(SouthLZ.Location)
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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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Trigger.AfterDelay(DateTime.Seconds(15), function()
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Utils.Do(RifleSquad2, function(actor)
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if not actor.IsDead then
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actor.AttackMove(SouthLZ.Location)
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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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end
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SetupTriggers = function()
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SetupFlameWall()
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SetupNorthBase()
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Trigger.OnKilled(Church, function()
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Actor.Create("healcrate", true, { Owner = Greece, Location = ChurchCrate.Location })
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end)
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Trigger.OnKilled(ObjectiveDome, function()
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if not DomeCaptured then
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Greece.MarkFailedObjective(CaptureDome)
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end
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end)
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-- Avoid notifications unless part of the the northern base is captured.
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Greece.PlayLowPowerNotification = false
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local notifiers = Utils.Where(USSR.GetActors(), function(actor)
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return actor.HasProperty("StartBuildingRepairs")
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end)
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Utils.Do(notifiers, function(n)
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Trigger.OnCapture(n, function()
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Greece.PlayLowPowerNotification = true
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end)
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end)
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end
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SetupFlameWall = function()
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Trigger.OnAllKilled(FlameTowerWall, function()
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SpawnTemporaryCamera(RadarCam.Location, DateTime.Seconds(5))
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end)
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-- Give some warning if they are not yet revealed by the power cut.
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Trigger.OnEnteredProximityTrigger(FlameCam.CenterPosition, WDist.FromCells(8), function(actor, id)
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if FlameWallRevealed then
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Trigger.RemoveProximityTrigger(id)
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return
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end
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if actor.Owner == Greece then
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FlameWallRevealed = true
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Trigger.RemoveProximityTrigger(id)
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SpawnTemporaryCamera(FlameCam.Location, DateTime.Seconds(10))
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end
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end)
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end
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SetupNorthBase = function()
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local bombsPrepared = false
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local tanksAlerted = false
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Trigger.OnKilledOrCaptured(SubPen, function()
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Greece.MarkCompletedObjective(StopProduction)
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end)
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Trigger.OnDamaged(SubPen, function(_, attacker)
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if tanksAlerted or attacker.Type == "badr.bomber" then
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return
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end
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tanksAlerted = true
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Utils.Do(Heavys, IdleHunt)
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end)
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Trigger.OnKilledOrCaptured(ForwardCommand, function()
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StartFireSale()
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-- The original mission used four waypoints (7-10) for drops.
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-- For simplicity, a four-Badger team will target the middle.
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Chalk3.TargetParatroopers(NorthLZ.CenterPosition, Angle.New(927))
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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Media.PlaySpeechNotification(Greece, "ReinforcementsArrived")
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end)
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if not bombsPrepared then
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bombsPrepared = true
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BombNorthBase()
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end
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end)
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Trigger.OnAllKilledOrCaptured(USSR.GetActorsByType("sam"), function()
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if not bombsPrepared then
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bombsPrepared = true
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BombNorthBase()
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end
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end)
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end
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PowerDown = false
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PowerDownTeslas = function()
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if not PowerDown then
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CaptureDome = AddSecondaryObjective(Greece, "capture-enemy-radar-dome")
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Greece.MarkCompletedObjective(PowerDownTeslaCoils)
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Media.PlaySoundNotification(Greece, "RadarDown")
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PowerDown = true
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Media.PlaySpeechNotification(Greece, "ReinforcementsArrived")
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end)
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local bridge = Utils.Where(Map.ActorsInWorld, function(actor) return actor.Type == "bridge1" end)[1]
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if not bridge.IsDead then
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bridge.Kill()
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end
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local demoEngis = Reinforcements.ReinforceWithTransport(Greece, LSTType, DemoEngiTeam, DemoEngiPath, { DemoEngiPath[1] })[2]
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Trigger.OnAllRemovedFromWorld(Utils.Where(demoEngis, function(a) return a.Type == "e6" end), function()
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if not DomeCaptured then
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Greece.MarkFailedObjective(CaptureDome)
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end
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if not DomeCaptured and bridge.IsDead then
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Greece.MarkFailedObjective(StopProduction)
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end
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end)
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Trigger.OnCapture(ObjectiveDome, function()
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DomeCaptured = true
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Greece.MarkCompletedObjective(CaptureDome)
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Trigger.AfterDelay(DateTime.Seconds(3), function()
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SendChronos()
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SendWaterSquads()
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Actor.Create("camera", true, { Owner = Greece, Location = EasyCamera.Location })
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end)
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end)
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if not FlameWallRevealed then
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FlameWallRevealed = true
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SpawnTemporaryCamera(FlameCam.Location, DateTime.Seconds(10))
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end
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end
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end
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BombNorthBase = function()
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local proxy = Actor.Create("powerproxy.parabombs", false, { Owner = Greece })
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proxy.TargetAirstrike(BomberTarget1.CenterPosition, Angle.New(970))
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proxy.TargetAirstrike(BomberTarget2.CenterPosition, Angle.New(932))
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proxy.Destroy()
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end
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SendChronos = function()
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local payload = { }
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local proxy = Actor.Create("powerproxy.chronoshift", false, { Owner = Greece })
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local spawns =
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{
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{ cell = ChronoSpawn2.Location, facing = Angle.NorthWest },
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{ cell = ChronoSpawn1.Location, facing = Angle.NorthEast },
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{ cell = ChronoSpawn3.Location, facing = Angle.South }
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}
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Utils.Do(spawns, function(spawn)
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local tank = Actor.Create("ctnk", true, { Owner = Greece, Facing = spawn.facing })
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payload[tank] = spawn.cell
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end)
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Media.PlaySound("chrono2.aud")
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proxy.Chronoshift(payload)
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proxy.Destroy()
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end
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SendWaterSquads = function()
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local sovietWaterSquad1 = Reinforcements.ReinforceWithTransport(USSR, LSTType, SovietSquad, { WaterEntry2.Location, Beach2.Location }, { WaterEntry2.Location })[2]
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Utils.Do(sovietWaterSquad1, function(a)
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Trigger.OnAddedToWorld(a, IdleHunt)
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end)
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Trigger.AfterDelay(DateTime.Seconds(5), function()
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local sovietWaterSquad2 = Reinforcements.ReinforceWithTransport(USSR, LSTType, SovietSquad, { WaterEntry2.Location, Beach3.Location }, { WaterEntry2.Location })[2]
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Utils.Do(sovietWaterSquad2, function(a)
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Trigger.OnAddedToWorld(a, function()
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a.AttackMove(FlameCam.Location)
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IdleHunt(a)
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end)
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end)
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end)
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Trigger.AfterDelay(DateTime.Seconds(13), function()
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local sovietWaterSquad2 = Reinforcements.ReinforceWithTransport(USSR, LSTType, V2Squad, { WaterEntry2.Location, Beach2.Location }, { WaterEntry2.Location })[2]
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Utils.Do(sovietWaterSquad2, function(a)
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Trigger.OnAddedToWorld(a, function()
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a.AttackMove(FlameCam.Location)
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IdleHunt(a)
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end)
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end)
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end)
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end
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MissileSubEscape = function()
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local missileSub = Actor.Create("msub", true, { Owner = USSR, Location = MissileSubSpawn.Location })
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Actor.Create("camera", true, { Owner = Greece, Location = SubPath2.Location })
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DestroySub = AddPrimaryObjective(Greece, "destroy-escaping-submarine")
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Utils.Do(SubEscapePath, function(waypoint)
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missileSub.Move(waypoint.Location)
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end)
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Trigger.OnEnteredFootprint({ SubPath3.Location }, function(a, id)
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if a.Owner == USSR and a.Type == "msub" then
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Trigger.RemoveFootprintTrigger(id)
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USSR.MarkCompletedObjective(EscapeWithSub)
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end
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end)
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Trigger.OnKilled(missileSub, function()
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Greece.MarkCompletedObjective(DestroySub)
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end)
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end
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StartFireSale = function()
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local structures = Utils.Where(USSR.GetActors(), function(actor)
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return actor.HasProperty("StartBuildingRepairs")
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end)
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if #structures == 0 then
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return
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end
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SpawnTemporaryCamera(BomberTarget1.Location, DateTime.Seconds(5))
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SpawnTemporaryCamera(BomberTarget2.Location, DateTime.Seconds(5))
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Utils.Do(structures, function(building)
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building.Sell()
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end)
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Trigger.OnAllRemovedFromWorld(structures, function()
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Utils.Do(USSR.GetGroundAttackers(), IdleHunt)
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end)
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end
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SpawnTemporaryCamera = function(location, duration)
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local camera = Actor.Create("camera", true, { Owner = Greece, Location = location })
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Trigger.AfterDelay(duration, function()
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if camera.IsInWorld then
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camera.Destroy()
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end
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end)
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end
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FinishTimer = function()
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local submarineEscapes = UserInterface.GetFluentMessage("submarine-escapes")
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for i = 0, 5 do
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local c = TimerColor
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if i % 2 == 0 then
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c = HSLColor.White
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end
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Trigger.AfterDelay(DateTime.Seconds(i), function() UserInterface.SetMissionText(submarineEscapes, c) end)
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end
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Trigger.AfterDelay(DateTime.Seconds(6), function() UserInterface.SetMissionText("") end)
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end
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UnitsArrived = false
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TimerFinished = false
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Ticked = TimerTicks
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Tick = function()
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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 UnitsArrived then
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USSR.MarkCompletedObjective(EscapeWithSub)
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end
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if Ticked > 0 then
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if (Ticked % DateTime.Seconds(1)) == 0 then
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Timer = UserInterface.GetFluentMessage("submarine-construction-complete-in", { ["time"] = Utils.FormatTime(Ticked) })
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UserInterface.SetMissionText(Timer, TimerColor)
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end
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Ticked = Ticked - 1
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elseif Ticked == 0 and not TimerFinished then
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FinishTimer()
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MissileSubEscape()
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TimerFinished = true
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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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EscapeWithSub = AddPrimaryObjective(USSR, "")
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StopProduction = AddPrimaryObjective(Greece, "destroy-soviet-sub-pen")
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PowerDownTeslaCoils = AddPrimaryObjective(Greece, "power-down-tesla-coils")
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InitObjectives(Greece)
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Trigger.AfterDelay(DateTime.Minutes(2), function()
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Media.PlaySpeechNotification(Greece, "TenMinutesRemaining")
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end)
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Trigger.AfterDelay(DateTime.Minutes(7), function()
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Media.PlaySpeechNotification(Greece, "WarningFiveMinutesRemaining")
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end)
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Trigger.AfterDelay(DateTime.Minutes(9), function()
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Media.PlaySpeechNotification(Greece, "WarningThreeMinutesRemaining")
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end)
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Trigger.AfterDelay(DateTime.Minutes(11), function()
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Media.PlaySpeechNotification(Greece, "WarningOneMinuteRemaining")
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end)
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Camera.Position = DefaultCameraPosition.CenterPosition
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TimerColor = USSR.Color
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Chalk1 = Actor.Create("chalk1", false, { Owner = Greece })
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Chalk2 = Actor.Create("chalk2", false, { Owner = Greece })
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Chalk3 = Actor.Create("chalk3", false, { Owner = Greece })
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MissionStart()
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SetupTriggers()
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end
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