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Port Intervention to the new Lua API
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BeachheadTrigger = | ||
{ | ||
CPos.New(120, 90), CPos.New(120, 89), CPos.New(120, 88), CPos.New(121, 88), CPos.New(122, 88), CPos.New(123, 88), CPos.New(124, 88), | ||
CPos.New(125, 88), CPos.New(126, 88), CPos.New(126, 89), CPos.New(127, 89), CPos.New(128, 89), CPos.New(128, 90), CPos.New(129, 90), | ||
CPos.New(130, 90), CPos.New(130, 91), CPos.New(131, 91), CPos.New(132, 91), CPos.New(133, 91), CPos.New(134, 91), CPos.New(134, 92), | ||
CPos.New(135, 92), CPos.New(136, 92), CPos.New(137, 92), CPos.New(137, 93), CPos.New(138, 93), CPos.New(139, 93), CPos.New(140, 93), | ||
CPos.New(140, 94), CPos.New(140, 95), CPos.New(140, 96), CPos.New(140, 97), CPos.New(140, 98), CPos.New(140, 99), CPos.New(140, 100), | ||
CPos.New(139, 100), CPos.New(139, 101), CPos.New(139, 102), CPos.New(138, 102), CPos.New(138, 103), CPos.New(138, 104), | ||
CPos.New(137, 104), CPos.New(137, 105), CPos.New(137, 106), CPos.New(136, 106), CPos.New(136, 107) | ||
} | ||
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BaseRaidInterval = Utils.Minutes(3) | ||
BaseFrontAttackInterval = Utils.Minutes(3) + Utils.Seconds(30) | ||
BaseRearAttackInterval = Utils.Minutes(8) | ||
UBoatPatrolDelay = Utils.Minutes(2) + Utils.Seconds(30) | ||
BaseFrontAttackWpts = { PatrolWpt1.Location, BaseRaidWpt1.Location } | ||
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Village = { FarmHouse1, FarmHouse2, FarmHouse3, FarmHouse4, FarmHouse5, FarmHouse6, FarmHouse7, FarmHouse8, FarmHouse9, Church } | ||
VillageRaidInterval = Utils.Minutes(3) | ||
VillageRaidAircraft = { "mig", "mig" } | ||
VillageRaidWpts = { VillageRaidEntrypoint.Location, VillageRaidWpt1.Location, VillageRaidWpt2.Location } | ||
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BaseRaidAircraft = { "mig", "mig" } | ||
BaseRaidWpts = { BaseRaidEntrypoint.Location, UboatPatrolWpt1.Location, BaseRaidWpt2.Location } | ||
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BaseFrontAttackUnits = { "e3", "e3", "e1", "e1", "e1", "3tnk", "3tnk", "apc" } | ||
BaseRearAttackUnits = { "e3", "e3", "e1", "e1", "3tnk", "3tnk", "v2rl" } | ||
BaseRearAttackWpts = { GroundAttackWpt1.Location, BaseRearAttackWpt1.Location, BaseRearAttackWpt2.Location, BaseRearAttackWpt3.Location } | ||
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SovietHarvesters = { Harvester1, Harvester2, Harvester3 } | ||
HarvesterGuard = { HarvGuard1, HarvGuard2, HarvGuard3 } | ||
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UBoats = { Uboat1, Uboat2, Uboat3, Uboat4, Uboat5, Uboat6 } | ||
UboatPatrolWpts1 = { UboatPatrolWpt1.Location, UboatPatrolWpt2.Location, UboatPatrolWpt3.Location, UboatPatrolWpt4.Location } | ||
UboatPatrolWpts2 = { UboatPatrolWpt4.Location, UboatPatrolWpt2.Location, UboatPatrolWpt1.Location } | ||
UBoatPatrolUnits = { "ss" } | ||
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HunterSubs = { "ss", "ss" } | ||
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GroundPatrolWpts = { PatrolWpt1.Location, PatrolWpt2.Location } | ||
GroundPatrolUnits = | ||
{ | ||
{ "e1", "e1", "e1", "e3", "e3", "dog" }, | ||
{ "apc", "apc", "ftrk" }, | ||
{ "3tnk", "3tnk" } | ||
} | ||
Paratroopers = { "e1", "e1", "e1", "e3", "e3" } | ||
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ParadropSovietUnits = function() | ||
local start = BaseRaidEntrypoint.CenterPosition + WVec.New(0, 0, Actor.CruiseAltitude("badr")) | ||
local transport = Actor.Create("badr", true, { CenterPosition = start, Owner = soviets, Facing = (Utils.CenterOfCell(MCVDeployLocation.Location) - start).Facing }) | ||
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Utils.Do(Paratroopers, function(type) | ||
local a = Actor.Create(type, false, { Owner = soviets }) | ||
transport.LoadPassenger(a) | ||
Trigger.OnIdle(a, function(b) b.Hunt() end) | ||
end) | ||
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transport.Paradrop(MCVDeployLocation.Location) | ||
end | ||
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AirRaid = function(planeTypes, ingress, egress, target) | ||
if target == nil then | ||
return | ||
end | ||
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for i = 1, #planeTypes do | ||
Trigger.AfterDelay((i - 1) * Utils.Seconds(1), function() | ||
local start = Utils.CenterOfCell(ingress[1]) + WVec.New(0, 0, Actor.CruiseAltitude(planeTypes[i])) | ||
local plane = Actor.Create(planeTypes[i], true, { CenterPosition = start, Owner = soviets, Facing = (Utils.CenterOfCell(ingress[2]) - start).Facing }) | ||
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Utils.Do(ingress, function(wpt) plane.Move(wpt) end) | ||
plane.Attack(target) | ||
Utils.Do(egress, function(wpt) plane.Move(wpt) end) | ||
plane.Destroy() | ||
end) | ||
end | ||
end | ||
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BaseRaid = function() | ||
local targets = Map.ActorsInBox(AlliedAreaTopLeft.CenterPosition, AlliedAreaBottomRight.CenterPosition, function(actor) | ||
return actor.Owner == player and actor.HasProperty("RepairBuilding") | ||
end) | ||
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if #targets == 0 then | ||
return | ||
end | ||
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local target = Utils.Random(targets) | ||
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AirRaid(BaseRaidAircraft, BaseRaidWpts, { VillageRaidEntrypoint.Location }, target) | ||
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Trigger.AfterDelay(BaseRaidInterval, BaseRaid) | ||
end | ||
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VillageRaid = function() | ||
local target = nil | ||
Utils.Do(Village, function(tgt) | ||
if target == nil and not tgt.IsDead then | ||
target = tgt | ||
return | ||
end | ||
end) | ||
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if target == nil then | ||
return | ||
end | ||
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AirRaid(VillageRaidAircraft, VillageRaidWpts, { BaseRaidEntrypoint.Location }, target) | ||
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Trigger.AfterDelay(VillageRaidInterval, VillageRaid) | ||
end | ||
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SendUboatPatrol = function(team) | ||
Trigger.AfterDelay(UBoatPatrolDelay, function() | ||
Utils.Do(team, function(uboat) | ||
if not uboat.IsDead then | ||
uboat.PatrolUntil(UboatPatrolWpts1, function() | ||
return Time.GameTime > Utils.Minutes(2) + UBoatPatrolDelay | ||
end) | ||
uboat.Patrol(UboatPatrolWpts2) | ||
end | ||
end) | ||
end) | ||
end | ||
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SendGroundPatrol = function(team) | ||
Utils.Do(team, function(unit) unit.Patrol(GroundPatrolWpts, true, Utils.Seconds(3)) end) | ||
Utils.Do(team, function(unit) | ||
Trigger.OnIdle(unit, function(actor) actor.Hunt() end) | ||
end) | ||
Trigger.OnAllKilled(team, function() | ||
Build(Utils.Random(GroundPatrolUnits), SendGroundPatrol) | ||
end) | ||
end | ||
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BaseFrontAttack = function(team) | ||
Utils.Do(team, function(unit) unit.Patrol(BaseFrontAttackWpts, false) end) | ||
Utils.Do(team, function(unit) | ||
Trigger.OnIdle(unit, function(actor) actor.Hunt() end) | ||
end) | ||
Trigger.AfterDelay(BaseFrontAttackInterval, function() Build(BaseFrontAttackUnits, BaseFrontAttack) end) | ||
end | ||
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BaseRearAttack = function(team) | ||
Utils.Do(team, function(unit) unit.Patrol(BaseRearAttackWpts, false) end) | ||
Utils.Do(team, function(unit) | ||
Trigger.OnIdle(unit, function(actor) actor.Hunt() end) | ||
end) | ||
Trigger.AfterDelay(BaseRearAttackInterval, function() Build(BaseRearAttackUnits, BaseRearAttack) end) | ||
end | ||
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Build = function(units, action) | ||
if not soviets.Build(units, action) then | ||
Trigger.AfterDelay(Utils.Seconds(15), function() | ||
Build(units, action) | ||
end) | ||
end | ||
end | ||
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SetupWorld = function() | ||
Utils.Do(SovietHarvesters, function(a) a.FindResources() end) | ||
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Utils.Do(SovietHarvesters, function(harvester) | ||
Trigger.OnDamaged(harvester, function(h) | ||
Utils.Do(HarvesterGuard, function(g) | ||
if not g.IsDead then | ||
g.Stop() | ||
g.AttackMove(h.Location, 3) | ||
end | ||
end) | ||
end) | ||
end) | ||
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Utils.Do(UBoats, function(a) a.Stance = "Defend" end) | ||
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Utils.Do(Map.NamedActors, function(actor) | ||
if actor.Owner == soviets and actor.HasProperty("RepairBuilding") then | ||
Trigger.OnDamaged(actor, function(building) | ||
if building.Owner == soviets then | ||
building.RepairBuilding() | ||
end | ||
end) | ||
end | ||
end) | ||
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WarFactory.RallyPoint = Rallypoint.Location | ||
WarFactory.IsPrimaryBuilding = true | ||
Barracks.IsPrimaryBuilding = true | ||
SubPen.IsPrimaryBuilding = true | ||
end | ||
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Tick = function() | ||
if soviets.Resources > soviets.ResourceCapacity * 0.75 then | ||
soviets.Resources = soviets.Resources - ((soviets.ResourceCapacity * 0.01) / 25) | ||
end | ||
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if player.HasNoRequiredUnits() then | ||
player.MarkFailedObjective(villageObjective) | ||
end | ||
end | ||
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WorldLoaded = function() | ||
player = Player.GetPlayer("Allies") | ||
soviets = Player.GetPlayer("Soviets") | ||
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Trigger.OnObjectiveAdded(player, function(p, id) | ||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") | ||
end) | ||
Trigger.OnObjectiveCompleted(player, function(p, id) | ||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed") | ||
end) | ||
Trigger.OnObjectiveFailed(player, function(p, id) | ||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed") | ||
end) | ||
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Trigger.OnPlayerWon(player, function() | ||
Media.PlaySpeechNotification(player, "Win") | ||
end) | ||
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Trigger.OnPlayerLost(player, function() | ||
Media.PlaySpeechNotification(player, "Lose") | ||
end) | ||
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sovietObjective = soviets.AddPrimaryObjective("Destroy the village.") | ||
villageObjective = player.AddPrimaryObjective("Save the village.") | ||
beachheadObjective = player.AddSecondaryObjective("Get your MCV to the main island.") | ||
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beachheadTrigger = false | ||
Trigger.OnExitedFootprint(BeachheadTrigger, function(a, id) | ||
if not beachheadTrigger and a.Owner == player and a.Type == "mcv" then | ||
beachheadTrigger = true | ||
Trigger.RemoveFootprintTrigger(id) | ||
player.MarkCompletedObjective(beachheadObjective) | ||
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captureObjective = player.AddPrimaryObjective("Locate and capture the enemy's Air Force HQ.") | ||
Trigger.OnCapture(AirForceHQ, function() | ||
Trigger.AfterDelay(Utils.Seconds(3), function() | ||
player.MarkCompletedObjective(captureObjective) | ||
player.MarkCompletedObjective(villageObjective) | ||
end) | ||
end) | ||
Trigger.OnKilled(AirForceHQ, function() player.MarkFailedObjective(captureObjective) end) | ||
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Trigger.AfterDelay(BaseFrontAttackInterval, function() | ||
Build(BaseFrontAttackUnits, BaseFrontAttack) | ||
ParadropSovietUnits() | ||
end) | ||
Trigger.AfterDelay(BaseRearAttackInterval, function() | ||
Build(BaseRearAttackUnits, BaseRearAttack) | ||
end) | ||
Trigger.AfterDelay(BaseRaidInterval, BaseRaid) | ||
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Trigger.AfterDelay(UBoatPatrolDelay, function() | ||
Build(HunterSubs, function(subs) | ||
Utils.Do(subs, function(sub) | ||
Trigger.OnIdle(sub, function(s) s.Hunt() end) | ||
end) | ||
end) | ||
end) | ||
end | ||
end) | ||
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Trigger.OnAllKilled(Village, function() player.MarkFailedObjective(villageObjective) end) | ||
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SetupWorld() | ||
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Trigger.AfterDelay(VillageRaidInterval, VillageRaid) | ||
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Trigger.AfterDelay(1, function() Build(UBoatPatrolUnits, SendUboatPatrol) end) | ||
Trigger.AfterDelay(1, function() Build(Utils.Random(GroundPatrolUnits), SendGroundPatrol) end) | ||
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Reinforcements.Reinforce(player, { "mcv" }, { MCVInsertLocation.Location, MCVDeployLocation.Location }, 0, function(mcv) | ||
mcv.Deploy() | ||
end) | ||
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Camera.Position = CameraSpot.CenterPosition | ||
Trigger.AfterDelay(Utils.Seconds(5), function() CameraSpot.Destroy() end) | ||
end |
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