Add nod09
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276
mods/cnc/maps/nod09/nod09.lua
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276
mods/cnc/maps/nod09/nod09.lua
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if Map.Difficulty == "Easy" then
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Rambo = "rmbo.easy"
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elseif Map.Difficulty == "Hard" then
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Rambo = "rmbo.hard"
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else
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Rambo = "rmbo"
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end
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WaypointGroup1 = { waypoint0, waypoint3, waypoint2, waypoint4, waypoint5, waypoint7 }
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WaypointGroup2 = { waypoint0, waypoint3, waypoint2, waypoint4, waypoint5, waypoint6 }
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WaypointGroup3 = { waypoint0, waypoint8, waypoint9, waypoint10, waypoint11, waypoint12, waypoint6, waypoint13 }
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Patrol1Waypoints = { waypoint0.Location, waypoint8.Location, waypoint9.Location, waypoint10.Location }
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Patrol2Waypoints = { waypoint0.Location, waypoint3.Location, waypoint2.Location, waypoint4.Location }
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GDI1 = { units = { ['e2'] = 3, ['e3'] = 2 }, waypoints = WaypointGroup1, delay = 40 }
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GDI2 = { units = { ['e1'] = 2, ['e2'] = 4 }, waypoints = WaypointGroup2, delay = 50 }
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GDI4 = { units = { ['jeep'] = 2 }, waypoints = WaypointGroup1, delay = 50 }
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GDI5 = { units = { ['mtnk'] = 1 }, waypoints = WaypointGroup1, delay = 40 }
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Auto1 = { units = { ['e1'] = 2, ['e3'] = 3 }, waypoints = WaypointGroup3, delay = 40 }
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Auto2 = { units = { ['e2'] = 2, ['e3'] = 2 }, waypoints = WaypointGroup3, delay = 50 }
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Auto3 = { units = { ['e1'] = 3, ['e2'] = 2 }, waypoints = WaypointGroup2, delay = 60 }
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Auto4 = { units = { ['mtnk'] = 1 }, waypoints = WaypointGroup1, delay = 50 }
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Auto5 = { units = { ['mtnk'] = 1 }, waypoints = WaypointGroup3, delay = 50 }
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Auto6 = { units = { ['e1'] = 2, ['e3'] = 2 }, waypoints = WaypointGroup3, delay = 50 }
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Auto7 = { units = { ['msam'] = 1 }, waypoints = WaypointGroup1, delay = 40 }
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Auto8 = { units = { ['msam'] = 1 }, waypoints = WaypointGroup3, delay = 50 }
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RmboReinforcements = { Rambo }
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EngineerReinforcements = { "e6", "e6" }
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RocketReinforcements = { "e3", "e3", "e3", "e3" }
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AutoAttackWaves = { GDI1, GDI2, GDI4, GDI5, Auto1, Auto2, Auto3, Auto4, Auto5, Auto6, Auto7, Auto8 }
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NodBaseTrigger = { CPos.New(9, 52), CPos.New(9, 51), CPos.New(9, 50), CPos.New(9, 49), CPos.New(9, 48), CPos.New(9, 47), CPos.New(9, 46), CPos.New(10, 46), CPos.New(11, 46), CPos.New(12, 46), CPos.New(13, 46), CPos.New(14, 46), CPos.New(15, 46), CPos.New(16, 46), CPos.New(17, 46), CPos.New(18, 46), CPos.New(19, 46), CPos.New(20, 46), CPos.New(21, 46), CPos.New(22, 46), CPos.New(23, 46), CPos.New(24, 46), CPos.New(25, 46), CPos.New(25, 47), CPos.New(25, 48), CPos.New(25, 49), CPos.New(25, 50), CPos.New(25, 51), CPos.New(25, 52) }
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EngineerTrigger = { CPos.New(5, 13), CPos.New(6, 13), CPos.New(7, 13), CPos.New(8, 13), CPos.New(9, 13), CPos.New(10, 13), CPos.New(16, 7), CPos.New(16, 6), CPos.New(16, 5), CPos.New(16, 4), CPos.New(16, 3)}
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RocketTrigger = { CPos.New(20, 15), CPos.New(21, 15), CPos.New(22, 15), CPos.New(23, 15), CPos.New(24, 15), CPos.New(25, 15), CPos.New(26, 15), CPos.New(32, 15), CPos.New(32, 14), CPos.New(32, 13), CPos.New(32, 12), CPos.New(32, 11)}
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GunboatPatrolPath = { GunboatLeft.Location, GunboatRight.Location }
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AirstrikeDelay = DateTime.Minutes(2) + DateTime.Seconds(30)
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CheckForSams = function(player)
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local sams = player.GetActorsByType("sam")
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return #sams >= 3
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end
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searches = 0
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getAirstrikeTarget = function()
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local list = player.GetGroundAttackers()
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if #list == 0 then
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return
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end
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local target = list[DateTime.GameTime % #list + 1].CenterPosition
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local sams = Map.ActorsInCircle(target, WDist.New(8 * 1024), function(actor)
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return actor.Type == "sam" end)
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if #sams == 0 then
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searches = 0
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return target
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elseif searches < 6 then
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searches = searches + 1
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return getAirstrikeTarget()
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else
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searches = 0
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return nil
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end
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end
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SendAttackWave = function(team)
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for type, amount in pairs(team.units) do
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count = 0
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local actors = enemy.GetActorsByType(type)
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Utils.Do(actors, function(actor)
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if actor.IsIdle and count < amount then
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SetAttackWaypoints(actor, team.waypoints)
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IdleHunt(actor)
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count = count + 1
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end
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end)
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end
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end
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SetAttackWaypoints = function(actor, waypoints)
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if not actor.IsDead then
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Utils.Do(waypoints, function(waypoint)
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actor.AttackMove(waypoint.Location)
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end)
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end
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end
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SendGDIAirstrike = function(hq, delay)
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if not hq.IsDead and hq.Owner == enemy then
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local target = getAirstrikeTarget()
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if target then
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hq.SendAirstrike(target, false, Facing.NorthEast + 4)
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Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end)
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else
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Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end)
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end
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end
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end
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SendWaves = function(counter, Waves)
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if counter <= #Waves then
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local team = Waves[counter]
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SendAttackWave(team)
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Trigger.AfterDelay(DateTime.Seconds(team.delay), function() SendWaves(counter + 1, Waves) end)
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end
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end
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StartPatrols = function()
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local mtnks = enemy.GetActorsByType("mtnk")
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local msams = enemy.GetActorsByType("msam")
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if #mtnks >= 1 then
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mtnks[1].Patrol(Patrol1Waypoints, true, 20)
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end
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if #msams >= 1 then
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msams[1].Patrol(Patrol2Waypoints, true, 20)
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end
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end
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StartWaves = function()
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SendWaves(1, AutoAttackWaves)
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end
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Trigger.OnEnteredFootprint(NodBaseTrigger, function(a, id)
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if not nodBaseTrigger and a.Owner == player then
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nodBaseTrigger = true
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player.MarkCompletedObjective(NodObjective3)
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NodCYard.Owner = player
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local walls = nodBase.GetActorsByType("brik")
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Utils.Do(walls, function(actor)
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actor.Owner = player
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end)
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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Media.PlaySpeechNotification(player, "NewOptions")
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end)
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end
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end)
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Trigger.OnEnteredFootprint(RocketTrigger, function(a, id)
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if not rocketTrigger and a.Owner == player then
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rocketTrigger = true
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player.MarkCompletedObjective(NodObjective1)
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Trigger.AfterDelay(DateTime.Seconds(5), function()
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Media.PlaySpeechNotification(player, "Reinforce")
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Reinforcements.ReinforceWithTransport(player, 'tran.in', RocketReinforcements, { HelicopterEntryRocket.Location, HelicopterGoalRocket.Location }, { HelicopterEntryRocket.Location }, nil, nil)
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end)
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Trigger.AfterDelay(DateTime.Seconds(10), function()
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FlareEngineerCamera1 = Actor.Create("camera", true, { Owner = player, Location = FlareEngineer.Location })
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FlareEngineerCamera2 = Actor.Create("camera", true, { Owner = player, Location = CameraEngineerPath.Location })
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FlareEngineer = Actor.Create("flare", true, { Owner = player, Location = FlareEngineer.Location })
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end)
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Trigger.AfterDelay(DateTime.Minutes(1), function()
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FlareRocketCamera.Destroy()
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FlareRocket.Destroy()
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end)
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end
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end)
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Trigger.OnEnteredFootprint(EngineerTrigger, function(a, id)
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if not engineerTrigger and a.Owner == player then
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engineerTrigger = true
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player.MarkCompletedObjective(NodObjective2)
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Trigger.AfterDelay(DateTime.Seconds(5), function()
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Media.PlaySpeechNotification(player, "Reinforce")
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Reinforcements.ReinforceWithTransport(player, 'tran.in', EngineerReinforcements, { HelicopterEntryEngineer.Location, HelicopterGoalEngineer.Location }, { HelicopterEntryEngineer.Location }, nil, nil)
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end)
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Trigger.AfterDelay(DateTime.Minutes(1), function()
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FlareEngineerCamera1.Destroy()
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FlareEngineerCamera2.Destroy()
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FlareEngineer.Destroy()
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end)
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end
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end)
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Trigger.OnKilledOrCaptured(OutpostProc, function()
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if not outpostCaptured then
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outpostCaptured = true
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if OutpostProc.IsDead then
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player.MarkFailedObjective(NodObjective4)
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else
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player.MarkCompletedObjective(NodObjective4)
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player.Cash = 1000
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end
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StartPatrols()
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Trigger.AfterDelay(DateTime.Minutes(1), function() StartWaves() end)
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Trigger.AfterDelay(AirstrikeDelay, function() SendGDIAirstrike(GDIHQ, AirstrikeDelay) end)
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Trigger.AfterDelay(DateTime.Minutes(3), function() ProduceInfantry(GDIPyle) end)
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Trigger.AfterDelay(DateTime.Minutes(3), function() ProduceVehicle(GDIWeap) end)
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end
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end)
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Trigger.OnKilled(Gunboat, function()
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GunboatCamera.Destroy()
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end)
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WorldLoaded = function()
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player = Player.GetPlayer("Nod")
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enemy = Player.GetPlayer("GDI")
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nodBase = Player.GetPlayer("NodBase")
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Camera.Position = CameraIntro.CenterPosition
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Media.PlaySpeechNotification(player, "Reinforce")
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Reinforcements.ReinforceWithTransport(player, 'tran.in', RmboReinforcements, { HelicopterEntryRmbo.Location, HelicopterGoalRmbo.Location }, { HelicopterEntryRmbo.Location }, nil, nil)
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FlareRocketCamera = Actor.Create("camera", true, { Owner = player, Location = FlareRocket.Location })
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FlareRocket = Actor.Create("flare", true, { Owner = player, Location = FlareRocket.Location })
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StartAI(GDICYard)
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AutoGuard(enemy.GetGroundAttackers())
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GunboatCamera = Actor.Create("camera.boat", true, { Owner = player, Location = Gunboat.Location })
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Trigger.OnIdle(Gunboat, function() Gunboat.Patrol(GunboatPatrolPath) end)
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Trigger.OnObjectiveAdded(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
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end)
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Trigger.OnObjectiveCompleted(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
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end)
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Trigger.OnObjectiveFailed(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
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end)
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Trigger.OnPlayerWon(player, function()
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Media.PlaySpeechNotification(player, "Win")
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end)
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Trigger.OnPlayerLost(player, function()
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Media.PlaySpeechNotification(player, "Lose")
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end)
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NodObjective1 = player.AddPrimaryObjective("Secure the first landing zone.")
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NodObjective2 = player.AddPrimaryObjective("Secure the second landing zone.")
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NodObjective3 = player.AddPrimaryObjective("Locate the Nod base.")
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NodObjective4 = player.AddPrimaryObjective("Capture the refinery.")
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NodObjective5 = player.AddPrimaryObjective("Eliminate all GDI forces in the area.")
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NodObjective6 = player.AddSecondaryObjective("Build 3 SAMs to fend off the GDI bombers.")
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GDIObjective = enemy.AddPrimaryObjective("Eliminate all Nod forces in the area.")
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end
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Tick = function()
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if not Gunboat.IsDead then
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GunboatCamera.Teleport(Gunboat.Location)
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end
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if DateTime.GameTime > 2 and player.HasNoRequiredUnits() then
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enemy.MarkCompletedObjective(GDIObjective)
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end
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if DateTime.GameTime > 2 and enemy.HasNoRequiredUnits() then
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player.MarkCompletedObjective(NodObjective5)
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end
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if not player.IsObjectiveCompleted(NodObjective6) and CheckForSams(player) then
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player.MarkCompletedObjective(NodObjective6)
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end
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end
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