Fix map previews and order in TD

This commit is contained in:
abcdefg30
2020-10-15 12:42:34 +02:00
committed by Paul Chote
parent e11c8436bd
commit 575596c9ad
22 changed files with 1635 additions and 1635 deletions

View File

@@ -10,17 +10,10 @@
NodUnits = { "bggy", "e1", "e1", "e1", "e1", "e1", "bggy", "e1", "e1", "e1", "bggy" }
NodBaseBuildings = { "hand", "fact", "nuke" }
GDIBase = { Refinery, Barracks, Powerplant, Yard }
Guards = { Guard1, Guard2, Guard3, Guard4, Guard5, Guard6, Guard7 }
GDIBase = { Refinery, Yard, Barracks, Plant, Silo1, Silo2 }
Atk1CellTriggerActivator = { CPos.New(45,37), CPos.New(44,37), CPos.New(45,36), CPos.New(44,36), CPos.New(45,35), CPos.New(44,35), CPos.New(45,34), CPos.New(44,34) }
Atk4CellTriggerActivator = { CPos.New(50,47), CPos.New(49,47), CPos.New(48,47), CPos.New(47,47), CPos.New(46,47), CPos.New(45,47), CPos.New(44,47), CPos.New(43,47), CPos.New(42,47), CPos.New(41,47), CPos.New(40,47), CPos.New(39,47), CPos.New(38,47), CPos.New(37,47), CPos.New(50,46), CPos.New(49,46), CPos.New(48,46), CPos.New(47,46), CPos.New(46,46), CPos.New(45,46), CPos.New(44,46), CPos.New(43,46), CPos.New(42,46), CPos.New(41,46), CPos.New(40,46), CPos.New(39,46), CPos.New(38,46) }
Atk1Waypoints = { waypoint2, waypoint4, waypoint5, waypoint6 }
Atk2Waypoints = { waypoint2, waypoint5, waypoint7, waypoint6 }
Atk3Waypoints = { waypoint2, waypoint4, waypoint5, waypoint9 }
Atk4Waypoints = { waypoint0, waypoint8, waypoint9 }
Pat1Waypoints = { waypoint0, waypoint1, waypoint2, waypoint3 }
GDIWaypoints1 = { waypoint0, waypoint1, waypoint2, waypoint3 }
GDIWaypoints2 = { waypoint0, waypoint1, waypoint4, waypoint5, waypoint6, waypoint7, waypoint9 }
GetAttackers = function(amount)
local units = GDI.GetActorsByType("e1")
@@ -38,59 +31,52 @@ WorldLoaded = function()
InitObjectives(Nod)
BuildBase = Nod.AddObjective("Build a base.")
DestroyGDI = Nod.AddObjective("Destroy the GDI base.")
GDIObjective = GDI.AddObjective("Kill all enemies.")
BuildBase = Nod.AddObjective("Build a base.")
DestroyGDI = Nod.AddObjective("Destroy all GDI units.")
Utils.Do(Guards, function(actor)
Utils.Do({ Refinery, Yard }, function(actor)
Trigger.OnDamaged(actor, function()
if Atk3TriggerSwitch then
return
if not Grd2TriggerSwitch then
Grd2TriggerSwitch = true
Utils.Do(GetAttackers(5), IdleHunt)
end
Atk3TriggerSwitch = true
MoveAndHunt(GetAttackers(4), Atk3Waypoints)
end)
end)
Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(25), function()
MoveAndHunt(GetAttackers(2), GDIWaypoints1)
end)
Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(20), function()
MoveAndHunt(GetAttackers(3), GDIWaypoints2)
end)
Trigger.OnKilled(Guard1, function()
MoveAndHunt(GetAttackers(3), GDIWaypoints2)
end)
Trigger.OnKilled(Guard4, function()
MoveAndHunt(GetAttackers(2), GDIWaypoints1)
end)
Trigger.OnAllKilled({ Guard2, Guard3 }, function()
MoveAndHunt(GetAttackers(2), GDIWaypoints1)
end)
Trigger.OnDamaged(Harvester, function()
if Atk5TriggerSwitch then
return
end
Atk5TriggerSwitch = true
MoveAndHunt(GetAttackers(3), GDIWaypoints2)
end)
Trigger.OnAllRemovedFromWorld(GDIBase, function()
Utils.Do(GDI.GetGroundAttackers(), IdleHunt)
end)
Trigger.AfterDelay(DateTime.Seconds(40), function()
MoveAndHunt(GetAttackers(3), Atk2Waypoints)
end)
Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(15), function()
MoveAndHunt(GetAttackers(3), Atk2Waypoints)
end)
Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(20), function()
MoveAndHunt(GetAttackers(3), Atk3Waypoints)
end)
Trigger.AfterDelay(DateTime.Seconds(50), function()
MoveAndHunt(GetAttackers(3), Atk4Waypoints)
end)
Trigger.AfterDelay(DateTime.Seconds(30), function()
MoveAndHunt(GetAttackers(3), Pat1Waypoints)
end)
Trigger.OnEnteredFootprint(Atk1CellTriggerActivator, function(a, id)
if a.Owner == Nod then
MoveAndHunt(GetAttackers(5), Atk1Waypoints)
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnEnteredFootprint(Atk4CellTriggerActivator, function(a, id)
if a.Owner == Nod then
MoveAndHunt(GetAttackers(3), Atk2Waypoints)
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.AfterDelay(0, function()
Utils.Do(GDI.GetActorsByType("e1"), function(unit)
RebuildUnit({ unit }, GDI, Barracks)
@@ -103,14 +89,14 @@ WorldLoaded = function()
end
Tick = function()
if GDI.HasNoRequiredUnits() then
Nod.MarkCompletedObjective(DestroyGDI)
end
if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then
GDI.MarkCompletedObjective(GDIObjective)
end
if GDI.HasNoRequiredUnits() then
Nod.MarkCompletedObjective(DestroyGDI)
end
if DateTime.GameTime % DateTime.Seconds(1) == 0 and not Nod.IsObjectiveCompleted(BuildBase) and CheckForBase(Nod, NodBaseBuildings) then
Nod.MarkCompletedObjective(BuildBase)
end