Fix map previews and order in TD
This commit is contained in:
@@ -7,201 +7,124 @@
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information, see COPYING.
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]]
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NodUnitsBuggy = { "bggy", "bggy", "bggy", "bggy", "bggy" }
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NodUnitsBikes = { "bike", "bike", "bike" }
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NodUnitsGunner = { "e1", "e1", "e1", "e1", "e1", "e1" }
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NodUnitsBuggy = { "bggy", "bggy", "bike", "bike" }
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NodUnitsRocket = { "e3", "e3", "e3", "e3", "e3", "e3" }
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NodUnitsGunner = { "e1", "e1", "e1", "e1", "e1", "e1" }
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Atk6Units = { "c1", "c2", "c3" }
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Atk5Units = { "e1", "e1", "e2", "e2" }
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Atk1Units = { "e1", "e1" }
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JeepReinforcements = { "jeep" }
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GDIUnits = { "e1", "e1", "e2" }
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ApcUnits = { "e1", "e1", "e2", "e2" }
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Apc3Trigger = { CPos.New(28,58), CPos.New(27,58), CPos.New(28,57), CPos.New(27,57), CPos.New(28,56), CPos.New(27,56), CPos.New(28,55), CPos.New(27,55), CPos.New(28,54), CPos.New(27,54), CPos.New(28,53), CPos.New(27,53) }
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NorthernBridgeTrigger = { CPos.New(13,41), CPos.New(14,41), CPos.New(15,41), CPos.New(14,42), CPos.New(15,42), CPos.New(16,42) }
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SouthernBridgeTrigger = { CPos.New(26,54), CPos.New(25,54), CPos.New(24,54), CPos.New(25,53), CPos.New(24,53), CPos.New(23,53) }
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Spawnpoint = { waypoint0.Location }
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Atk6WaypointsPart1 = { waypoint1.Location, waypoint2.Location, waypoint3.Location, waypoint4.Location }
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Atk6WaypointsPart2 = { waypoint7.Location, waypoint8.Location, waypoint7.Location }
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Atk5Waypoints = { waypoint0.Location, waypoint9.Location}
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Atk3Waypoints = { waypoint0 }
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Atk2Waypoints = { waypoint6 }
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GcivWaypoints = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4 }
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Atk1Waypoints = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, waypoint5, waypoint6 }
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Atk4Waypoints = { waypoint0, waypoint9 }
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Apc1Units = { "c2", "c3", "c4", "c5" }
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Atk6ActorTriggerActivator = { Civilian1, Civilian2 }
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Atk5ActorTriggerActivator = { Soldier1, Soldier2, Soldier3, Actor105 }
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WinActorTriggerActivator = { GDICiv1, GDICiv2, GDICiv3, GDICiv4, GDICiv5, GDICiv6, GDICiv7, GDICiv8, GDICiv9, GDICiv11, GDICiv12, GDICiv13 }
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GcivActors = { Gcvi1, Gciv2, GDICiv2, GDICiv9, GDICiv10, GDICiv11 }
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Civilians = { Civilian1, Civilian2, Civilian3, Civilian4, Civilian5, Civilian6, Civilian7, Civilian8 }
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TargetActors = { Civilian1, Civilian2, Civilian3, Civilian4, Civilian5, Civilian6, Civilian7, Civilian8, CivBuilding1, CivBuilding2, CivBuilding3, CivBuilding4, CivBuilding5, CivBuilding6, CivBuilding7, CivBuilding8, CivBuilding9, CivBuilding10, CivBuilding11, CivBuilding12, CivBuilding13, CivBuilding14 }
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Apc2Trigger = { GDIGunner1, GDIGunner2, GDIGunner3 }
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Atk2CellTriggerActivator = { CPos.New(41,22), CPos.New(40,22), CPos.New(39,22), CPos.New(41,21), CPos.New(40,21), CPos.New(39,21) }
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Atk3CellTriggerActivator = { CPos.New(18,18), CPos.New(17,18), CPos.New(16,18), CPos.New(15,18), CPos.New(14,18), CPos.New(13,18), CPos.New(12,18), CPos.New(11,18), CPos.New(24,17), CPos.New(23,17), CPos.New(22,17), CPos.New(21,17), CPos.New(20,17), CPos.New(19,17), CPos.New(17,17), CPos.New(16,17), CPos.New(15,17), CPos.New(14,17), CPos.New(13,17), CPos.New(12,17), CPos.New(11,17) }
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Atk4CellTriggerActivator = { CPos.New(29,28), CPos.New(28,28), CPos.New(29,27), CPos.New(28,27), CPos.New(29,26), CPos.New(28,26), CPos.New(29,25), CPos.New(28,25), CPos.New(29,24), CPos.New(28,24), CPos.New(29,23), CPos.New(28,23), CPos.New(29,22), CPos.New(28,22) }
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GcivCellTriggerActivator = { CPos.New(51,17), CPos.New(50,17), CPos.New(49,17), CPos.New(48,17), CPos.New(47,17), CPos.New(46,17), CPos.New(45,17), CPos.New(44,17), CPos.New(43,17), CPos.New(42,17), CPos.New(41,17), CPos.New(40,17), CPos.New(39,17), CPos.New(38,17), CPos.New(37,17), CPos.New(36,17), CPos.New(35,17), CPos.New(52,16), CPos.New(51,16), CPos.New(50,16), CPos.New(49,16), CPos.New(48,16), CPos.New(47,16), CPos.New(46,16), CPos.New(45,16), CPos.New(44,16), CPos.New(43,16), CPos.New(42,16), CPos.New(41,16), CPos.New(40,16), CPos.New(39,16), CPos.New(38,16), CPos.New(37,16), CPos.New(36,16), CPos.New(35,16) }
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DelxCellTriggerActivator = { CPos.New(42,20), CPos.New(41,20), CPos.New(40,20), CPos.New(39,20), CPos.New(38,20) }
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DelyCellTriggerActivator = { CPos.New(31,28), CPos.New(30,28), CPos.New(31,27), CPos.New(30,27), CPos.New(31,26), CPos.New(30,26), CPos.New(31,25), CPos.New(30,25), CPos.New(31,24), CPos.New(30,24) }
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DelzCellTriggerActivator = { CPos.New(18,20), CPos.New(17,20), CPos.New(16,20), CPos.New(15,20), CPos.New(14,20), CPos.New(13,20), CPos.New(12,20), CPos.New(11,20), CPos.New(25,19), CPos.New(24,19), CPos.New(23,19), CPos.New(22,19), CPos.New(21,19), CPos.New(20,19), CPos.New(19,19), CPos.New(18,19), CPos.New(17,19), CPos.New(16,19), CPos.New(15,19), CPos.New(14,19), CPos.New(13,19), CPos.New(12,19), CPos.New(11,19), CPos.New(25,18), CPos.New(24,18), CPos.New(23,18), CPos.New(22,18), CPos.New(21,18), CPos.New(20,18), CPos.New(19,18) }
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NodCiviliansActors = { NodCiv1, NodCiv2, NodCiv3, NodCiv4, NodCiv5, NodCiv6, NodCiv7, NodCiv8, NodCiv9 }
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SendJeepReinforcements = function()
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if not PreventJeepReinforcements then
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local units = Reinforcements.Reinforce(GDI, JeepReinforcements, Spawnpoint, 15)
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MoveAndHunt(units, Atk2Waypoints)
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end
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end
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SendGDIReinforcements = function()
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if not PreventGDIReinforcements then
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local units = Reinforcements.Reinforce(GDI, GDIUnits, Spawnpoint, 15)
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MoveAndHunt(units, Atk4Waypoints)
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end
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end
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SendApcReinforcements = function()
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if not PreventApcReinforcements then
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Reinforcements.ReinforceWithTransport(GDI, "apc", ApcUnits, Atk5Waypoints, nil,
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function(transport, cargo)
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transport.UnloadPassengers()
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Utils.Do(cargo, IdleHunt)
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end, IdleHunt)
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end
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end
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CreateCivilians = function(actor, discoverer)
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Utils.Do(NodCiviliansActors, function(actor)
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actor.Owner = Nod
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end)
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ProtectCivilians = Nod.AddPrimaryObjective("Protect the civilians that support Nod.")
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Trigger.OnAllKilled(NodCiviliansActors, function()
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Nod.MarkFailedObjective(ProtectCivilians)
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end)
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Utils.Do(GcivActors, function(actor)
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if not actor.IsDead then
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actor.AttackMove(waypoint7.Location)
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actor.AttackMove(waypoint8.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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Apc1Waypoints = { waypoint0.Location, waypoint11.Location, waypoint10.Location, waypoint8.Location, GDIBase.Location }
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Apc2Waypoints = { waypoint8, waypoint7, waypoint6, waypoint5, waypoint4 }
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Apc3Waypoints = { waypoint3, waypoint2, waypoint1, waypoint0, waypoint11, waypoint10, waypoint8, GDIBase }
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FlightRouteTop = { waypoint4, waypoint5, waypoint6, waypoint7, waypoint8, GDIBase }
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FlightRouteBottom = { waypoint3, waypoint2, waypoint1, waypoint11, waypoint10, waypoint8, GDIBase }
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Hummer1Waypoints = { waypoint8, waypoint7, waypoint6, waypoint5, waypoint4, waypoint3, waypoint2, waypoint1, waypoint0, waypoint11, waypoint10, waypoint8 }
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WorldLoaded = function()
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Nod = Player.GetPlayer("Nod")
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NodSupporter = Player.GetPlayer("NodSupporter")
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GDI = Player.GetPlayer("GDI")
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InitObjectives(Nod)
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Trigger.AfterDelay(DateTime.Seconds(3), function()
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local apc = Actor.Create("apc", true, { Owner = GDI, Location = Apc1Waypoints[1], Cargo = Apc1Units })
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Utils.Do(Apc1Waypoints, function(waypoint)
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apc.AttackMove(waypoint)
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end)
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Trigger.OnAnyKilled(Atk6ActorTriggerActivator, function()
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Reinforcements.ReinforceWithTransport(GDI, "apc", Atk6Units, Atk6WaypointsPart1, Atk6WaypointsPart2,
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function(transport, cargo)
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Utils.Do(cargo, IdleHunt)
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end, IdleHunt)
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end)
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Utils.Do(Atk5ActorTriggerActivator, function(actor)
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Trigger.OnDamaged(actor, function()
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if Atk5TriggerSwitch then
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return
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Trigger.OnEnteredFootprint(Apc3Trigger, function(a, id)
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if a.Owner == Nod then
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MoveAndHunt({ apc }, Apc3Waypoints)
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Trigger.RemoveFootprintTrigger(id)
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end
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Atk5TriggerSwitch = true
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Reinforcements.ReinforceWithTransport(GDI, "apc", Atk5Units, Atk5Waypoints, nil,
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function(transport, cargo)
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transport.UnloadPassengers()
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Utils.Do(cargo, IdleHunt)
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end, IdleHunt)
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end)
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end)
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Trigger.OnEnteredFootprint(Atk3CellTriggerActivator, function(a, id)
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Trigger.OnEnteredFootprint(NorthernBridgeTrigger, function(a, id)
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if a.Owner == Nod then
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Trigger.RemoveFootprintTrigger(id)
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if not CiviliansEvacuated then
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CiviliansEvacuated = true
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Utils.Do(Civilians, function(civ)
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Utils.Do(FlightRouteBottom, function(waypoint)
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civ.Move(waypoint.Location)
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end)
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for type, count in pairs({ ["e1"] = 3, ["e2"] = 2, ["mtnk"] = 1 }) do
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MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), Atk3Waypoints)
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Trigger.OnIdle(civ, function()
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if civ.Location == GDIBase.Location then
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Trigger.Clear(civ, "OnIdle")
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else
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civ.Move(GDIBase.Location)
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end
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end)
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end)
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end
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end
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end)
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Trigger.OnEnteredFootprint(Atk2CellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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MoveAndHunt(Utils.Take(1, GDI.GetActorsByType("jeep")), Atk2Waypoints)
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.OnEnteredFootprint(GcivCellTriggerActivator, function(a, id)
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Trigger.OnEnteredFootprint(SouthernBridgeTrigger, function(a, id)
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if a.Owner == Nod then
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MoveAndHunt(GcivActors, GcivWaypoints)
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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if not CiviliansEvacuated then
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CiviliansEvacuated = true
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Utils.Do(Civilians, function(civ)
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Utils.Do(FlightRouteTop, function(waypoint)
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civ.Move(waypoint.Location)
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end)
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Trigger.OnEnteredFootprint(Atk4CellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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for type, count in pairs({ ["e1"] = 2,["e2"] = 1 }) do
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MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), Atk4Waypoints)
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Trigger.OnIdle(civ, function()
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if civ.Location == GDIBase.Location then
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Trigger.Clear(civ, "OnIdle")
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else
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civ.Move(GDIBase.Location)
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end
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end)
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end)
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end
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.AfterDelay(DateTime.Seconds(20), function()
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local units = Reinforcements.Reinforce(GDI, Atk1Units, Spawnpoint, 15)
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MoveAndHunt(units, Atk1Waypoints)
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Trigger.OnDiscovered(Convoi, function()
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MoveAndHunt({ Jeep1, Jeep2 }, Hummer1Waypoints)
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end)
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Trigger.AfterDelay(DateTime.Seconds(50), SendJeepReinforcements)
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Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(40), SendGDIReinforcements)
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Trigger.AfterDelay(DateTime.Minutes(2) + DateTime.Seconds(30), SendApcReinforcements)
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Trigger.OnEnteredFootprint(DelxCellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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PreventJeepReinforcements = true
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Trigger.RemoveFootprintTrigger(id)
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end
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Trigger.OnAllRemovedFromWorld(Apc2Trigger, function()
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MoveAndHunt({ Convoi }, Apc2Waypoints)
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end)
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Trigger.OnEnteredFootprint(DelyCellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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PreventGDIReinforcements = true
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Trigger.RemoveFootprintTrigger(id)
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end
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Trigger.OnAllRemovedFromWorld(TargetActors, function()
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Nod.MarkCompletedObjective(KillCivilians)
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end)
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Trigger.OnEnteredFootprint(DelzCellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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PreventApcReinforcements = true
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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InitObjectives(Nod)
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Trigger.OnPlayerDiscovered(NodSupporter, CreateCivilians)
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KillCivilians = Nod.AddObjective("Destroy the village and kill all civilians.")
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KillGDI = Nod.AddObjective("Kill all GDI units in the area.", "Secondary", false)
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Trigger.OnAllKilled(WinActorTriggerActivator, function()
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Nod.MarkCompletedObjective(KillGDI)
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if ProtectCivilians then
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Nod.MarkCompletedObjective(ProtectCivilians)
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end
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end)
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KillGDI = Nod.AddObjective("Kill all civilian GDI supporters.")
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Camera.Position = CameraPoint.CenterPosition
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Media.PlaySpeechNotification(Nod, "Reinforce")
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Reinforcements.Reinforce(Nod, NodUnitsBuggy, { UnitsEntryBuggy.Location, UnitsRallyBuggy.Location }, 11)
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Reinforcements.Reinforce(Nod, NodUnitsBikes, { UnitsEntryBikes.Location, UnitsRallyBikes.Location }, 15)
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Reinforcements.Reinforce(Nod, NodUnitsGunner, { UnitsEntryGunner.Location, UnitsRallyGunner.Location }, 15)
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Reinforcements.Reinforce(Nod, NodUnitsRocket, { UnitsEntryRocket.Location, UnitsRallyRocket.Location }, 15)
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Camera.Position = waypoint6.CenterPosition
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Reinforcements.ReinforceWithTransport(Nod, "tran", NodUnitsBuggy, { EntryPointVehicle.Location, RallyPointVehicle.Location }, { EntryPointVehicle.Location })
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end)
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Reinforcements.ReinforceWithTransport(Nod, "tran", NodUnitsRocket, { EntryPointRocket.Location, RallyPointRocket.Location }, { EntryPointRocket.Location })
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Reinforcements.ReinforceWithTransport(Nod, "tran", NodUnitsGunner, { EntryPointGunner.Location, RallyPointGunner.Location }, { EntryPointGunner.Location })
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end
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Tick = function()
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if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then
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Nod.MarkFailedObjective(KillGDI)
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Nod.MarkFailedObjective(KillCivilians)
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end
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if GDI.HasNoRequiredUnits() then
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Nod.MarkCompletedObjective(KillGDI)
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end
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end
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Reference in New Issue
Block a user