--[[ Copyright (c) The OpenRA Developers and Contributors This file is part of OpenRA, which is free software. It is made available to you under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. For more information, see COPYING. ]] NForce = { "e1", "e1", "e1", "e3", "cyborg", "cyborg" } NForcePath = { NodW.Location } NForceInterval = 5 VNForce = { "bike", "bike", "bggy", "bggy", "e1", "e1", "e3" } VNForcePath = { South.Location } VNForceInterval = 15 GForce = { "e1", "e1", "e1", "e1", "e2", "e1", "e2" } GForcePath = { GDIW.Location } GForceInterval = 5 VGForce = { "e2", "smech", "smech", "e1", "e1", "apc" } VGForcePath = { North.Location } VGForceInterval = 15 ProducedUnitTypes = { { nodhand1, { "e1", "e3" }, GDIBase.Location }, { gdibar1, { "e1", "e2" }, NodBase.Location } } ProduceUnits = function(t) local factory = t[1] if not factory.IsDead then local unitType = t[2][Utils.RandomInteger(1, #t[2] + 1)] factory.Wait(Actor.BuildTime(unitType)) factory.Produce(unitType) factory.CallFunc(function() ProduceUnits(t) end) end end SetupFactories = function() Utils.Do(ProducedUnitTypes, function(pair) Trigger.OnProduction(pair[1], function(_, a) BindActorTriggers(a, pair[3]) end) end) end SetupInvulnerability = function() Utils.Do(Map.NamedActors, function(actor) if actor.HasProperty("AcceptsCondition") and actor.AcceptsCondition("unkillable") then actor.GrantCondition("unkillable") end end) end SendNodInfantry = function() local units = Reinforcements.Reinforce(nod, NForce, NForcePath, NForceInterval) Utils.Do(units, function(unit) BindActorTriggers(unit, GDIBase.Location) end) Trigger.AfterDelay(DateTime.Seconds(60), SendNodInfantry) end SendNodVehicles = function() local units = Reinforcements.Reinforce(nod, VNForce, VNForcePath, VNForceInterval) Utils.Do(units, function(unit) BindActorTriggers(unit, GDIBase.Location) end) Trigger.AfterDelay(DateTime.Seconds(110), SendNodVehicles) end SendGDIInfantry = function() local units = Reinforcements.Reinforce(gdi, GForce, GForcePath, GForceInterval) Utils.Do(units, function(unit) BindActorTriggers(unit, NodBase.Location) end) Trigger.AfterDelay(DateTime.Seconds(60), SendGDIInfantry) end SendGDIVehicles = function() local units = Reinforcements.Reinforce(gdi, VGForce, VGForcePath, VGForceInterval) Utils.Do(units, function(unit) BindActorTriggers(unit, NodBase.Location) end) Trigger.AfterDelay(DateTime.Seconds(110), SendGDIVehicles) end BindActorTriggers = function(a, loc) if a.HasProperty("AttackMove") then a.AttackMove(loc) else a.Move(loc) end if a.HasProperty("Hunt") then Trigger.OnIdle(a, a.Hunt) else Trigger.OnIdle(a, function() a.Move(loc) end) end if a.HasProperty("HasPassengers") then Trigger.OnDamaged(a, function() if a.HasPassengers then a.Stop() a.UnloadPassengers() end end) Trigger.OnPassengerExited(a, function(_, p) BindActorTriggers(p, loc) end) end end WorldLoaded = function() nod = Player.GetPlayer("Nod") gdi = Player.GetPlayer("GDI") SetupFactories() SetupInvulnerability() Utils.Do(ProducedUnitTypes, ProduceUnits) SendNodInfantry() Trigger.AfterDelay(DateTime.Seconds(50), SendNodVehicles) SendGDIInfantry() Trigger.AfterDelay(DateTime.Seconds(70), SendGDIVehicles) end