--[[ 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. ]] NodStartUnitsRight = { tough = { 'ltnk', 'bike', 'e1', 'e1', 'e3', 'e3' }, hard = { 'ltnk', 'bike', 'e1', 'e1', 'e3', 'e3', 'e3' }, normal = { 'ltnk', 'bike', 'bike', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3', 'e3' }, easy = { 'ltnk', 'ltnk', 'bike', 'bike', 'e1', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3', 'e3' } } NodStartUnitsLeft = { tough = { 'ltnk', 'ltnk', 'bggy', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3' }, hard = { 'ltnk', 'ltnk', 'bggy', 'e1', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3' }, normal = { 'ltnk', 'ltnk', 'bggy', 'bggy', 'e1', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3', 'e3', 'e3' }, easy = { 'ltnk', 'ltnk', 'ltnk', 'bggy', 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3', 'e3', 'e3' } } Chn1Units = { 'e1', 'e1', 'e1', 'e1', 'e1' } Chn2Units = { 'e2', 'e2', 'e2', 'e2', 'e2' } Obj2Units = { 'ltnk', 'bike', 'e1', 'e1', 'e1' } Chn3CellTriggerActivator = { CPos.New(49,58), CPos.New(48,58), CPos.New(49,57), CPos.New(48,57), CPos.New(49,56), CPos.New(48,56), CPos.New(49,55), CPos.New(48,55) } DzneCellTriggerActivator = { CPos.New(61,45), CPos.New(60,45), CPos.New(59,45), CPos.New(58,45), CPos.New(57,45), CPos.New(61,44), CPos.New(60,44), CPos.New(59,44), CPos.New(58,44), CPos.New(57,44), CPos.New(61,43), CPos.New(60,43), CPos.New(58,43), CPos.New(57,43), CPos.New(61,42), CPos.New(60,42), CPos.New(59,42), CPos.New(58,42), CPos.New(57,42), CPos.New(61,41), CPos.New(60,41), CPos.New(59,41), CPos.New(58,41), CPos.New(57,41) } DetonatorArea = { CPos.New(59,43) } EvacuationArea = { CPos.New(54,58), CPos.New(53,58), CPos.New(52,58), CPos.New(54,57), CPos.New(53,57), CPos.New(52,57), CPos.New(54,56), CPos.New(53,56), CPos.New(52,56), CPos.New(54,55), CPos.New(53,55), CPos.New(52,55) } Grd2ActorTriggerActivator = { Guard1, Guard2, Guard3 } Atk1ActorTriggerActivator = { Atk1Activator1, Atk1Activator2 } Atk2ActorTriggerActivator = { Atk2Activator1, Atk2Activator2 } Chn1ActorTriggerActivator = { Chn1Activator1, Chn1Activator2, Chn1Activator3, Chn1Activator4, Chn1Activator5 } Chn2ActorTriggerActivator = { Chn2Activator1, Chn2Activator2, Chn2Activator3 } GDIVillage = { Chn1Activator1, Chn1Activator2, Chn1Activator3, Chn1Activator4, Chn1Activator5, Chn2Activator1, Chn2Activator2, Chn2Activator3, Atk3Activator } Chn1Waypoints = { ChnEntry.Location, waypoint5.Location } Chn2Waypoints = { ChnEntry.Location, waypoint6.Location } Gdi3Waypoints = { waypoint1, waypoint3, waypoint7, waypoint8, waypoint9 } Gdi4Waypoints = { waypoint4, waypoint10, waypoint9, waypoint11, waypoint9, waypoint10 } Gdi5Waypoints = { waypoint1, waypoint4 } Gdi6Waypoints = { waypoint2, waypoint3 } Grd2TriggerFunction = function() if not Grd2Switch then for type, count in pairs({ ['e1'] = 2, ['e2'] = 1, ['jeep'] = 1 }) do MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), Gdi4Waypoints) end Grd2Switch = true end end Atk1TriggerFunction = function() if not Atk1Switch then for type, count in pairs({ ['e1'] = 3, ['e2'] = 3, ['jeep'] = 1 }) do MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), Gdi5Waypoints) end Atk1Switch = true end end Atk2TriggerFunction = function() if not Atk2Switch then for type, count in pairs({ ['mtnk'] = 1, ['jeep'] = 1 }) do MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), Gdi6Waypoints) end Atk2Switch = true end end Atk3TriggerFunction = function() if not Atk3Switch then Atk3Switch = true if not CommCenter.IsDead then local targets = Nod.GetGroundAttackers() local target = targets[DateTime.GameTime % #targets + 1].CenterPosition if target then CommCenter.TargetAirstrike(target, Angle.NorthEast + Angle.New(16)) end end end end InsertNodUnits = function() NodStartUnitsRight = NodStartUnitsRight[Difficulty] NodStartUnitsLeft = NodStartUnitsLeft[Difficulty] Camera.Position = UnitsRallyRight.CenterPosition Media.PlaySpeechNotification(Nod, "Reinforce") Reinforcements.Reinforce(Nod, NodStartUnitsLeft, { UnitsEntryLeft.Location, UnitsRallyLeft.Location }, 15) Reinforcements.Reinforce(Nod, NodStartUnitsRight, { UnitsEntryRight.Location, UnitsRallyRight.Location }, 15) end WorldLoaded = function() Nod = Player.GetPlayer("Nod") GDI = Player.GetPlayer("GDI") InitObjectives(Nod) StealDetonator = AddPrimaryObjective(Nod, "steal-nuclear-detonator") DestroyVillage = AddSecondaryObjective(Nod, "destroy-gdi-supporter-houses") InsertNodUnits() Trigger.AfterDelay(DateTime.Seconds(3), function() MoveAndHunt(Utils.Take(2, GDI.GetActorsByType("mtnk")), Gdi3Waypoints) end) Utils.Do(Grd2ActorTriggerActivator, function(actor) Trigger.OnDiscovered(actor, Grd2TriggerFunction) end) Utils.Do(Atk1ActorTriggerActivator, function(actor) Trigger.OnDamaged(actor, Atk1TriggerFunction) end) Utils.Do(Atk2ActorTriggerActivator, function(actor) Trigger.OnDamaged(actor, Atk2TriggerFunction) end) if Difficulty == "tough" then Trigger.OnDamaged(Atk3Activator, Atk3TriggerFunction) end Trigger.OnAllKilled(Chn1ActorTriggerActivator, function() local cargo = Reinforcements.ReinforceWithTransport(GDI, 'tran', Chn1Units, Chn1Waypoints, { waypoint14.Location })[2] Utils.Do(cargo, IdleHunt) end) Trigger.OnAllKilled(Chn2ActorTriggerActivator, function() local cargo = Reinforcements.ReinforceWithTransport(GDI, 'tran', Chn2Units, Chn2Waypoints, { waypoint14.Location })[2] Utils.Do(cargo, IdleHunt) end) Trigger.OnEnteredFootprint(Chn3CellTriggerActivator, function(a, id) if a.Owner == Nod then Media.PlaySpeechNotification(Nod, "Reinforce") Reinforcements.ReinforceWithTransport(Nod, 'tran', nil, { ChnEntry.Location, waypoint17.Location }) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(DzneCellTriggerActivator, function(a, id) if a.Owner == Nod then Actor.Create('flare', true, { Owner = Nod, Location = waypoint17.Location }) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnAllRemovedFromWorld(GDIVillage, function() Nod.MarkCompletedObjective(DestroyVillage) Media.PlaySpeechNotification(Nod, "Reinforce") Reinforcements.Reinforce(Nod, Obj2Units, { Obj2UnitsEntry.Location, waypoint13.Location }, 15) end) Trigger.OnEnteredFootprint(DetonatorArea, function(a, id) if a.Owner == Nod then EvacuateObjective = AddPrimaryObjective(Nod, "move-to-evacuation-point") Nod.MarkCompletedObjective(StealDetonator) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(EvacuationArea, function(a, id) if a.Owner == Nod and EvacuateObjective then Nod.MarkCompletedObjective(EvacuateObjective) Trigger.RemoveFootprintTrigger(id) end end) end Tick = function() if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then Nod.MarkFailedObjective(StealDetonator) if EvacuateObjective then Nod.MarkFailedObjective(EvacuateObjective) end end end