--[[ Copyright 2007-2020 The OpenRA Developers (see AUTHORS) 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. ]] WaypointGroup1 = { waypoint0, waypoint15 } WaypointGroup2 = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, waypoint5, waypoint8 } WaypointGroup3 = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint9, waypoint10, waypoint11, waypoint6, waypoint7 } WaypointGroup4 = { waypoint9, waypoint10, waypoint11, waypoint6, waypoint7, waypoint14 } GDI1 = { units = { "e2", "e2", "e6" }, waypoints = WaypointGroup4, delay = 40 } GDI2 = { units = { "e1", "e2" }, waypoints = WaypointGroup3, delay = 40 } GDI3 = { units = { "e2", "e3", "jeep" }, waypoints = WaypointGroup2, delay = 40 } GDI4 = { units = { "mtnk" }, waypoints = WaypointGroup3, delay = 40 } GDI5 = { units = { "e1", "e2" }, waypoints = WaypointGroup2, delay = 40 } GDI6 = { units = { "e2", "e2", "e2", "e2", "e2" }, waypoints = WaypointGroup1, delay = 40 } Auto1 = { units = { "e1", "e1", "e1", "e2", "e2" }, waypoints = WaypointGroup3, delay = 40 } Auto2 = { units = { "e1", "e2", "e2" }, waypoints = WaypointGroup2, delay = 40 } Auto3 = { units = { "e1", "e3", "e3" }, waypoints = WaypointGroup2, delay = 40 } Auto4 = { units = { "e2", "e2", "e3", "e3" }, waypoints = WaypointGroup3, delay = 40 } Auto5 = { units = { "jeep" }, waypoints = WaypointGroup2, delay = 50 } Auto6 = { units = { "jeep" }, waypoints = WaypointGroup3, delay = 40 } Auto7 = { units = { "mtnk" }, waypoints = WaypointGroup2, delay = 50 } Auto8 = { units = { "mtnk" }, waypoints = WaypointGroup3, delay = 30 } AirstrikeDelay = DateTime.Minutes(2) + DateTime.Seconds(10) AutoAttackWaves = { Auto1, Auto2, Auto3, Auto4, Auto5, Auto6, Auto7, Auto8 } WhitelistedStructures = { "afld", "hand", "hq", "nuke", "silo", "proc", "sam" } NodUnitsTanks = { "ltnk", "ltnk", "ltnk" } NodUnitsBikes = { "bike", "bike", "bike" } NodUnitsBuggys = { "bggy", "bggy", "bggy" } NodUnitsRockets = { "e3", "e3", "e3" } NodUnitsGunners = { "e1", "e1", "e1" } Atk1 = { CPos.New(11, 43), CPos.New(10, 43), CPos.New(9, 43), CPos.New(8, 43), CPos.New(7, 43), CPos.New(6, 43), CPos.New(5, 43), CPos.New(11, 42), CPos.New(10, 42), CPos.New(9, 42), CPos.New(8, 42), CPos.New(7, 42), CPos.New(6, 42), CPos.New(5, 42), CPos.New(23, 38), CPos.New(22, 38), CPos.New(21, 38), CPos.New(20, 38), CPos.New(19, 38), CPos.New(24, 37), CPos.New(23, 37), CPos.New(22, 37), CPos.New(21, 37), CPos.New(20, 37), CPos.New(19, 37) } Atk2 = { CPos.New(16, 52), CPos.New(15, 52), CPos.New(14, 52), CPos.New(13, 52), CPos.New(12, 52), CPos.New(11, 52), CPos.New(10, 52), CPos.New(9, 52), CPos.New(8, 52), CPos.New(16, 51), CPos.New(15, 51), CPos.New(14, 51), CPos.New(13, 51), CPos.New(12, 51), CPos.New(11, 51), CPos.New(10, 51), CPos.New(9, 51), CPos.New(8, 51), CPos.New(31, 44), CPos.New(30, 44), CPos.New(29, 44), CPos.New(28, 44), CPos.New(27, 44), CPos.New(26, 44), CPos.New(25, 44), CPos.New(24, 44), CPos.New(23, 44), CPos.New(22, 44), CPos.New(21, 44), CPos.New(31, 43), CPos.New(30, 43), CPos.New(29, 43), CPos.New(28, 43), CPos.New(27, 43), CPos.New(26, 43), CPos.New(25, 43), CPos.New(24, 43), CPos.New(23, 43), CPos.New(22, 43), CPos.New(21, 43) } Atk3 = { CPos.New(53, 58), CPos.New(52, 58), CPos.New(51, 58), CPos.New(53, 57), CPos.New(52, 57), CPos.New(51, 57), CPos.New(53, 56), CPos.New(52, 56), CPos.New(51, 56), CPos.New(53, 55), CPos.New(52, 55), CPos.New(51, 55) } Atk4 = { CPos.New(54, 47), CPos.New(53, 47), CPos.New(52, 47), CPos.New(51, 47), CPos.New(43, 47), CPos.New(54, 46), CPos.New(53, 46), CPos.New(52, 46), CPos.New(51, 46), CPos.New(50, 46), CPos.New(43, 46), CPos.New(42, 46), CPos.New(41, 46), CPos.New(43, 45), CPos.New(42, 45), CPos.New(41, 45), CPos.New(43, 44), CPos.New(42, 44), CPos.New(41, 44), CPos.New(43, 43), CPos.New(42, 43), CPos.New(41, 43), CPos.New(43, 42) } CaptureStructures = function(actor) for i = 1, #WhitelistedStructures do structures = Nod.GetActorsByType(WhitelistedStructures[i]) if #structures > 0 and not actor.IsDead and not structures[1].IsDead then actor.Capture(structures[1]) return end end end CheckForSams = function() local sams = Nod.GetActorsByType("sam") return #sams >= 3 end InsertNodUnits = function() Media.PlaySpeechNotification(Nod, "Reinforce") Reinforcements.Reinforce(Nod, NodUnitsBikes, { ReinforcementsSpawnLeft.Location, ReinforcementsBikesRally.Location }, 1) Reinforcements.Reinforce(Nod, NodUnitsBuggys, { ReinforcementsSpawnRight.Location, ReinforcementsBuggyRally.Location }, 50) Reinforcements.Reinforce(Nod, NodUnitsGunners, { ReinforcementsSpawnLeft.Location, ReinforcementsGunnersRally.Location }, 50) Reinforcements.Reinforce(Nod, NodUnitsRockets, { ReinforcementsSpawnRight.Location, ReinforcementsRocketsRally.Location }, 50) Trigger.AfterDelay(DateTime.Seconds(6), function() Reinforcements.Reinforce(Nod, { "mcv" }, { ReinforcementsSpawnCenter.Location, ReinforcementsMCVRally.Location }) Reinforcements.Reinforce(Nod, NodUnitsTanks, { ReinforcementsSpawnCenter.Location, ReinforcementsTanksRally.Location }, 50) end) end SendAttackWave = function(team) Utils.Do(team.units, function(unitType) local actors = Utils.Where(GDI.GetActorsByType(unitType), function(unit) return unit.IsIdle end) MoveAndHunt(Utils.Take(1, actors), team.waypoints) end) end SendGDIAirstrike = function(hq, delay) if not hq.IsDead and hq.Owner == GDI then local target = GetAirstrikeTarget(Nod) if target then hq.SendAirstrike(target, false, Facing.NorthEast + 4) Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end) else Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end) end end end SendWaves = function(counter, Waves) if counter <= #Waves then local team = Waves[counter] SendAttackWave(team) Trigger.AfterDelay(DateTime.Seconds(team.delay), function() SendWaves(counter + 1, Waves) end) end end SendReinforcementsWave = function(team) Reinforcements.ReinforceWithTransport(GDI, "apc", team.units, { ReinforcementsGDISpawn.Location, waypoint12.Location}, nil, function(transport, passengers) Utils.Do(team.waypoints, function(waypoint) transport.Move(waypoint.Location) end) transport.UnloadPassengers() Trigger.OnPassengerExited(transport, function(_, passenger) if passenger.Type == "e6" then Trigger.OnIdle(passenger, CaptureStructures) else IdleHunt(passenger) end if not transport.HasPassengers then IdleHunt(transport) end end) end) end Trigger.OnEnteredFootprint(Atk1, function(a, id) if not atk1Trigger and a.Owner == Nod then atk1Trigger = true SendAttackWave(GDI5) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(Atk2, function(a, id) if not atk2Trigger and a.Owner == Nod then atk2Trigger = true SendAttackWave(GDI4) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(Atk3, function(a, id) if not atk3Trigger and a.Owner == Nod then atk3Trigger = true SendAttackWave(GDI6) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(Atk4, function(a, id) if not atk4Trigger and a.Owner == Nod then atk4Trigger = true SendReinforcementsWave(GDI1) Trigger.RemoveFootprintTrigger(id) end end) WorldLoaded = function() Nod = Player.GetPlayer("Nod") GDI = Player.GetPlayer("GDI") Camera.Position = waypoint26.CenterPosition InsertNodUnits() StartAI() Trigger.AfterDelay(DateTime.Seconds(10), function() SendAttackWave(GDI2) end) Trigger.AfterDelay(DateTime.Seconds(55), function() SendAttackWave(GDI2) end) Trigger.AfterDelay(DateTime.Seconds(85), function() SendAttackWave(GDI3) end) Trigger.AfterDelay(AirstrikeDelay, function() SendGDIAirstrike(GDIHQ, AirstrikeDelay) end) Trigger.OnPlayerDiscovered(GDI, function() SendWaves(1, AutoAttackWaves) end) InitObjectives(Nod) EliminateGDI = Nod.AddObjective("Eliminate all GDI forces in the area.") BuildSAMs = Nod.AddObjective("Build 3 SAMs to fend off the GDI bombers.", "Secondary", false) end Tick = function() if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then Nod.MarkFailedObjective(EliminateGDI) end if DateTime.GameTime > 2 and GDI.HasNoRequiredUnits() then Nod.MarkCompletedObjective(EliminateGDI) end if not Nod.IsObjectiveCompleted(BuildSAMs) and CheckForSams() then Nod.MarkCompletedObjective(BuildSAMs) end end