--[[ 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. ]] SamSites = { Sam1, Sam2, Sam3, Sam4 } Sam4Guards = { Sam4Guard0, Sam4Guard1, Sam4Guard2, Sam4Guard3, Sam4Guard4, HiddenBuggy } NodInfantrySquad = { "e1", "e1", "e1", "e1", "e1" } NodAttackRoutes = { { AttackWaypoint }, { AttackWaypoint }, { AttackRallypoint1, AttackRallypoint2, AttackWaypoint } } InfantryReinforcements = { "e1", "e1", "e1", "e1", "e1", "e2", "e2", "e2", "e2", "e2" } JeepReinforcements = { "jeep", "jeep", "jeep" } AttackPlayer = function() if NodBarracks.IsDead or NodBarracks.Owner == GDI then return end local after = function(team) local count = 1 local route = Utils.Random(NodAttackRoutes) Utils.Do(team, function(actor) Trigger.OnIdle(actor, function() if actor.Location == route[count].Location then if not count == #route then count = count + 1 else Trigger.ClearAll(actor) Trigger.AfterDelay(0, function() Trigger.OnIdle(actor, actor.Hunt) end) end else actor.AttackMove(route[count].Location) end end) end) Trigger.OnAllKilled(team, function() Trigger.AfterDelay(DateTime.Seconds(15), AttackPlayer) end) end NodBarracks.Build(NodInfantrySquad, after) end SendReinforcements = function() Reinforcements.Reinforce(GDI, JeepReinforcements, { VehicleStart.Location, VehicleStop.Location }) Reinforcements.Reinforce(GDI, InfantryReinforcements, { InfantryStart.Location, InfantryStop.Location }, 5) Trigger.AfterDelay(DateTime.Seconds(3), function() Reinforcements.Reinforce(GDI, { "mcv" }, { VehicleStart.Location, MCVwaypoint.Location }) InitialUnitsArrived = true end) Media.PlaySpeechNotification(GDI, "Reinforce") end WorldLoaded = function() GDI = Player.GetPlayer("GDI") Nod = Player.GetPlayer("Nod") InitObjectives(GDI) DestroyNod = GDI.AddObjective("Eliminate all Nod forces in the area.") local airSupportObjective = GDI.AddObjective("Destroy the SAM sites to receive air support.", "Secondary", false) Trigger.OnAllKilled(SamSites, function() GDI.MarkCompletedObjective(airSupportObjective) Actor.Create("airstrike.proxy", true, { Owner = GDI }) end) RepairNamedActors(Nod, 0.25) Trigger.OnDamaged(Sam4, function() Utils.Do(Sam4Guards, IdleHunt) end) SendReinforcements() Camera.Position = MCVwaypoint.CenterPosition Trigger.AfterDelay(DateTime.Seconds(15), AttackPlayer) end Tick = function() if InitialUnitsArrived then if GDI.HasNoRequiredUnits() then GDI.MarkFailedObjective(DestroyNod) end if Nod.HasNoRequiredUnits() then GDI.MarkCompletedObjective(DestroyNod) end end end