--[[ 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. ]] BhndTrigger = { CPos.New(39, 21), CPos.New(40, 21), CPos.New(41, 21) } Atk1Trigger = { CPos.New(35, 37) } Atk2Trigger = { CPos.New(9, 44), CPos.New(10, 44), CPos.New(11, 44), CPos.New(12, 44), CPos.New(13, 44) } AutoTrigger = { CPos.New(5, 30), CPos.New(6, 30), CPos.New(7, 30), CPos.New(8, 30), CPos.New(9, 30), CPos.New(10, 30), CPos.New(11, 30), CPos.New(12, 30), CPos.New(13, 30) } GDIHeliTrigger = { CPos.New(11, 11), CPos.New(11, 12), CPos.New(11, 13), CPos.New(11, 14), CPos.New(11, 15), CPos.New(12, 15), CPos.New(13, 15), CPos.New(14, 15), CPos.New(15, 15), CPos.New(16, 15) } Hunters = { Hunter1, Hunter2, Hunter3, Hunter4, Hunter5 } NodxUnits = { "e1", "e1", "e3", "e3" } AutoUnits = { "e1", "e1", "e1", "e3", "e3" } KillsUntilReinforcements = 12 GDIReinforcements = { "e2", "e2", "e2", "e2", "e2" } GDIReinforcementsWaypoints = { GDIReinforcementsEntry.Location, GDIReinforcementsWP1.Location } GDIReinforcementsLeft = 3 NodHeli = { { HeliEntry.Location, NodHeliLZ.Location }, { "e1", "e1", "e3", "e3" } } Kills = 0 NodUnitKilled = function() Kills = Kills + 1 if Kills == KillsUntilReinforcements then GDI.MarkCompletedObjective(ReinforcementsObjective) SendGDIReinforcements() end end SendHeli = function(heli) local units = Reinforcements.ReinforceWithTransport(Nod, "tran", heli[2], heli[1], { heli[1][1] }) Utils.Do(units[2], function(actor) IdleHunt(actor) Trigger.OnKilled(actor, NodUnitKilled) end) end SendGDIReinforcements = function() Media.PlaySpeechNotification(GDI, "Reinforce") Reinforcements.ReinforceWithTransport(GDI, "apc", GDIReinforcements, GDIReinforcementsWaypoints, nil, function(apc, team) table.insert(team, apc) Trigger.OnAllKilled(team, function() if GDIReinforcementsLeft > 0 then GDIReinforcementsLeft = GDIReinforcementsLeft - 1 Trigger.AfterDelay(DateTime.Seconds(5), function() Media.DisplayMessage("APC squads in reserve: " .. GDIReinforcementsLeft, "Battlefield Control") SendGDIReinforcements() end) end end) end) end Build = function(unitTypes, repeats, func) if HandOfNod.IsDead then return end local after = function(units) Utils.Do(units, func) if repeats then Trigger.OnAllKilled(units, function() Build(unitTypes, repeats, func) end) end end if not HandOfNod.Build(unitTypes, after) then Trigger.AfterDelay(DateTime.Seconds(5), function() Build(unitTypes, repeats, func) end) end end Tick = function() Nod.Cash = 1000 if (GDIReinforcementsLeft == 0 or not GDI.IsObjectiveCompleted(ReinforcementsObjective)) and GDI.HasNoRequiredUnits() then GDI.MarkFailedObjective(GDIObjective) end end SetupWorld = function() Utils.Do(Nod.GetGroundAttackers(), function(unit) Trigger.OnKilled(unit, NodUnitKilled) end) Utils.Do(Hunters, IdleHunt) Trigger.OnRemovedFromWorld(crate, function() GDI.MarkCompletedObjective(GDIObjective) end) end WorldLoaded = function() GDI = Player.GetPlayer("GDI") Nod = Player.GetPlayer("Nod") InitObjectives(GDI) GDIObjective = GDI.AddObjective("Retrieve the crate with the stolen rods.") ReinforcementsObjective = GDI.AddObjective("Eliminate " .. KillsUntilReinforcements .. " Nod units for reinforcements.", "Secondary", false) SetupWorld() Trigger.OnExitedFootprint(BhndTrigger, function(a, id) if not bhndTrigger and a.Owner == GDI then bhndTrigger = true Trigger.RemoveFootprintTrigger(id) SendHeli(NodHeli) end end) Trigger.OnExitedFootprint(Atk1Trigger, function(a, id) if not atk1Trigger and a.Owner == GDI then atk1Trigger = true Trigger.RemoveFootprintTrigger(id) Build(NodxUnits, false, function(actor) Trigger.OnKilled(actor, NodUnitKilled) actor.Patrol({ NodPatrol1.Location, NodPatrol2.Location, NodPatrol3.Location, NodPatrol4.Location }, false) Trigger.OnIdle(actor, actor.Hunt) end) end end) Trigger.OnEnteredFootprint(Atk2Trigger, function(a, id) if not atk2Trigger and a.Owner == GDI then atk2Trigger = true Trigger.RemoveFootprintTrigger(id) Build(NodxUnits, false, function(actor) Trigger.OnKilled(actor, NodUnitKilled) actor.Patrol({ NodPatrol1.Location, NodPatrol2.Location }, false) IdleHunt(actor) end) end end) Trigger.OnEnteredFootprint(AutoTrigger, function(a, id) if not autoTrigger and a.Owner == GDI then autoTrigger = true Trigger.RemoveFootprintTrigger(id) Build(AutoUnits, true, function(actor) Trigger.OnKilled(actor, NodUnitKilled) IdleHunt(actor) end) Trigger.AfterDelay(DateTime.Seconds(4), function() IdleHunt(tank) end) end end) Trigger.OnEnteredFootprint(GDIHeliTrigger, function(a, id) if not gdiHeliTrigger and a.Owner == GDI then gdiHeliTrigger = true Trigger.RemoveFootprintTrigger(id) Reinforcements.ReinforceWithTransport(GDI, "tran", nil, { HeliEntry.Location, GDIHeliLZ.Location }) end end) Camera.Position = GDIReinforcementsWP1.CenterPosition end