--[[ 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. ]] InfantryReinforcements = { "e1", "e1", "e2" } JeepReinforcements = { "jeep" } TankReinforcements = { "mtnk" } BaseReinforcements = { "mcv" } GDIBaseBuildings = { "pyle", "fact", "nuke", "hq", "weap" } SamSites = { sam1, sam2, sam3, sam4 } NodBase = { handofnod, nodpower1, nodpower2, nodpower3, nodairfield, nodrefinery, nodconyard } HiddenNodUnits = { sleeper1, sleeper2, sleeper3, sleeper4 } SendReinforcements = function() Trigger.AfterDelay(DateTime.Seconds(20), function() ReinforceWithLandingCraft(GDI, BaseReinforcements, spawnpoint3.Location - CVec.New(0, -4), spawnpoint3.Location - CVec.New(0, -1), waypoint26.Location) end) Trigger.AfterDelay(DateTime.Seconds(10), function() ReinforceWithLandingCraft(GDI, TankReinforcements, spawnpoint2.Location - CVec.New(0, -4), spawnpoint2.Location - CVec.New(0, -1), waypoint10.Location) ReinforceWithLandingCraft(GDI, TankReinforcements, spawnpoint3.Location - CVec.New(0, -4), spawnpoint3.Location - CVec.New(0, -1), waypoint10.Location) end) Trigger.AfterDelay(DateTime.Seconds(5), function() ReinforceWithLandingCraft(GDI, JeepReinforcements, spawnpoint1.Location - CVec.New(0, -4), spawnpoint1.Location - CVec.New(0, -1), waypoint10.Location) end) ReinforceWithLandingCraft(GDI, InfantryReinforcements, spawnpoint2.Location - CVec.New(0, -4), spawnpoint2.Location - CVec.New(0, -1), waypoint10.Location) ReinforceWithLandingCraft(GDI, InfantryReinforcements, spawnpoint3.Location - CVec.New(0, -4), spawnpoint3.Location - CVec.New(0, -1), waypoint10.Location) end AttackPlayer = function() Trigger.AfterDelay(DateTime.Seconds(40), function() for type, count in pairs({ ['e3'] = 3, ['e4'] = 2 }) do atk1Actors = Utils.Take(count, Nod.GetActorsByType(type)) Utils.Do(atk1Actors, function(unit) unit.Move(waypoint6.Location) unit.Move(waypoint7.Location) unit.Move(waypoint8.Location) unit.Move(waypoint9.Location) unit.Move(waypoint10.Location) unit.AttackMove(waypoint11.Location) end) end end) Trigger.AfterDelay(DateTime.Seconds(40), function() for type, count in pairs({ ['e1'] = 3, ['e3'] = 2 }) do atk2Actors = Utils.Take(count, Nod.GetActorsByType(type)) Utils.Do(atk2Actors, function(unit) unit.Move(waypoint11.Location) unit.Move(waypoint12.Location) unit.Move(waypoint15.Location) unit.Move(waypoint16.Location) unit.Hunt() end) end end) Trigger.AfterDelay(DateTime.Seconds(80), function() for type, count in pairs({ ['e3'] = 3, ['e4'] = 2 }) do atk3Actors = Utils.Take(count, Nod.GetActorsByType(type)) Utils.Do(atk3Actors, function(unit) unit.Move(waypoint6.Location) unit.Move(waypoint7.Location) unit.Move(waypoint8.Location) unit.Move(waypoint9.Location) unit.Move(waypoint10.Location) unit.AttackMove(waypoint11.Location) end) end end) Trigger.AfterDelay(DateTime.Seconds(80), function() for type, count in pairs({ ['e1'] = 3, ['e3'] = 2 }) do atk4Actors = Utils.Take(count, Nod.GetActorsByType(type)) Utils.Do(atk4Actors, function(unit) unit.Move(waypoint11.Location) unit.Move(waypoint12.Location) unit.Move(waypoint15.Location) unit.Move(waypoint16.Location) unit.AttackMove(waypoint11.Location) end) end end) Trigger.AfterDelay(DateTime.Seconds(80), function() atk5Actors = Utils.Take(2, Nod.GetActorsByType('bggy')) Utils.Do(atk5Actors, function(unit) unit.Move(waypoint11.Location) unit.Move(waypoint12.Location) unit.Move(waypoint15.Location) unit.Move(waypoint16.Location) unit.Hunt() end) end) Utils.Do(NodBase, function(actor) Trigger.OnRemovedFromWorld(actor, function() Utils.Do(Nod.GetGroundAttackers(Nod), IdleHunt) end) end) Utils.Do(HiddenNodUnits, IdleHunt) end WorldLoaded = function() GDI = Player.GetPlayer("GDI") Nod = Player.GetPlayer("Nod") Camera.Position = spawnpoint2.CenterPosition InitObjectives(GDI) DestroyNod = GDI.AddObjective("Destroy remaining Nod structures and units.") ConstructBase = GDI.AddObjective("Construct all available buildings.", "Secondary", false) SendReinforcements() local destroySAMs = GDI.AddSecondaryObjective("Destroy the SAM sites to receive air support.") Trigger.OnAllKilled(SamSites, function() GDI.MarkCompletedObjective(destroySAMs) Actor.Create("airstrike.proxy", true, { Owner = GDI }) end) AttackPlayer() end Tick = function() if DateTime.GameTime > DateTime.Seconds(5) then if GDI.HasNoRequiredUnits() then GDI.MarkFailedObjective(DestroyNod) end if Nod.HasNoRequiredUnits() then GDI.MarkCompletedObjective(DestroyNod) end if not GDI.IsObjectiveCompleted(ConstructBase) and DateTime.GameTime % DateTime.Seconds(1) == 0 and CheckForBase(GDI, GDIBaseBuildings) then GDI.MarkCompletedObjective(ConstructBase) end end end