--[[ 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. ]] InsertionHelicopterType = "tran.insertion" GDIHeliReinfUnits = { "e2", "e2", "e2", "e3", "e3" } SamSites = { sam1, sam2, sam3, sam4 } NodBunkersNorth = { gun3, gun4 } NodBunkersSouth = { gun1, gun2 } BoatEscapeTrigger = { CPos.New(2,37) } WaypointGroup1 = { waypoint1, waypoint2, waypoint8 } WaypointGroup2 = { waypoint1, waypoint2, waypoint3, waypoint9 } WaypointGroup3 = { waypoint1, waypoint2, waypoint3, waypoint10, waypoint11, waypoint12, waypoint6, waypoint13 } WaypointGroup4 = { waypoint1, waypoint2, waypoint3, waypoint4 } Patrol1Waypoints = { waypoint11.Location, waypoint10.Location } Patrol2Waypoints = { waypoint1.Location, waypoint2.Location, waypoint3.Location, waypoint4.Location, waypoint5.Location, waypoint4.Location, waypoint3.Location, waypoint2.Location, waypoint1.Location, waypoint6.Location } Nod1 = { units = { ['e1'] = 2, ['e3'] = 2 }, waypoints = WaypointGroup1, delay = 40 } Nod2 = { units = { ['e3'] = 2, ['e4'] = 2 }, waypoints = WaypointGroup2, delay = 50 } Nod3 = { units = { ['e1'] = 2, ['e3'] = 3, ['e4'] = 2 }, waypoints = WaypointGroup1, delay = 50 } Nod4 = { units = { ['bggy'] = 2 }, waypoints = WaypointGroup2, delay = 50 } Nod5 = { units = { ['e4'] = 2, ['ltnk'] = 1 }, waypoints = WaypointGroup1, delay = 50 } Auto1 = { units = { ['e4'] = 2, ['arty'] = 1 }, waypoints = WaypointGroup1, delay = 50 } Auto2 = { units = { ['e1'] = 2, ['e3'] = 2 }, waypoints = WaypointGroup2, delay = 50 } Auto3 = { units = { ['e3'] = 2, ['e4'] = 2 }, waypoints = WaypointGroup1, delay = 50 } Auto4 = { units = { ['e1'] = 3, ['e4'] = 1 }, waypoints = WaypointGroup1, delay = 50 } Auto5 = { units = { ['ltnk'] = 1, ['bggy'] = 1 }, waypoints = WaypointGroup1, delay = 60 } Auto6 = { units = { ['bggy'] = 1 }, waypoints = WaypointGroup2, delay = 50 } Auto7 = { units = { ['ltnk'] = 1 }, waypoints = WaypointGroup2, delay = 50 } Auto8 = { units = { ['e4'] = 2, ['bggy'] = 1 }, waypoints = WaypointGroup4, delay = 0 } Patrols = { grd1 = { units = { ['e3'] = 3 }, waypoints = Patrol1Waypoints, wait = 40, initialWaypointPlacement = { 1 } }, grd2 = { units = { ['e1'] = 2, ['e3'] = 2, ['e4'] = 2 }, waypoints = Patrol2Waypoints, wait = 20, initialWaypointPlacement = { 4, 10, 1 } } } AutoAttackWaves = { Nod1, Nod2, Nod3, Nod4, Nod5, Auto1, Auto2, Auto3, Auto4, Auto5, Auto6, Auto7, Auto8 } StationaryGuards = { Actor174, Actor173, Actor182, Actor183, Actor184, Actor185, Actor186, Actor187 , Actor199, Actor200, Actor201, Actor202, Actor203, Actor204 } StartStationaryGuards = function() Utils.Do(StationaryGuards, function(unit) if not unit.IsDead then unit.Patrol( { unit.Location } , true, 20) end end) end SendWaves = function(counter, Waves) if counter <= #Waves then local team = Waves[counter] for type, amount in pairs(team.units) do MoveAndHunt(Utils.Take(amount, Nod.GetActorsByType(type)), team.waypoints) end Trigger.AfterDelay(DateTime.Seconds(team.delay), function() SendWaves(counter + 1, Waves) end) end end StartPatrols = function() for k, team in pairs(Patrols) do local group = 1 for type, amount in pairs(team.units) do for i = 1, amount do Reinforcements.Reinforce(Nod, { type }, { team.waypoints[team.initialWaypointPlacement[group]] }, 0, function(unit) ReplenishPatrolUnit(unit, handofnod, team.waypoints, team.wait) end) end group = group + 1 end end Patrols = nil end ReplenishPatrolUnit = function(unit, building, waypoints, waitatwaypoint) unit.Patrol(waypoints, true, waitatwaypoint) Trigger.OnKilled(unit, function() local queueUnit = { unit = { unit.Type }, atbuilding = { building }, waypoints = waypoints } PatrolProductionQueue[#PatrolProductionQueue + 1] = queueUnit end) end SendGDIReinforcements = function() Media.PlaySpeechNotification(GDI, "Reinforce") Reinforcements.ReinforceWithTransport(GDI, InsertionHelicopterType, GDIHeliReinfUnits, { GDIHeliEntryNorth.Location, GDIHeliLZ.Location }, { GDIHeliLZ.Location + CVec.New(20, 0) }) end SendGDIReinforcementChinook = function() Reinforcements.ReinforceWithTransport(GDI, 'tran', nil, { GDIHeliEntryNorth.Location, GDIHeliLZ.Location }) end SpawnGunboat = function() Media.PlaySpeechNotification(GDI, "Reinforce") Actor.Create("boat", true, { Owner = GDI, Facing = Angle.North, Location = CPos.New(62,37) }) end WorldLoaded = function() GDI = Player.GetPlayer("GDI") Nod = Player.GetPlayer("Nod") Camera.Position = DefaultCameraPosition.CenterPosition DestroyBunkers = GDI.AddObjective("Destroy the Nod bunkers to allow Carter's\nconvoy to pass through safely.") Trigger.OnAllKilled(NodBunkersNorth, function() GDI.MarkCompletedObjective(DestroyBunkers) Trigger.AfterDelay(DateTime.Seconds(1), SpawnGunboat) end) Trigger.OnAllKilled(NodBunkersSouth, function() GDI.MarkCompletedObjective(DestroyBunkers) SendGDIReinforcementChinook() Trigger.AfterDelay(DateTime.Seconds(1), SpawnGunboat) end) Trigger.OnEnteredFootprint(BoatEscapeTrigger, function(a, id) if a.Type == "boat" then a.Stop() a.Destroy() Media.DisplayMessage("Part of Carter's convoy passed through!") Media.PlaySoundNotification(GDI, "Beepy6") end end) SecureArea = GDI.AddObjective("Destroy the Nod strike force.") KillGDI = Nod.AddObjective("Kill all enemies!") Trigger.AfterDelay(DateTime.Seconds(5), SendGDIReinforcements) AirSupport = GDI.AddObjective("Destroy the SAM sites to receive air support.", "Secondary", false) Trigger.OnAllKilled(SamSites, function() GDI.MarkCompletedObjective(AirSupport) Actor.Create("airstrike.proxy", true, { Owner = GDI }) end) Actor.Create("flare", true, { Owner = GDI, Location = DefaultFlareLocation.Location }) StartStationaryGuards() StartAI() StartPatrols() InitObjectives(GDI) Trigger.AfterDelay(DateTime.Minutes(1), function() SendWaves(1, AutoAttackWaves) end) Trigger.AfterDelay(DateTime.Minutes(3), function() ProduceInfantry(handofnod) end) Trigger.AfterDelay(DateTime.Minutes(3), function() ProduceVehicle(nodairfield) end) local initialArrivingUnits = { Actor175, Actor191, Actor192, Actor193, Actor194, Actor195, Actor196, Actor197, Actor198 } Utils.Do(initialArrivingUnits, function(unit) unit.Move(unit.Location + CVec.New(0, 1), 0) end) end Tick = function() if DateTime.GameTime > DateTime.Seconds(5) then if GDI.HasNoRequiredUnits() then Nod.MarkCompletedObjective(KillGDI) end if Nod.HasNoRequiredUnits() then GDI.MarkCompletedObjective(SecureArea) end end end