--[[ 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. ]] NodUnits = { "bggy", "e1", "e1", "e1", "e1", "e1", "bggy", "e1", "e1", "e1", "bggy" } NodBaseBuildings = { "hand", "fact", "nuke" } GDIBase = { Refinery, Barracks, Powerplant, Yard } Guards = { Guard1, Guard2, Guard3, Guard4, Guard5, Guard6, Guard7 } Atk1CellTriggerActivator = { CPos.New(45,37), CPos.New(44,37), CPos.New(45,36), CPos.New(44,36), CPos.New(45,35), CPos.New(44,35), CPos.New(45,34), CPos.New(44,34) } Atk4CellTriggerActivator = { CPos.New(50,47), CPos.New(49,47), CPos.New(48,47), CPos.New(47,47), CPos.New(46,47), CPos.New(45,47), CPos.New(44,47), CPos.New(43,47), CPos.New(42,47), CPos.New(41,47), CPos.New(40,47), CPos.New(39,47), CPos.New(38,47), CPos.New(37,47), CPos.New(50,46), CPos.New(49,46), CPos.New(48,46), CPos.New(47,46), CPos.New(46,46), CPos.New(45,46), CPos.New(44,46), CPos.New(43,46), CPos.New(42,46), CPos.New(41,46), CPos.New(40,46), CPos.New(39,46), CPos.New(38,46) } Atk1Waypoints = { waypoint2, waypoint4, waypoint5, waypoint6 } Atk2Waypoints = { waypoint2, waypoint5, waypoint7, waypoint6 } Atk3Waypoints = { waypoint2, waypoint4, waypoint5, waypoint9 } Atk4Waypoints = { waypoint0, waypoint8, waypoint9 } Pat1Waypoints = { waypoint0, waypoint1, waypoint2, waypoint3 } GetAttackers = function(amount) local units = GDI.GetActorsByType("e1") if amount > #units then return units end return Utils.Take(amount, units) end WorldLoaded = function() Nod = Player.GetPlayer("Nod") GDI = Player.GetPlayer("GDI") InitObjectives(Nod) BuildBase = Nod.AddObjective("Build a base.") DestroyGDI = Nod.AddObjective("Destroy the GDI base.") GDIObjective = GDI.AddObjective("Kill all enemies.") Utils.Do(Guards, function(actor) Trigger.OnDamaged(actor, function() if Atk3TriggerSwitch then return end Atk3TriggerSwitch = true MoveAndHunt(GetAttackers(4), Atk3Waypoints) end) end) Trigger.OnAllRemovedFromWorld(GDIBase, function() Utils.Do(GDI.GetGroundAttackers(), IdleHunt) end) Trigger.AfterDelay(DateTime.Seconds(40), function() MoveAndHunt(GetAttackers(3), Atk2Waypoints) end) Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(15), function() MoveAndHunt(GetAttackers(3), Atk2Waypoints) end) Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(20), function() MoveAndHunt(GetAttackers(3), Atk3Waypoints) end) Trigger.AfterDelay(DateTime.Seconds(50), function() MoveAndHunt(GetAttackers(3), Atk4Waypoints) end) Trigger.AfterDelay(DateTime.Seconds(30), function() MoveAndHunt(GetAttackers(3), Pat1Waypoints) end) Trigger.OnEnteredFootprint(Atk1CellTriggerActivator, function(a, id) if a.Owner == Nod then MoveAndHunt(GetAttackers(5), Atk1Waypoints) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(Atk4CellTriggerActivator, function(a, id) if a.Owner == Nod then MoveAndHunt(GetAttackers(3), Atk2Waypoints) Trigger.RemoveFootprintTrigger(id) end end) Trigger.AfterDelay(0, function() Utils.Do(GDI.GetActorsByType("e1"), function(unit) RebuildUnit({ unit }, GDI, Barracks) end) end) Media.PlaySpeechNotification(Nod, "Reinforce") Reinforcements.Reinforce(Nod, NodUnits, { UnitsEntry.Location, UnitsRally.Location }, 15) Reinforcements.Reinforce(Nod, { "mcv" }, { McvEntry.Location, McvRally.Location }) end Tick = function() if GDI.HasNoRequiredUnits() then Nod.MarkCompletedObjective(DestroyGDI) end if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then GDI.MarkCompletedObjective(GDIObjective) end if DateTime.GameTime % DateTime.Seconds(1) == 0 and not Nod.IsObjectiveCompleted(BuildBase) and CheckForBase(Nod, NodBaseBuildings) then Nod.MarkCompletedObjective(BuildBase) end end