--[[ 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. ]] NodUnitsVehicle1 = { tough = { 'bggy', 'bike', 'bike' }, hard = { 'bggy', 'bggy', 'bike', 'bike' }, normal = { 'bggy', 'bggy', 'bike', 'bike', 'bike' }, easy = { 'bggy', 'bggy', 'bggy', 'bike', 'bike', 'bike', 'bike' } } NodUnitsVehicle2 = { tough = { 'ltnk', 'ltnk' }, hard = { 'ltnk', 'ltnk', 'ltnk' }, normal = { 'ltnk', 'ltnk', 'ltnk', 'ltnk' }, easy = { 'ltnk', 'ltnk', 'ltnk', 'ltnk', 'ltnk' } } NodUnitsGunner = { tough = { 'e1', 'e1', 'e1', 'e1' }, hard = { 'e1', 'e1', 'e1', 'e1', 'e1' }, normal = { 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e1' }, easy = { 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e1' } } NodUnitsRocket = { tough = { 'e3', 'e3', 'e3', 'e3' }, hard = { 'e3', 'e3', 'e3', 'e3', 'e3' }, normal = { 'e3', 'e3', 'e3', 'e3', 'e3', 'e3', 'e3' }, easy = { 'e3', 'e3', 'e3', 'e3', 'e3', 'e3', 'e3', 'e3', 'e3', 'e3' } } Gdi1Units = { 'e1', 'e1', 'e2', 'e2', 'e2' } Obj2Units = { 'ftnk', 'e4', 'e4' } HuntCellTriggerActivator = { CPos.New(61,34), CPos.New(60,34), CPos.New(59,34), CPos.New(58,34), CPos.New(57,34), CPos.New(56,34), CPos.New(55,34), CPos.New(61,33), CPos.New(60,33), CPos.New(59,33), CPos.New(58,33), CPos.New(57,33), CPos.New(56,33) } DzneCellTriggerActivator = { CPos.New(50,30), CPos.New(49,30), CPos.New(48,30), CPos.New(47,30), CPos.New(46,30), CPos.New(45,30), CPos.New(50,29), CPos.New(49,29), CPos.New(48,29), CPos.New(47,29), CPos.New(46,29), CPos.New(45,29), CPos.New(50,28), CPos.New(49,28), CPos.New(48,28), CPos.New(47,28), CPos.New(46,28), CPos.New(45,28), CPos.New(50,27), CPos.New(49,27), CPos.New(46,27), CPos.New(45,27), CPos.New(50,26), CPos.New(49,26), CPos.New(48,26), CPos.New(47,26), CPos.New(46,26), CPos.New(45,26), CPos.New(50,25), CPos.New(49,25), CPos.New(48,25), CPos.New(47,25), CPos.New(46,25), CPos.New(45,25) } Win1CellTriggerActivator = { CPos.New(47,27) } Win2CellTriggerActivator = { CPos.New(57,57), CPos.New(56,57), CPos.New(55,57), CPos.New(57,56), CPos.New(56,56), CPos.New(55,56), CPos.New(57,55), CPos.New(56,55), CPos.New(55,55), CPos.New(57,54), CPos.New(56,54), CPos.New(55,54), CPos.New(57,53), CPos.New(56,53), CPos.New(55,53), CPos.New(57,52), CPos.New(56,52), CPos.New(55,52) } ChnCellTriggerActivator = { CPos.New(61,52), CPos.New(60,52), CPos.New(59,52), CPos.New(58,52), CPos.New(61,51), CPos.New(60,51), CPos.New(59,51), CPos.New(58,51), CPos.New(61,50), CPos.New(60,50), CPos.New(59,50), CPos.New(58,50) } Chn1ActorTriggerActivator = { Chn1Actor1, Chn1Actor2 } Chn2ActorTriggerActivator = { Chn2Actor1 } Atk1ActorTriggerActivator = { Atk1Actor1, Atk1Actor2 } Atk2ActorTriggerActivator = { Atk2Actor1, Atk2Actor2 } Obj2ActorTriggerActivator = { Obj2Actor0, Obj2Actor1, Obj2Actor2, Obj2Actor3, Obj2Actor4, Obj2Actor5, Obj2Actor6, Obj2Actor7, Obj2Actor8, Obj2Actor9, Obj2Actor10, Obj2Actor11, Obj2Actor12, Obj2Actor13, Obj2Actor14 } Chn1Waypoints = { ChnEntry.Location, waypoint0.Location } Chn2Waypoints = { ChnEntry.Location, waypoint0.Location } Gdi5Waypoint = { waypoint1, waypoint2, waypoint3, waypoint4, waypoint5, waypoint6, waypoint7 } OnAnyDamaged = function(actors, func) local triggered Utils.Do(actors, function(actor) Trigger.OnDamaged(actor, function() if triggered then return end triggered = true func() end) end) end InsertNodUnits = function() NodUnitsVehicle1 = NodUnitsVehicle1[Difficulty] NodUnitsVehicle2 = NodUnitsVehicle2[Difficulty] NodUnitsGunner = NodUnitsGunner[Difficulty] NodUnitsRocket = NodUnitsRocket[Difficulty] Media.PlaySpeechNotification(Nod, "Reinforce") Camera.Position = UnitsRallyVehicle2.CenterPosition Reinforcements.Reinforce(Nod, NodUnitsVehicle1, { UnitsEntryVehicle.Location, UnitsRallyVehicle1.Location }, 10) Reinforcements.Reinforce(Nod, NodUnitsVehicle2, { UnitsEntryVehicle.Location, UnitsRallyVehicle2.Location }, 15) Reinforcements.Reinforce(Nod, NodUnitsGunner, { UnitsEntryGunner.Location, UnitsRallyGunner.Location }, 15) Reinforcements.Reinforce(Nod, NodUnitsRocket, { UnitsEntryRocket.Location, UnitsRallyRocket.Location }, 25) end WorldLoaded = function() Nod = Player.GetPlayer("Nod") GDI = Player.GetPlayer("GDI") InitObjectives(Nod) StealDetonator = Nod.AddObjective("Steal the GDI nuclear detonator.") DestroyVillage = Nod.AddObjective("Destroy the houses of the GDI supporters\nin the village.", "Secondary", false) InsertNodUnits() Trigger.OnEnteredFootprint(HuntCellTriggerActivator, function(a, id) if a.Owner == Nod then Utils.Do(GDI.GetGroundAttackers(), IdleHunt) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(DzneCellTriggerActivator, function(a, id) if a.Owner == Nod then Actor.Create('flare', true, { Owner = Nod, Location = waypoint17.Location }) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnAllRemovedFromWorld(Obj2ActorTriggerActivator, function() Nod.MarkCompletedObjective(DestroyVillage) Media.PlaySpeechNotification(Nod, "Reinforce") Reinforcements.Reinforce(Nod, Obj2Units, { Obj2UnitsEntry.Location, waypoint13.Location }, 15) end) Trigger.OnEnteredFootprint(Win1CellTriggerActivator, function(a, id) if a.Owner == Nod then EvacuateObjective = Nod.AddObjective("Move to the evacuation point.") Nod.MarkCompletedObjective(StealDetonator) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(Win2CellTriggerActivator, function(a, id) if a.Owner == Nod and EvacuateObjective then Nod.MarkCompletedObjective(EvacuateObjective) Trigger.RemoveFootprintTrigger(id) end end) OnAnyDamaged(Chn1ActorTriggerActivator, function() local cargo = Reinforcements.ReinforceWithTransport(GDI, 'tran', Gdi1Units, Chn1Waypoints, { ChnEntry.Location })[2] Utils.Do(cargo, IdleHunt) end) OnAnyDamaged(Atk1ActorTriggerActivator, function() for type, count in pairs({ ['e2'] = 2, ['jeep'] = 1, ['e1'] = 2}) do Utils.Do(Utils.Take(count, GDI.GetActorsByType(type)), IdleHunt) end end) OnAnyDamaged(Atk2ActorTriggerActivator, function() for type, count in pairs({ ['e2'] = 2, ['e1'] = 2}) do MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), Gdi5Waypoint) end end) OnAnyDamaged(Chn2ActorTriggerActivator, function() local cargo = Reinforcements.ReinforceWithTransport(GDI, 'tran', Gdi1Units, Chn2Waypoints, { ChnEntry.Location })[2] Utils.Do(cargo, IdleHunt) end) Trigger.OnEnteredFootprint(ChnCellTriggerActivator, function(a, id) if a.Owner == Nod then Media.PlaySpeechNotification(Nod, "Reinforce") Reinforcements.ReinforceWithTransport(Nod, 'tran', nil, { ChnEntry.Location, waypoint17.Location }, nil, nil, nil) Trigger.RemoveFootprintTrigger(id) end end) end Tick = function() if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then Nod.MarkFailedObjective(StealDetonator) if EvacuateObjective then Nod.MarkFailedObjective(EvacuateObjective) end end end