--[[ Copyright (c) The OpenRA Developers and Contributors 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, Yard, Barracks, Plant, Silo1, Silo2 } GDIWaypoints1 = { waypoint0, waypoint1, waypoint2, waypoint3 } GDIWaypoints2 = { waypoint0, waypoint1, waypoint4, waypoint5, waypoint6, waypoint7, waypoint9 } 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) GDIObjective = AddPrimaryObjective(GDI, "") BuildBaseObjective = AddPrimaryObjective(Nod, "build-base") DestroyGDI = AddPrimaryObjective(Nod, "destroy-gdi-units") Utils.Do({ Refinery, Yard }, function(actor) Trigger.OnDamaged(actor, function() if not Grd2TriggerSwitch then Grd2TriggerSwitch = true Utils.Do(GetAttackers(5), IdleHunt) end end) end) Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(25), function() MoveAndHunt(GetAttackers(2), GDIWaypoints1) end) Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(20), function() MoveAndHunt(GetAttackers(3), GDIWaypoints2) end) Trigger.OnKilled(Guard1, function() MoveAndHunt(GetAttackers(3), GDIWaypoints2) end) Trigger.OnKilled(Guard4, function() MoveAndHunt(GetAttackers(2), GDIWaypoints1) end) Trigger.OnAllKilled({ Guard2, Guard3 }, function() MoveAndHunt(GetAttackers(2), GDIWaypoints1) end) Trigger.OnDamaged(Harvester, function() if Atk5TriggerSwitch then return end Atk5TriggerSwitch = true MoveAndHunt(GetAttackers(3), GDIWaypoints2) end) Trigger.OnAllRemovedFromWorld(GDIBase, function() Utils.Do(GDI.GetGroundAttackers(), IdleHunt) 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 DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then GDI.MarkCompletedObjective(GDIObjective) end if GDI.HasNoRequiredUnits() then Nod.MarkCompletedObjective(DestroyGDI) end if DateTime.GameTime % DateTime.Seconds(1) == 0 and not Nod.IsObjectiveCompleted(BuildBaseObjective) and CheckForBase(Nod, NodBaseBuildings) then Nod.MarkCompletedObjective(BuildBaseObjective) end end