--[[ Copyright 2007-2022 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. ]] RepairThreshold = { easy = 0.3, normal = 0.6, hard = 0.9 } ActorRemovals = { easy = { Actor197, Actor198, Actor199, Actor162, Actor178, Actor181, Actor171, Actor163 }, normal = { Actor197, Actor162 }, hard = { }, } AllToHuntTrigger = { Silo1, Proc1, Silo2, Radar1, Afld1, Hand1, Nuke1, Nuke2, Nuke3, Fact1 } AtkRoute1 = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4 } AtkRoute2 = { waypoint0, waypoint8, waypoint4 } AtkRoute3 = { waypoint0, waypoint1, waypoint2, waypoint5, waypoint6, waypoint7 } AtkRoute4 = { waypoint0, waypoint8, waypoint9, waypoint10, waypoint11 } AutoCreateTeams = { { types = { e1 = 2, e3 = 2 }, route = AtkRoute1 }, { types = { e1 = 1, e3 = 2 }, route = AtkRoute2 }, { types = { ltnk = 1 } , route = AtkRoute2 }, { types = { bggy = 1 } , route = AtkRoute2 }, { types = { bggy = 1 } , route = AtkRoute1 }, { types = { ltnk = 1 } , route = AtkRoute3 }, { types = { bggy = 1 } , route = AtkRoute4 } } Atk1Delay = { easy = DateTime.Seconds(60), normal = DateTime.Seconds(50), hard = DateTime.Seconds(40) } Atk2Delay = { easy = DateTime.Seconds(90), normal = DateTime.Seconds(70), hard = DateTime.Seconds(50) } Atk3Delay = { easy = DateTime.Seconds(120), normal = DateTime.Seconds(90), hard = DateTime.Seconds(70) } Atk4Delay = { easy = DateTime.Seconds(150), normal = DateTime.Seconds(110), hard = DateTime.Seconds(90) } AutoAtkStartDelay = { easy = DateTime.Seconds(150), normal = DateTime.Seconds(120), hard = DateTime.Seconds(90) } AutoAtkMinDelay = { easy = DateTime.Minutes(1), normal = DateTime.Seconds(45), hard = DateTime.Seconds(30) } AutoAtkMaxDelay = { easy = DateTime.Minutes(2), normal = DateTime.Seconds(90), hard = DateTime.Minutes(1) } GDIBase = { GdiNuke1, GdiProc1, GdiWeap1, GdiNuke2, GdiNuke3, GdiPyle1, GdiSilo1, GdiRadar1 } GDIUnits = { "e2", "e2", "e2", "e2", "e1", "e1", "e1", "e1", "mtnk", "mtnk", "jeep", "apc", "apc" } GDIHarvester = { "harv" } NodSams = { Sam1, Sam2, Sam3 } AutoCreateTeam = function() local team = Utils.Random(AutoCreateTeams) for type, count in pairs(team.types) do MoveAndHunt(Utils.Take(count, Nod.GetActorsByType(type)), team.route) end Trigger.AfterDelay(Utils.RandomInteger(AutoAtkMinDelay[Difficulty], AutoAtkMaxDelay[Difficulty]), AutoCreateTeam) end DiscoverGDIBase = function(actor, discoverer) if BaseDiscovered or not discoverer == GDI then return end --Spawn harv only when base is discovered, otherwise it will waste tiberium and might get killed before the player arrives if not GdiProc1.IsDead then Reinforcements.Reinforce(GDI, GDIHarvester, { GdiProc1.Location + CVec.New(0, 2), GdiProc1.Location + CVec.New(-1, 3) }, 1) end Utils.Do(GDIBase, function(actor) actor.Owner = GDI end) BaseDiscovered = true EliminateNod = GDI.AddObjective("Eliminate all Nod forces in the area.") GDI.MarkCompletedObjective(FindBase) end Atk1TriggerFunction = function() MoveAndHunt(Utils.Take(2, Nod.GetActorsByType('e1')), AtkRoute1) MoveAndHunt(Utils.Take(2, Nod.GetActorsByType('e3')), AtkRoute1) end Atk2TriggerFunction = function() MoveAndHunt(Utils.Take(4, Nod.GetActorsByType('e3')), AtkRoute2) end Atk3TriggerFunction = function() MoveAndHunt(Utils.Take(1, Nod.GetActorsByType('bggy')), AtkRoute2) end Atk4TriggerFunction = function() MoveAndHunt(Utils.Take(2, Nod.GetActorsByType('e1')), AtkRoute1) MoveAndHunt(Utils.Take(1, Nod.GetActorsByType('ltnk')), AtkRoute1) end InsertGDIUnits = function() Media.PlaySpeechNotification(GDI, "Reinforce") Reinforcements.Reinforce(GDI, GDIUnits, { UnitsEntry.Location, UnitsRally.Location }, 15) end WorldLoaded = function() GDI = Player.GetPlayer("GDI") AbandonedBase = Player.GetPlayer("AbandonedBase") Nod = Player.GetPlayer("Nod") InitObjectives(GDI) RepairNamedActors(Nod, RepairThreshold[Difficulty]) FindBase = GDI.AddObjective("Find the GDI base.") DestroySAMs = GDI.AddObjective("Destroy all SAM sites to receive air support.", "Secondary", false) NodObjective = Nod.AddObjective("Destroy all GDI troops.") Utils.Do(ActorRemovals[Difficulty], function(unit) unit.Destroy() end) Trigger.AfterDelay(Atk1Delay[Difficulty], Atk1TriggerFunction) Trigger.AfterDelay(Atk2Delay[Difficulty], Atk2TriggerFunction) Trigger.AfterDelay(Atk3Delay[Difficulty], Atk3TriggerFunction) Trigger.AfterDelay(Atk4Delay[Difficulty], Atk4TriggerFunction) Trigger.AfterDelay(AutoAtkStartDelay[Difficulty], AutoCreateTeam) Trigger.OnAllKilledOrCaptured(AllToHuntTrigger, function() Utils.Do(Nod.GetGroundAttackers(), IdleHunt) end) Trigger.AfterDelay(DateTime.Seconds(40), function() local delay = function() return DateTime.Seconds(30) end local toBuild = function() return { "e1" } end ProduceUnits(Nod, Hand1, delay, toBuild) end) Trigger.OnPlayerDiscovered(AbandonedBase, DiscoverGDIBase) Trigger.OnAllKilled(NodSams, function() GDI.MarkCompletedObjective(DestroySAMs) Actor.Create("airstrike.proxy", true, { Owner = GDI }) end) Camera.Position = UnitsRally.CenterPosition InsertGDIUnits() end Tick = function() if DateTime.GameTime > 2 and GDI.HasNoRequiredUnits() then Nod.MarkCompletedObjective(NodObjective) end if BaseDiscovered and Nod.HasNoRequiredUnits() then GDI.MarkCompletedObjective(EliminateNod) end end