--[[ 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. ]] SamSites = { sam1, sam2, sam3, sam4, sam5 } NodRetaliateIfDestroyedUnits = { harv1, bggy, ltnk1, ltnk2, ltnk3, arty1, arty2, arty3} Arty1Delay = { hard = 0, normal = 8, easy = 20 } Arty2Delay = { hard = 10, normal = 20, easy = 40 } TerrorTankDelay = { hard = 40, normal = 50, easy = 75 } TerrorHeliDelay = { hard = 130, normal = 170, easy = 210 } BaseHeliDelay = { hard = 100, normal = 130, easy = 160 } NodHelis = { { delay = DateTime.Seconds(TerrorHeliDelay[Difficulty]), entry = { DefaultChinookTarget.Location, waypoint14.Location }, types = { "e1", "e1", "e4", "e4", "e4" } }, --TERROR, wp14, attack civilians - all 170 timeunits { delay = DateTime.Seconds(0), entry = { DefaultChinookTarget.Location, waypoint13.Location }, types = { "e3", "e3", "e3", "e4", "e4" } }, --Air1, wp13, attack base - triggered on killed units, Harv, some tanks and some buggys... { delay = DateTime.Seconds(BaseHeliDelay[Difficulty]), entry = { DefaultChinookTarget.Location, waypoint0.Location }, types = { "e1", "e3", "e3", "e4", "e4" } } --Air2, wp0, attack base - all 130 timeunits } CivilianCasualties = 0 CiviliansKilledThreshold = { hard = 5, normal = 9, easy = 13 } --total 14 Civilians = { civ1, civ2, civ3, civ4, civ5, civ6, civ7, civ8, civ9, civ10, civ11, civ12, civ13, civ14 } WaypointGroupVillageRight = { waypoint17, waypoint3, waypoint0 } WaypointGroupVillageLeft = { waypoint17, waypoint14 } WaypointGroupBaseFrontal = { waypoint7, waypoint11, waypoint31 } WaypointGroupRightFlankInf = { waypoint7, waypoint8, waypoint10, waypoint8, waypoint9, waypoint31 } WaypointGroupRightFlank = { waypoint7, waypoint8, waypoint13, waypoint31 } ArtyWaypoints1 = { waypoint1 } ArtyWaypoints2 = { waypoint2 } ArtyWaypoints3 = { waypoint6, waypoint2 } AutocreateDelay = { hard = 60, normal = 80, easy = 100 } Auto2 = { units = { ['e4'] = 3, ['e3'] = 4 }, waypoints = WaypointGroupVillageLeft, delay = AutocreateDelay[Difficulty] } Auto3 = { units = { ['ltnk'] = 1, ['arty'] = 2 }, waypoints = WaypointGroupBaseFrontal, delay = AutocreateDelay[Difficulty] } Auto4 = { units = { ['arty'] = 2 }, waypoints = ArtyWaypoints1, delay = AutocreateDelay[Difficulty] } Auto1 = { units = { ['e4'] = 3, ['e3'] = 4 }, waypoints = WaypointGroupBaseFrontal, delay = AutocreateDelay[Difficulty] } Auto5 = { units = { ['arty'] = 1 }, waypoints = ArtyWaypoints2, delay = AutocreateDelay[Difficulty] } Auto6 = { units = { ['ltnk'] = 1, ['e4'] = 2 }, waypoints = WaypointGroupBaseFrontal, delay = AutocreateDelay[Difficulty] } Auto7 = { units = { ['ltnk'] = 1, ['bggy'] = 3 }, waypoints = WaypointGroupBaseFrontal, delay = AutocreateDelay[Difficulty] } Auto8 = { units = { ['e4'] = 3, ['e3'] = 5 }, waypoints = WaypointGroupRightFlankInf, delay = AutocreateDelay[Difficulty] } AutoAttackWaves = { Auto2, Auto3, Auto4, Auto1, Auto5, Auto6, Auto7, Auto8 } StationaryGuardUnits = { Actor237, Actor238, Actor231, ltnk1, ltnk2, Actor233, ltnk3, arty1, arty2, arty3, bggy, Actor240, Actor242, Actor243, Actor227, Actor228, Actor229 } StartStationaryGuards = function(StationaryGuards) 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 SendHeli = function(heli) units = Reinforcements.ReinforceWithTransport(Nod, "tran", heli.types, heli.entry, { heli.entry[1] }) Utils.Do(units[2], function(actor) actor.Hunt() Trigger.OnIdle(actor, actor.Hunt) end) if heli.delay == DateTime.Seconds(0) then return end Trigger.AfterDelay(heli.delay, function() SendHeli(heli) end) end MoveInitialArty = function(arty, waypoints) units = { arty } MoveAndIdle(units, waypoints) end TankTerror = function(tank) units = { tank } MoveAndHunt(units, WaypointGroupVillageLeft) end WorldLoaded = function() GDI = Player.GetPlayer("GDI") Nod = Player.GetPlayer("Nod") Camera.Position = DefaultCameraPosition.CenterPosition StartStationaryGuards(StationaryGuardUnits) StartAI() InitObjectives(GDI) ProtectMoebius = GDI.AddObjective("Protect Dr. Mobius.") Trigger.OnKilled(DrMoebius, function() GDI.MarkFailedObjective(ProtectMoebius) end) ProtectHospital = GDI.AddObjective("Protect the Hospital.") Trigger.OnKilled(Hospital, function() GDI.MarkFailedObjective(ProtectHospital) end) CiviliansKilledThreshold = CiviliansKilledThreshold[Difficulty] ProtectCivilians = GDI.AddObjective("Keep at least " .. 14 - CiviliansKilledThreshold .. " out of 14 Civilians alive.") Utils.Do(Civilians, function(civilian) Trigger.OnKilled(civilian, function() CivilianCasualties = CivilianCasualties + 1 if CiviliansKilledThreshold < CivilianCasualties then GDI.MarkFailedObjective(ProtectCivilians) end end) end) SecureArea = GDI.AddObjective("Destroy the Nod bases.") KillGDI = Nod.AddObjective("Kill all enemies!") 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 }) Trigger.AfterDelay(DateTime.Minutes(1), function() SendWaves(1, AutoAttackWaves) end) Trigger.AfterDelay(DateTime.Minutes(2), function() ProduceInfantry(handofnod) end) Trigger.AfterDelay(DateTime.Minutes(3), function() ProduceVehicle(nodairfield) end) local InitialArrivingUnits = { { units = { Actor252, Actor253, Actor223, Actor225, Actor222, Actor258, Actor259, Actor260, Actor261, Actor254, Actor255, Actor256, Actor257 }, distance = -1 }, { units = { Actor218, Actor220, Actor224, Actor226 }, distance = -2 }, { units = { gdiAPC1 }, distance = -3 } } Utils.Do(InitialArrivingUnits, function(group) Utils.Do(group.units, function(unit) unit.Move(unit.Location + CVec.New(0, group.distance), 0) end) end) Utils.Do(NodHelis, function(heli) if heli.delay == DateTime.Seconds(0) then -- heli1 comes only when specific units are killed, see below return end Trigger.AfterDelay(heli.delay, function() SendHeli(heli) end) end) -- units destroyed, send heli, eg. harv, tnk, bggy,... Utils.Do(NodRetaliateIfDestroyedUnits, function(unit) Trigger.OnKilled(unit, function() SendHeli(NodHelis[2]) end) end) Trigger.AfterDelay(DateTime.Seconds(Arty1Delay[Difficulty]), function() MoveInitialArty(earlyarty1, ArtyWaypoints1) end) Trigger.AfterDelay(DateTime.Seconds(Arty2Delay[Difficulty]), function() MoveInitialArty(earlyarty2, ArtyWaypoints2) end) Trigger.AfterDelay(DateTime.Seconds(TerrorTankDelay[Difficulty]), function() TankTerror(terrortank) 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) GDI.MarkCompletedObjective(ProtectMoebius) GDI.MarkCompletedObjective(ProtectHospital) GDI.MarkCompletedObjective(ProtectCivilians) end end end