--[[ Copyright 2007-2019 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 } Sam4Guards = { Sam4Guard0, Sam4Guard1, Sam4Guard2, Sam4Guard3, Sam4Guard4, HiddenBuggy } NodInfantrySquad = { "e1", "e1", "e1", "e1", "e1" } NodAttackRoutes = { { AttackWaypoint }, { AttackWaypoint }, { AttackRallypoint1, AttackRallypoint2, AttackWaypoint } } InfantryReinforcements = { "e1", "e1", "e1", "e1", "e1", "e2", "e2", "e2", "e2", "e2" } JeepReinforcements = { "jeep", "jeep", "jeep" } AttackPlayer = function() if NodBarracks.IsDead or NodBarracks.Owner == player then return end local after = function(team) local count = 1 local route = Utils.Random(NodAttackRoutes) Utils.Do(team, function(actor) Trigger.OnIdle(actor, function() if actor.Location == route[count].Location then if not count == #route then count = count + 1 else Trigger.ClearAll(actor) Trigger.AfterDelay(0, function() Trigger.OnIdle(actor, actor.Hunt) end) end else actor.AttackMove(route[count].Location) end end) end) Trigger.OnAllKilled(team, function() Trigger.AfterDelay(DateTime.Seconds(15), AttackPlayer) end) end NodBarracks.Build(NodInfantrySquad, after) end SendReinforcements = function() Reinforcements.Reinforce(player, JeepReinforcements, { VehicleStart.Location, VehicleStop.Location }) Reinforcements.Reinforce(player, InfantryReinforcements, { InfantryStart.Location, InfantryStop.Location }, 5) Trigger.AfterDelay(DateTime.Seconds(3), function() Reinforcements.Reinforce(player, { "mcv" }, { VehicleStart.Location, MCVwaypoint.Location }) InitialUnitsArrived = true end) Media.PlaySpeechNotification(player, "Reinforce") end WorldLoaded = function() player = Player.GetPlayer("GDI") enemy = Player.GetPlayer("Nod") Trigger.OnObjectiveAdded(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") end) Trigger.OnObjectiveCompleted(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed") end) Trigger.OnObjectiveFailed(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed") end) nodObjective = enemy.AddPrimaryObjective("Destroy all GDI troops.") gdiMainObjective = player.AddPrimaryObjective("Eliminate all Nod forces in the area.") gdiAirSupportObjective = player.AddSecondaryObjective("Destroy the SAM sites to receive air support.") Trigger.OnPlayerLost(player, function() Media.PlaySpeechNotification(player, "Lose") end) Trigger.OnPlayerWon(player, function() Media.PlaySpeechNotification(player, "Win") end) Trigger.OnAllKilled(SamSites, function() player.MarkCompletedObjective(gdiAirSupportObjective) Actor.Create("airstrike.proxy", true, { Owner = player }) end) Utils.Do(Map.NamedActors, function(actor) if actor.Owner == enemy and actor.HasProperty("StartBuildingRepairs") then Trigger.OnDamaged(actor, function(building) if building.Owner == enemy and building.Health < 0.25 * building.MaxHealth then building.StartBuildingRepairs() end end) end end) Trigger.OnDamaged(Sam4, function() Utils.Do(Sam4Guards, function(sam4Guard) if not sam4Guard.IsDead then Trigger.OnIdle(sam4Guard, sam4Guard.Hunt) end end) end) InitialUnitsArrived = false SendReinforcements() Camera.Position = MCVwaypoint.CenterPosition Trigger.AfterDelay(DateTime.Seconds(15), AttackPlayer) end Tick = function() if InitialUnitsArrived then if player.HasNoRequiredUnits() then enemy.MarkCompletedObjective(nodObjective) end if enemy.HasNoRequiredUnits() then player.MarkCompletedObjective(gdiMainObjective) end end end