--[[ 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. ]] LoseTriggerHouses = { TrigLos2Farm1, TrigLos2Farm2, TrigLos2Farm3, TrigLos2Farm4 } TownAttackTrigger = { CPos.New(54, 38), CPos.New(55, 38), CPos.New(56, 38), CPos.New(57, 38) } GDIReinforcementsTrigger = { CPos.New(32, 51), CPos.New(32, 52), CPos.New(33, 52) } GDIReinforcementsPart1 = { "jeep", "jeep" } GDIReinforcementsPart2 = { "e2", "e2", "e2", "e2", "e2" } TownAttackWave1 = { "bggy", "bggy" } TownAttackWave2 = { "ltnk", "ltnk" } TownAttackWave3 = { "e1", "e1", "e1", "e3", "e3", "e3" } TownAttackWpts = { waypoint1, waypoint2 } Civvie1Wpts = { CivvieWpts1, CivvieWpts2 } Civvie2Wpts = { CivvieWpts3, CivvieWpts1, CivvieWpts4, CivvieWpts5, CivvieWpts6, CivvieWpts7, CivvieWpts8, CivvieWpts9, CivvieWpts10, CivvieWpts11 } FollowCivvieWpts = function(actor, wpts) Utils.Do(wpts, function(wpt) actor.Move(wpt.Location, 2) actor.Wait(DateTime.Seconds(2)) end) end FollowWaypoints = function(actor, wpts) Utils.Do(wpts, function(wpt) actor.AttackMove(wpt.Location, 2) end) end TownAttackersIdleAction = function(actor) actor.AttackMove(TownAttackWpt.Location, 2) actor.Hunt() end TownAttackAction = function(actor) Trigger.OnIdle(actor, TownAttackersIdleAction) FollowWaypoints(actor, TownAttackWpts) end AttackTown = function() Reinforcements.Reinforce(enemy, TownAttackWave1, { NodReinfEntry.Location, NodReinfRally.Location }, DateTime.Seconds(0.25), TownAttackAction) Trigger.AfterDelay(DateTime.Seconds(2), function() Reinforcements.Reinforce(enemy, TownAttackWave2, { NodReinfEntry.Location, NodReinfRally.Location }, DateTime.Seconds(1), TownAttackAction) end) Trigger.AfterDelay(DateTime.Seconds(4), function() Reinforcements.Reinforce(enemy, TownAttackWave3, { NodReinfEntry.Location, NodReinfRally.Location }, DateTime.Seconds(1), TownAttackAction) end) end SendGDIReinforcements = function() Reinforcements.Reinforce(player, GDIReinforcementsPart1, { GDIReinfEntry1.Location, GDIReinfRally1.Location }, DateTime.Seconds(1), function(actor) Media.PlaySpeechNotification(player, "Reinforce") actor.Move(GDIReinfRally3.Location) actor.Stance = "Defend" end) Trigger.AfterDelay(DateTime.Seconds(5), function() Reinforcements.ReinforceWithTransport(player, "apc", GDIReinforcementsPart2, { GDIReinfEntry2.Location, GDIReinfRally2.Location }, nil, function(apc, team) Media.PlaySpeechNotification(player, "Reinforce") apc.Move(GDIUnloadWpt.Location) apc.UnloadPassengers() Utils.Do(team, function(unit) unit.Stance = "Defend" end) end) end) 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) Trigger.OnAllKilled(LoseTriggerHouses, function() player.MarkFailedObjective(gdiObjective1) end) Trigger.OnPlayerWon(player, function() Media.PlaySpeechNotification(player, "Win") end) Trigger.OnPlayerLost(player, function() Media.PlaySpeechNotification(player, "Lose") end) nodObjective = enemy.AddPrimaryObjective("Destroy all GDI troops.") gdiObjective1 = player.AddPrimaryObjective("Defend the town of BiaƂystok.") gdiObjective2 = player.AddPrimaryObjective("Eliminate all Nod forces in the area.") townAttackTrigger = false Trigger.OnExitedFootprint(TownAttackTrigger, function(a, id) if not townAttackTrigger and a.Owner == player then townAttackTrigger = true Trigger.RemoveFootprintTrigger(id) AttackTown() end end) gdiReinforcementsTrigger = false Trigger.OnEnteredFootprint(GDIReinforcementsTrigger, function(a, id) if not gdiReinforcementsTrigger and a.Owner == player then gdiReinforcementsTrigger = true Trigger.RemoveFootprintTrigger(id) SendGDIReinforcements() end end) Utils.Do(player.GetGroundAttackers(), function(unit) unit.Stance = "Defend" end) Trigger.AfterDelay(1, function() FollowCivvieWpts(civvie1, Civvie1Wpts) FollowCivvieWpts(civvie2, Civvie2Wpts) end) Camera.Position = Actor141.CenterPosition end Tick = function() if player.HasNoRequiredUnits() then enemy.MarkCompletedObjective(nodObjective) end if enemy.HasNoRequiredUnits() then player.MarkCompletedObjective(gdiObjective1) player.MarkCompletedObjective(gdiObjective2) end end