--[[ 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. ]] AllToHuntTrigger = { Silo1, Proc1, Silo2, Silo3, Silo4, Afld1, Hand1, Nuke1, Nuke2, Nuke3, Fact1 } AtkRoute1 = { waypoint4.Location, waypoint5.Location, waypoint6.Location, waypoint7.Location, waypoint8.Location } AtkRoute2 = { waypoint0.Location, waypoint1.Location, waypoint2.Location, waypoint3.Location } AutoCreateTeams = { { types = { e1 = 1, e3 = 3 }, route = AtkRoute2 }, { types = { e1 = 3, e3 = 1 }, route = AtkRoute2 }, { types = { e3 = 4 } , route = AtkRoute1 }, { types = { e1 = 4 } , route = AtkRoute1 }, { types = { bggy = 1 } , route = AtkRoute1 }, { types = { bggy = 1 } , route = AtkRoute2 }, { types = { ltnk = 1 } , route = AtkRoute1 }, { types = { ltnk = 1 } , route = AtkRoute2 } } RepairThreshold = 0.6 Atk1Delay = DateTime.Seconds(40) Atk2Delay = DateTime.Seconds(60) Atk3Delay = DateTime.Seconds(70) Atk4Delay = DateTime.Seconds(90) AutoAtkStartDelay = DateTime.Seconds(115) AutoAtkMinDelay = DateTime.Seconds(45) AutoAtkMaxDelay = DateTime.Seconds(90) Atk5CellTriggers = { CPos.New(17,55), CPos.New(16,55), CPos.New(15,55), CPos.New(50,54), CPos.New(49,54), CPos.New(48,54), CPos.New(16,54), CPos.New(15,54), CPos.New(14,54), CPos.New(50,53), CPos.New(49,53), CPos.New(48,53), CPos.New(50,52), CPos.New(49,52) } GdiBase = { GdiNuke1, GdiProc1, GdiWeap1, GdiNuke2, GdiPyle1, GdiSilo1, GdiSilo2, GdiHarv } GdiUnits = { "e2", "e2", "e2", "e2", "e1", "e1", "e1", "e1", "mtnk", "mtnk", "jeep", "jeep", "apc" } NodSams = { Sam1, Sam2, Sam3, Sam4 } AllToHunt = function() local list = enemy.GetGroundAttackers() Utils.Do(list, function(unit) unit.Hunt() end) end MoveThenHunt = function(actors, path) Utils.Do(actors, function(actor) actor.Patrol(path, false) IdleHunt(actor) end) end AutoCreateTeam = function() local team = Utils.Random(AutoCreateTeams) for type, count in pairs(team.types) do MoveThenHunt(Utils.Take(count, enemy.GetActorsByType(type)), team.route) end Trigger.AfterDelay(Utils.RandomInteger(AutoAtkMinDelay, AutoAtkMaxDelay), AutoCreateTeam) end DiscoverGdiBase = function(actor, discoverer) if baseDiscovered or not discoverer == player then return end Utils.Do(GdiBase, function(actor) actor.Owner = player end) baseDiscovered = true gdiObjective3 = player.AddPrimaryObjective("Eliminate all Nod forces in the area.") player.MarkCompletedObjective(gdiObjective1) end Atk1TriggerFunction = function() MoveThenHunt(Utils.Take(2, enemy.GetActorsByType('e1')), AtkRoute1) MoveThenHunt(Utils.Take(3, enemy.GetActorsByType('e3')), AtkRoute1) end Atk2TriggerFunction = function() MoveThenHunt(Utils.Take(3, enemy.GetActorsByType('e1')), AtkRoute2) MoveThenHunt(Utils.Take(3, enemy.GetActorsByType('e3')), AtkRoute2) end Atk3TriggerFunction = function() MoveThenHunt(Utils.Take(1, enemy.GetActorsByType('bggy')), AtkRoute1) end Atk4TriggerFunction = function() MoveThenHunt(Utils.Take(1, enemy.GetActorsByType('bggy')), AtkRoute2) end Atk5TriggerFunction = function() MoveThenHunt(Utils.Take(1, enemy.GetActorsByType('ltnk')), AtkRoute2) end StartProduction = function(type) if Hand1.IsInWorld and Hand1.Owner == enemy then Hand1.Build(type) Trigger.AfterDelay(DateTime.Seconds(30), function() StartProduction(type) end) end end InsertGdiUnits = function() Media.PlaySpeechNotification(player, "Reinforce") Reinforcements.Reinforce(player, GdiUnits, { UnitsEntry.Location, UnitsRally.Location }, 15) end IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end WorldLoaded = function() player = Player.GetPlayer("GDI") gdiBase = Player.GetPlayer("AbandonedBase") 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.OnPlayerWon(player, function() Media.PlaySpeechNotification(player, "Win") end) Trigger.OnPlayerLost(player, function() Media.PlaySpeechNotification(player, "Lose") 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 < RepairThreshold * building.MaxHealth then building.StartBuildingRepairs() end end) end end) gdiObjective1 = player.AddPrimaryObjective("Find the GDI base.") gdiObjective2 = player.AddSecondaryObjective("Destroy all SAM sites to receive air support.") nodObjective = enemy.AddPrimaryObjective("Destroy all GDI troops.") Trigger.AfterDelay(Atk1Delay, Atk1TriggerFunction) Trigger.AfterDelay(Atk2Delay, Atk2TriggerFunction) Trigger.AfterDelay(Atk3Delay, Atk3TriggerFunction) Trigger.AfterDelay(Atk4Delay, Atk4TriggerFunction) Trigger.OnEnteredFootprint(Atk5CellTriggers, function(a, id) if a.Owner == player then Atk5TriggerFunction() Trigger.RemoveFootprintTrigger(id) end end) Trigger.AfterDelay(AutoAtkStartDelay, AutoCreateTeam) Trigger.OnAllRemovedFromWorld(AllToHuntTrigger, AllToHunt) Trigger.AfterDelay(DateTime.Seconds(40), function() StartProduction({ "e1" }) end) Trigger.OnPlayerDiscovered(gdiBase, DiscoverGdiBase) Trigger.OnAllKilled(NodSams, function() player.MarkCompletedObjective(gdiObjective2) Actor.Create("airstrike.proxy", true, { Owner = player }) end) Camera.Position = UnitsRally.CenterPosition InsertGdiUnits() end Tick = function() if player.HasNoRequiredUnits() then if DateTime.GameTime > 2 then enemy.MarkCompletedObjective(nodObjective) end end if baseDiscovered and enemy.HasNoRequiredUnits() then player.MarkCompletedObjective(gdiObjective3) end end