--[[ 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. ]] InfantryReinforcements = { "e1", "e1", "e2" } JeepReinforcements = { "jeep" } TankReinforcements = { "mtnk" } BaseReinforcements = { "mcv" } GDIBaseBuildings = { "pyle", "fact", "nuke", "hq", "weap" } SamSites = { sam1, sam2, sam3, sam4 } NodBase = { handofnod, nodpower1, nodpower2, nodpower3, nodairfield, nodrefinery, nodconyard } HiddenNodUnits = { sleeper1, sleeper2, sleeper3, sleeper4 } ReinforceWithLandingCraft = function(units, transportStart, transportUnload, rallypoint) local transport = Actor.Create("oldlst", true, { Owner = GDI, Facing = 0, Location = transportStart }) local subcell = 0 Utils.Do(units, function(a) transport.LoadPassenger(Actor.Create(a, false, { Owner = transport.Owner, Facing = transport.Facing, Location = transportUnload, SubCell = subcell })) subcell = subcell + 1 end) transport.ScriptedMove(transportUnload) Media.PlaySpeechNotification(player, "Reinforce") transport.CallFunc(function() Utils.Do(units, function() local a = transport.UnloadPassenger() a.IsInWorld = true a.MoveIntoWorld(transport.Location - CVec.New(0, 1)) if rallypoint ~= nil then a.Move(rallypoint) end end) end) transport.Wait(5) transport.ScriptedMove(transportStart) transport.Destroy() end CheckForBase = function(player) local buildings = 0 Utils.Do(GDIBaseBuildings, function(name) if #GDI.GetActorsByType(name) > 0 then buildings = buildings + 1 end end) return buildings == #GDIBaseBuildings end SendReinforcements = function() Trigger.AfterDelay(DateTime.Seconds(20), function() ReinforceWithLandingCraft(BaseReinforcements, spawnpoint3.Location - CVec.New(0, -4), spawnpoint3.Location - CVec.New(0, -1), waypoint26.Location) end) Trigger.AfterDelay(DateTime.Seconds(10), function() ReinforceWithLandingCraft(TankReinforcements, spawnpoint2.Location - CVec.New(0, -4), spawnpoint2.Location - CVec.New(0, -1), waypoint10.Location) ReinforceWithLandingCraft(TankReinforcements, spawnpoint3.Location - CVec.New(0, -4), spawnpoint3.Location - CVec.New(0, -1), waypoint10.Location) end) Trigger.AfterDelay(DateTime.Seconds(5), function() ReinforceWithLandingCraft(JeepReinforcements, spawnpoint1.Location - CVec.New(0, -4), spawnpoint1.Location - CVec.New(0, -1), waypoint10.Location) end) ReinforceWithLandingCraft(InfantryReinforcements, spawnpoint2.Location - CVec.New(0, -4), spawnpoint2.Location - CVec.New(0, -1), waypoint10.Location) ReinforceWithLandingCraft(InfantryReinforcements, spawnpoint3.Location - CVec.New(0, -4), spawnpoint3.Location - CVec.New(0, -1), waypoint10.Location) end AttackPlayer = function() Trigger.AfterDelay(DateTime.Seconds(40), function() for type, count in pairs({ ['e3'] = 3, ['e4'] = 2 }) do atk1Actors = Utils.Take(count, Nod.GetActorsByType(type)) Utils.Do(atk1Actors, function(unit) unit.Move(waypoint6.Location) unit.Move(waypoint7.Location) unit.Move(waypoint8.Location) unit.Move(waypoint9.Location) unit.Move(waypoint10.Location) unit.AttackMove(waypoint11.Location) end) end end) Trigger.AfterDelay(DateTime.Seconds(40), function() for type, count in pairs({ ['e1'] = 3, ['e3'] = 2 }) do atk2Actors = Utils.Take(count, Nod.GetActorsByType(type)) Utils.Do(atk2Actors, function(unit) unit.Move(waypoint11.Location) unit.Move(waypoint12.Location) unit.Move(waypoint15.Location) unit.Move(waypoint16.Location) unit.Hunt() end) end end) Trigger.AfterDelay(DateTime.Seconds(80), function() for type, count in pairs({ ['e3'] = 3, ['e4'] = 2 }) do atk3Actors = Utils.Take(count, Nod.GetActorsByType(type)) Utils.Do(atk3Actors, function(unit) unit.Move(waypoint6.Location) unit.Move(waypoint7.Location) unit.Move(waypoint8.Location) unit.Move(waypoint9.Location) unit.Move(waypoint10.Location) unit.AttackMove(waypoint11.Location) end) end end) Trigger.AfterDelay(DateTime.Seconds(80), function() for type, count in pairs({ ['e1'] = 3, ['e3'] = 2 }) do atk4Actors = Utils.Take(count, Nod.GetActorsByType(type)) Utils.Do(atk4Actors, function(unit) unit.Move(waypoint11.Location) unit.Move(waypoint12.Location) unit.Move(waypoint15.Location) unit.Move(waypoint16.Location) unit.AttackMove(waypoint11.Location) end) end end) Trigger.AfterDelay(DateTime.Seconds(80), function() atk5Actors = Utils.Take(2, Nod.GetActorsByType('bggy')) Utils.Do(atk5Actors, function(unit) unit.Move(waypoint11.Location) unit.Move(waypoint12.Location) unit.Move(waypoint15.Location) unit.Move(waypoint16.Location) unit.Hunt() end) end) Utils.Do(NodBase, function(actor) Trigger.OnRemovedFromWorld(actor, function() Utils.Do(Nod.GetGroundAttackers(Nod), function(unit) unit.Hunt() end) end) end) Utils.Do(HiddenNodUnits, function(actor) actor.Hunt() end) end WorldLoaded = function() GDI = Player.GetPlayer("GDI") Nod = Player.GetPlayer("Nod") Camera.Position = spawnpoint2.CenterPosition Trigger.OnObjectiveAdded(GDI, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") end) Trigger.OnObjectiveCompleted(GDI, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed") end) Trigger.OnObjectiveFailed(GDI, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed") end) Trigger.OnPlayerWon(GDI, function() Media.PlaySpeechNotification(Nod, "Win") end) Trigger.OnPlayerLost(GDI, function() Media.PlaySpeechNotification(Nod, "Lose") end) gdiMainObjective = GDI.AddPrimaryObjective("Destroy remaining Nod structures and units.") gdiBaseObjective = GDI.AddSecondaryObjective("Construct all available buildings.") nodObjective = Nod.AddPrimaryObjective("Kill all enemies!") SendReinforcements() gdiAirSupportObjective = GDI.AddSecondaryObjective("Destroy the SAM sites to receive air support.") Trigger.OnAllKilled(SamSites, function() GDI.MarkCompletedObjective(gdiAirSupportObjective) Actor.Create("airstrike.proxy", true, { Owner = GDI }) end) AttackPlayer() end Tick = function() if DateTime.GameTime > DateTime.Seconds(5) then if GDI.HasNoRequiredUnits() then Nod.MarkCompletedObjective(nodObjective) end if Nod.HasNoRequiredUnits() then GDI.MarkCompletedObjective(gdiMainObjective) end if not GDI.IsObjectiveCompleted(gdiBaseObjective) and DateTime.GameTime % DateTime.Seconds(1) == 0 and CheckForBase() then GDI.MarkCompletedObjective(gdiBaseObjective) end end end