--[[ 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. ]] NodUnitsBuggy = { 'bggy', 'bggy', 'bike', 'bike' } NodUnitsRocket = { 'e3', 'e3', 'e3', 'e3', 'e3', 'e3' } NodUnitsGunner = { 'e1', 'e1', 'e1', 'e1', 'e1', 'e1' } Apc3CellTriggerActivator = { CPos.New(28,58), CPos.New(27,58), CPos.New(28,57), CPos.New(27,57), CPos.New(28,56), CPos.New(27,56), CPos.New(28,55), CPos.New(27,55), CPos.New(28,54), CPos.New(27,54), CPos.New(28,53), CPos.New(27,53) } Civ1CellTriggerActivator = { CPos.New(24,52), CPos.New(23,52), CPos.New(22,52), CPos.New(23,51), CPos.New(22,51), CPos.New(21,51) } Civ2CellTriggerActivator = { CPos.New(26,54), CPos.New(25,54), CPos.New(24,54), CPos.New(25,53), CPos.New(24,53), CPos.New(23,53) } Apc1Units = { 'c2', 'c3', 'c4', 'c5' } WinActorTriggerActivator = { Civilian1, Civilian2, Civilian3, Civilian4, Civilian5, Civilian6, Civilian7, Civilian8, CivBuilding1, CivBuilding2, CivBuilding3, CivBuilding4, CivBuilding5, CivBuilding6, CivBuilding7, CivBuilding8, CivBuilding9, CivBuilding10, CivBuilding11, CivBuilding12, CivBuilding13, CivBuilding14 } Apc2ActorTriggerActivator = { NodGunner1, NodGunner2, NodGunner3 } Apc1Waypoints = { waypoint0.Location, waypoint11.Location, waypoint10.Location, waypoint8.Location, waypoint9.Location } Apc2Waypoints = { waypoint8, waypoint7, waypoint6, waypoint5, waypoint4 } Apc3Waypoints = { waypoint3, waypoint2, waypoint1, waypoint0, waypoint11, waypoint10, waypoint8, waypoint9 } Civ1Waypoints = { waypoint3, waypoint2, waypoint3, waypoint1, waypoint2, waypoint11, waypoint10, waypoint8, waypoint9 } Civ2Waypoints = { waypoint3, waypoint2, waypoint1, waypoint11, waypoint10, waypoint8, waypoint9 } Hummer1Waypoints = { waypoint8, waypoint7, waypoint6, waypoint5, waypoint4, waypoint3, waypoint2, waypoint1, waypoint0, waypoint11, waypoint10, waypoint8 } Apc1TriggerFunctionTime = DateTime.Seconds(3) Apc1TriggerFunction = function() Reinforcements.ReinforceWithTransport(enemy, 'apc', Apc1Units, Apc1Waypoints, nil, function(transport, cargo) Utils.Do(cargo, function(actor) IdleHunt(actor) end) end, nil) end Hum1TriggerFunction = function(actor, discoverer) MyActors = Utils.Take(2, enemy.GetActorsByType('jeep')) Utils.Do(MyActors, function(actor) MoveAndHunt(actor, Hummer1Waypoints) end) end Movement = function(unit) if unit ~= nil then Utils.Do(Civ1Waypoints, function(waypoint) unit.AttackMove(waypoint.Location) end) end end MoveAndHunt = function(unit) if unit ~= nil then Utils.Do(Apc2Waypoints, function(waypoint) unit.AttackMove(waypoint.Location) end) IdleHunt(unit) end end Apc2TriggerFunction = function() MyActors = Utils.Take(1, enemy.GetActorsByType('apc')) Utils.Do(MyActors, function(actor) MoveAndHunt(actor, Apc2Waypoints) end) end WinTriggerFunction = function() player.MarkCompletedObjective(NodObjective1) end InsertNodUnits = function() Camera.Position = CameraPoint.CenterPosition Media.PlaySpeechNotification(player, "Reinforce") Trigger.AfterDelay(DateTime.Seconds(1), function() Reinforcements.ReinforceWithTransport(player, 'tran', NodUnitsBuggy, { EntryPointVehicle.Location, RallyPointVehicle.Location }, { EntryPointVehicle.Location }, nil, nil) end) Reinforcements.ReinforceWithTransport(player, 'tran', NodUnitsRocket, { EntryPointRocket.Location, RallyPointRocket.Location }, { EntryPointRocket.Location }, nil, nil) Reinforcements.ReinforceWithTransport(player, 'tran', NodUnitsGunner, { EntryPointGunner.Location, RallyPointGunner.Location }, { EntryPointGunner.Location }, nil, nil) end WorldLoaded = function() player = Player.GetPlayer("Nod") enemy = Player.GetPlayer("GDI") Trigger.AfterDelay(Apc1TriggerFunctionTime, Apc1TriggerFunction) Trigger.OnEnteredFootprint(Civ2CellTriggerActivator, function(a, id) if a.Owner == player then for type, count in pairs({ ['c6'] = 1, ['c7'] = 1, ['c8'] = 1, ['c9'] = 1 }) do MyActors = Utils.Take(count, enemy.GetActorsByType(type)) Utils.Do(MyActors, function(actor) Movement(actor, Civ2Waypoints) end) end Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(Civ1CellTriggerActivator, function(a, id) if a.Owner == player then for type, count in pairs({ ['c2'] = 1, ['c3'] = 1, ['c4'] = 1, ['c5'] = 1 }) do MyActors = Utils.Take(count, enemy.GetActorsByType(type)) Utils.Do(MyActors, function(actor) Movement(actor, Civ1Waypoints) end) end Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnDiscovered(Convoi, Hum1TriggerFunction) Trigger.OnAllRemovedFromWorld(Apc2ActorTriggerActivator, Apc2TriggerFunction) Trigger.OnEnteredFootprint(Apc3CellTriggerActivator, function(a, id) if a.Owner == player then MoveAndHunt(enemy.GetActorsByType('apc')[1], Apc3Waypoints) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnAllRemovedFromWorld(WinActorTriggerActivator, WinTriggerFunction) 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) GDIObjective = enemy.AddPrimaryObjective("Kill all enemies.") NodObjective1 = player.AddPrimaryObjective("Destroy the village and kill all civilians.") NodObjective2 = player.AddSecondaryObjective("Kill all GDI units in the area.") InsertNodUnits() end Tick = function() if player.HasNoRequiredUnits() then if DateTime.GameTime > 2 then enemy.MarkCompletedObjective(GDIObjective) end end if enemy.HasNoRequiredUnits() then player.MarkCompletedObjective(NodObjective2) end end IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end