--[[ 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. ]] NodStartUnitsVehicle = { 'bggy', 'bggy', 'ltnk', 'ltnk', 'ltnk', 'bike', 'bike'} NodStartUnitsRight = { 'e1', 'e1', 'e1', 'e1' } NodStartUnitsMiddle = { 'e6', 'e6', 'e6', 'e6', 'e3', 'e3' } NodStartUnitsLeft = { 'e4', 'e4', 'e4', 'e4' } Win1CellTriggerActivator = { CPos.New(24,22) } Win2CellTriggerActivator = { CPos.New(20,55), CPos.New(19,55), CPos.New(20,54), CPos.New(19,54), CPos.New(20,53), CPos.New(19,53), CPos.New(20,52), CPos.New(19,52) } DzneCellTriggerActivator = { CPos.New(26,24), CPos.New(25,24), CPos.New(24,24), CPos.New(23,24), CPos.New(22,24), CPos.New(26,23), CPos.New(25,23), CPos.New(24,23), CPos.New(23,23), CPos.New(22,23), CPos.New(26,22), CPos.New(25,22), CPos.New(23,22), CPos.New(22,22), CPos.New(25,21), CPos.New(24,21), CPos.New(23,21), CPos.New(22,21), CPos.New(25,20), CPos.New(24,20), CPos.New(23,20), CPos.New(22,20) } ChinCellTriggerActivator = { CPos.New(31,49), CPos.New(30,49), CPos.New(29,49), CPos.New(28,49), CPos.New(27,49), CPos.New(26,49), CPos.New(25,49), CPos.New(24,49), CPos.New(23,49), CPos.New(22,49), CPos.New(21,49), CPos.New(20,49), CPos.New(31,48), CPos.New(30,48), CPos.New(29,48), CPos.New(28,48), CPos.New(27,48), CPos.New(26,48), CPos.New(25,48), CPos.New(24,48), CPos.New(23,48), CPos.New(22,48), CPos.New(21,48), CPos.New(20,48), CPos.New(31,47), CPos.New(30,47), CPos.New(29,47), CPos.New(28,47), CPos.New(27,47), CPos.New(26,47), CPos.New(25,47), CPos.New(24,47), CPos.New(23,47), CPos.New(22,47), CPos.New(21,47), CPos.New(20,47) } Atk2ActorTriggerActivator = { Atk2Actor1, Atk2Actor2, Atk2Actor3, Atk2Actor4, Atk2Actor5, Atk2Actor6 } Gdi1Units = { 'e1', 'e1', 'e1', 'e2', 'e2' } Gdi2Units = { 'e1', 'e1', 'e3', 'e3', 'e3' } Gdi3Units = { 'jeep', 'jeep', 'e3', 'e3' } Gdi4Units = { 'mtnk', 'e2', 'e2', 'e2', 'e2' } Gdi5Units = { 'e1', 'e2', 'e2', 'e3', 'e3' } AllUnits = { Gdi1Units, Gdi2Units, Gdi3Units, Gdi4Units, Gdi5Units } Grd1Waypoints = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, waypoint5 } Atk1TriggerFunctionTime = DateTime.Seconds(3) ProdTriggerFunctionTime = DateTime.Minutes(5) Atk1TriggerFunction = function() for type, count in pairs({ ['e1'] = 2, ['e2'] = 3 }) do MyActors = Utils.Take(count, enemy.GetActorsByType(type)) Utils.Do(MyActors, function(actor) MovementAndHunt(actor, Grd1Waypoints) end) end end Atk2TriggerFunction = function() for type, count in pairs({ ['e1'] = 2, ['e2'] = 3 , ['jeep'] = 1}) do MyActors = Utils.Take(count, enemy.GetActorsByType(type)) Utils.Do(MyActors, function(actor) IdleHunt(actor) end) end end ProdTriggerFunction = function() local Units = AllUnits[DateTime.GameTime % #AllUnits + 1] Utils.Do(Units, function(UnitType) if (UnitType == 'jeep' or UnitType == 'mtnk') and not Factory.IsDead and Factory.Owner == enemy then Factory.Build({UnitType}) elseif (UnitType == 'e1' or UnitType == 'e2' or UnitType == 'e3') and not Barracks.IsDead and Barracks.Owner == enemy then Barracks.Build({UnitType}) end end) local list = enemy.GetGroundAttackers() local counter = 1 while counter <= 5 do counter = counter + 1 if counter <= #list then IdleHunt(list[counter]) end end Trigger.AfterDelay(ProdTriggerFunctionTime, ProdTriggerFunction) end MovementAndHunt = function(unit, waypoints) if unit ~= nil then Utils.Do(waypoints, function(waypoint) unit.AttackMove(waypoint.Location) end) IdleHunt(unit) end end InsertNodUnits = function() Camera.Position = UnitsRallyRight.CenterPosition Media.PlaySpeechNotification(player, "Reinforce") Reinforcements.Reinforce(player, NodStartUnitsVehicle, { UnitsEntryMiddle.Location, UnitsRallyMiddle.Location }, 30) Reinforcements.Reinforce(player, NodStartUnitsMiddle, { UnitsEntryMiddle.Location, UnitsRallyMiddle.Location }, 15) Reinforcements.Reinforce(player, NodStartUnitsLeft, { UnitsEntryLeft.Location, UnitsRallyLeft.Location }, 15) Reinforcements.Reinforce(player, NodStartUnitsRight, { UnitsEntryRight.Location, UnitsRallyRight.Location }, 15) end WorldLoaded = function() player = Player.GetPlayer("Nod") enemy = Player.GetPlayer("GDI") 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) NodObjective1 = player.AddPrimaryObjective("Steal the GDI nuclear detonator.") NodObjective3 = player.AddSecondaryObjective("Infiltrate the barracks, weapon factory and \nthe construction yard.") GDIObjective = enemy.AddPrimaryObjective("Stop the Nod taskforce from escaping with the detonator.") InsertNodUnits() Trigger.AfterDelay(Atk1TriggerFunctionTime, Atk1TriggerFunction) Trigger.OnAllKilled(Atk2ActorTriggerActivator, Atk2TriggerFunction) Trigger.OnEnteredFootprint(ChinCellTriggerActivator, function(a, id) if a.Owner == player then Media.PlaySpeechNotification(player, "Reinforce") Reinforcements.ReinforceWithTransport(player, 'tran', nil, { ChnEntry.Location, waypoint10.Location }, nil, nil, nil) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(DzneCellTriggerActivator, function(a, id) if a.Owner == player then Actor.Create('flare', true, { Owner = player, Location = waypoint10.Location }) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(Win1CellTriggerActivator, function(a, id) if a.Owner == player then NodObjective2 = player.AddPrimaryObjective("Move to the evacuation point.") player.MarkCompletedObjective(NodObjective1) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(Win2CellTriggerActivator, function(a, id) if a.Owner == player and NodObjective2 then player.MarkCompletedObjective(NodObjective2) Trigger.RemoveFootprintTrigger(id) end end) Trigger.AfterDelay(ProdTriggerFunctionTime, ProdTriggerFunction) end Tick = function() if DateTime.GameTime > 2 and player.HasNoRequiredUnits() then enemy.MarkCompletedObjective(GDIObjective) end if DateTime.GameTime % 5 == 0 and Barracks.Owner == player and Factory.Owner == player and Yard.Owner == player then player.MarkCompletedObjective(NodObjective3) end if DateTime.GameTime % 7 == 0 and not player.IsObjectiveCompleted(NodObjective3) and (Barracks.IsDead or Factory.IsDead or Yard.IsDead) then player.MarkFailedObjective(NodObjective3) end end IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end