--[[ 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. ]] GDI1 = { teamType = "atk", units = { ['e2'] = 3 }, waypoints = { waypoint0, waypoint1, waypoint2, waypoint14 }, delay = 40 } GDI2 = { teamType = "atk", units = { ['mtnk'] = 2 }, waypoints = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, waypoint9 }, delay = 30 } GDI3 = { teamType = "atk", units = { ['e2'] = 4 }, waypoints = { waypoint0, waypoint4, waypoint5, waypoint6, waypoint7, waypoint8 }, delay = 40 } GDI4 = { teamType = "atk", units = { ['e1'] = 1, ['e2'] = 2 }, waypoints = { waypoint0, waypoint4, waypoint9 }, delay = 30 } GDI5 = { teamType = "atk", units = { ['mtnk'] = 1 }, waypoints = { waypoint0, waypoint4, waypoint10, waypoint11, waypoint12, waypoint13 }, delay = 80 } GDI6 = { teamType = "atk", units = { ['mtnk'] = 1 }, waypoints = { waypoint0, waypoint4, waypoint9 }, delay = 50 } GDI7 = { teamType = "atk", units = { ['jeep'] = 1 }, waypoints = { waypoint0, waypoint4, waypoint5, waypoint6, waypoint7, waypoint8 }, delay = 40 } GDI8 = { teamType = "rei", units = { ['e2'] = 3, ['e6'] = 2 }, waypoints = { waypoint12, waypoint11, waypoint10, waypoint4, waypoint5, waypoint8 }, delay = 8 } GDI9 = { teamType = "atk", units = { ['e2'] = 4 }, waypoints = { waypoint8 }, delay = 80 } GDI10 = { teamType = "atk", units = { ['e2'] = 4 }, waypoints = { waypoint14 }, delay = 0 } AirstrikeDelay = DateTime.Minutes(2) + DateTime.Seconds(20) AutoAttackWaves = { GDI3, GDI4, GDI5, GDI6, GDI7, GDI8, GDI9, GDI10 } IntroAttackWaves = { GDI1, GDI2 } WhitelistedStructures = { 'afld', 'hand', 'hq', 'nuke', 'silo', 'proc', 'sam' } NodUnitsBikes = { 'bike', 'bike', 'bike' } NodUnitsEngineers = { 'e6', 'e6' } NodUnitsRockets = { 'e3', 'e3', 'e3', 'e3' } NodUnitsGunners = { 'e1', 'e1', 'e1', 'e1' } NodUnitsFlamers = { 'e4', 'e4', 'e4', 'e4' } ReinforcementsRockets = { 'e3', 'e3', 'e3', 'e3', 'e3' } NodBase = { NodBuilding1, NodBuilding2, NodBuilding3, NodHarvester } AbandonedBaseTrigger = { CPos.New(12, 42), CPos.New(11, 42), CPos.New(10, 42), CPos.New(13, 41), CPos.New(12, 41), CPos.New(11, 41), CPos.New(14, 40), CPos.New(13, 40), CPos.New(12, 40), CPos.New(6, 40), CPos.New(5, 40), CPos.New(4, 40), CPos.New(6, 39), CPos.New(5, 39), CPos.New(4, 39), CPos.New(6, 38), CPos.New(5, 38), CPos.New(4, 38) } ReinforcementsTrigger = { CPos.New(35, 23), CPos.New(34, 23), CPos.New(35, 22), CPos.New(34, 22), CPos.New(35, 21), CPos.New(34, 21), CPos.New(35, 20), CPos.New(34, 20), CPos.New(35, 19), CPos.New(34, 19), CPos.New(35, 18), CPos.New(34, 18), CPos.New(35, 17), CPos.New(34, 17), CPos.New(35, 16), CPos.New(34, 16), CPos.New(35, 15), CPos.New(34, 15), CPos.New(35, 14), CPos.New(34, 14), CPos.New(35, 13), CPos.New(34, 13), CPos.New(35, 12), CPos.New(34, 12), CPos.New(47, 11), CPos.New(46, 11), CPos.New(57, 19), CPos.New(56, 19), CPos.New(55, 19), CPos.New(54, 19), CPos.New(53, 19), CPos.New(52, 19), CPos.New(51, 19), CPos.New(50, 19), CPos.New(49, 19), CPos.New(48, 19), CPos.New(47, 19), CPos.New(46, 19), CPos.New(57, 18), CPos.New(56, 18), CPos.New(55, 18), CPos.New(54, 18), CPos.New(53, 18), CPos.New(52, 18), CPos.New(51, 18), CPos.New(50, 18), CPos.New(49, 18), CPos.New(48, 18), CPos.New(47, 18), CPos.New(46, 18), CPos.New(47, 17), CPos.New(46, 17), CPos.New(47, 16), CPos.New(46, 16), CPos.New(47, 15), CPos.New(46, 15), CPos.New(47, 14), CPos.New(46, 14), CPos.New(47, 13), CPos.New(46, 13), CPos.New(47, 12), CPos.New(46, 12) } CaptureStructures = function(actor) for i = 1, #WhitelistedStructures do structures = player.GetActorsByType(WhitelistedStructures[i]) if #structures > 0 then if not actor.IsDead and not structures[1].IsDead then actor.Capture(structures[1]) return end end end end CheckForSams = function() local sams = player.GetActorsByType("sam") return #sams >= 3 end searches = 0 getAirstrikeTarget = function() local list = player.GetGroundAttackers() if #list == 0 then return end local target = list[DateTime.GameTime % #list + 1].CenterPosition local sams = Map.ActorsInCircle(target, WDist.New(8 * 1024), function(actor) return actor.Type == "sam" end) if #sams == 0 then searches = 0 return target elseif searches < 6 then searches = searches + 1 return getAirstrikeTarget() else searches = 0 return nil end end GetCargo = function(team) cargo = { } for type, count in pairs(team.units) do for i = 1, count, 1 do cargo[#cargo + 1] = type end end return cargo end InsertNodUnits = function() Media.PlaySpeechNotification(player, "Reinforce") Reinforcements.Reinforce(player, { 'ltnk'}, { ReinforcementsTopSpawn.Location, ReinforcementsTank1Rally.Location }, 1) Reinforcements.Reinforce(player, NodUnitsEngineers, { ReinforcementsTopSpawn.Location, ReinforcementsEngineersRally.Location }, 10) Reinforcements.Reinforce(player, NodUnitsRockets, { ReinforcementsTopSpawn.Location, ReinforcementsRocketsRally.Location }, 10) Trigger.AfterDelay(DateTime.Seconds(3), function() Reinforcements.Reinforce(player, NodUnitsGunners, { ReinforcementsBottomSpawn.Location, ReinforcementsGunnersRally.Location }, 10) Reinforcements.Reinforce(player, NodUnitsFlamers, { ReinforcementsTopSpawn.Location, ReinforcementsFlamersRally.Location }, 10) Reinforcements.Reinforce(player, { 'ltnk'}, { ReinforcementsBottomSpawn.Location, ReinforcementsTank2Rally.Location }, 10) end) end SendAttackWave = function(team) for type, amount in pairs(team.units) do count = 0 actors = enemy.GetActorsByType(type) Utils.Do(actors, function(actor) if actor.IsIdle and count < amount then SetAttackWaypoints(actor, team.waypoints) if actor.Type == "e6" then CaptureStructures(actor) else IdleHunt(actor) end count = count + 1 end end) end end SetAttackWaypoints = function(actor, waypoints) if not actor.IsDead then Utils.Do(waypoints, function(waypoint) actor.AttackMove(waypoint.Location) end) end end SendGDIAirstrike = function(hq, delay) if not hq.IsDead and hq.Owner == enemy then local target = getAirstrikeTarget() if target then hq.SendAirstrike(target, false, Facing.NorthEast + 4) Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end) else Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end) end end end SendWaves = function(counter, Waves) if counter <= #Waves then local team = Waves[counter] if team.teamType == "atk" then SendAttackWave(team) elseif team.teamType == "rei" then SendReinforcementsWave(team) end Trigger.AfterDelay(DateTime.Seconds(team.delay), function() SendWaves(counter + 1, Waves) end) end end SendReinforcementsWave = function(team) Reinforcements.ReinforceWithTransport(enemy, "apc", GetCargo(team), { ReinforcementsGDISpawn.Location, waypoint12.Location}, nil, function(transport, passengers) SetReinforcementsWaypoints(transport, team.waypoints) transport.UnloadPassengers() Trigger.OnPassengerExited(transport, function(_, passenger) Utils.Do(passengers, function(actor) if actor.Type == "e6" then CaptureStructures(actor) else IdleHunt(actor) end end) if not transport.HasPassengers then IdleHunt(transport) end end) end) end SetReinforcementsWaypoints = function(actor, waypoints) if not actor.IsDead then Utils.Do(waypoints, function(waypoint) actor.Move(waypoint.Location) end) end end StartWaves = function(Waves) SendWaves(1, Waves) end Trigger.OnEnteredFootprint(AbandonedBaseTrigger, function(a, id) if not abandonedBaseTrigger and a.Owner == player then abandonedBaseTrigger = true FlareCamera = Actor.Create("camera", true, { Owner = player, Location = waypoint25.Location }) Flare = Actor.Create("flare", true, { Owner = player, Location = waypoint25.Location }) Utils.Do(NodBase, function(actor) if not actor.IsDead then actor.Owner = player end end) player.MarkCompletedObjective(NodObjective1) Trigger.AfterDelay(DateTime.Seconds(3), function() Media.PlaySpeechNotification(player, "NewOptions") end) end end) Trigger.OnEnteredFootprint(ReinforcementsTrigger, function(a, id) if not reinforcementsTrigger and a.Owner == player and a.Type ~= 'harv' then reinforcementsTrigger = true Trigger.AfterDelay(DateTime.Seconds(5), function() Media.PlaySpeechNotification(player, "Reinforce") Reinforcements.ReinforceWithTransport(player, 'tran.in', ReinforcementsRockets, { ReinforcementsHelicopterSpawn.Location, waypoint24.Location }, { ReinforcementsHelicopterSpawn.Location }, nil, nil) end) StartWaves(IntroAttackWaves) Trigger.AfterDelay(AirstrikeDelay, function() SendGDIAirstrike(GDIHQ, AirstrikeDelay) end) Trigger.AfterDelay(DateTime.Minutes(2), function() ProduceInfantry(GDIPyle) end) Trigger.AfterDelay(DateTime.Minutes(3), function() ProduceVehicle(GDIWeap) end) Trigger.AfterDelay(DateTime.Minutes(3), function()StartWaves(AutoAttackWaves) end) Trigger.AfterDelay(DateTime.Minutes(2), function() Flare.Destroy() FlareCamera.Destroy() end) end end) WorldLoaded = function() player = Player.GetPlayer("Nod") enemy = Player.GetPlayer("GDI") Camera.Position = waypoint26.CenterPosition InsertNodUnits() StartAI(GDICYard) 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("Find the Nod base.") NodObjective2 = player.AddPrimaryObjective("Eliminate all GDI forces in the area.") NodObjective3 = player.AddSecondaryObjective("Build 3 SAMs to fend off the GDI bombers.") GDIObjective = enemy.AddPrimaryObjective("Eliminate all Nod forces in the area.") end Tick = function() if DateTime.GameTime > 2 and player.HasNoRequiredUnits() then enemy.MarkCompletedObjective(GDIObjective) end if DateTime.GameTime > 2 and enemy.HasNoRequiredUnits() then player.MarkCompletedObjective(NodObjective2) end if not player.IsObjectiveCompleted(NodObjective3) and CheckForSams() then player.MarkCompletedObjective(NodObjective3) end end