--[[ Copyright (c) The OpenRA Developers and Contributors 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. ]] NodUnitsVehicle1 = { tough = { 'bggy', 'bike', 'bike' }, hard = { 'bggy', 'bggy', 'bike', 'bike' }, normal = { 'bggy', 'bggy', 'bike', 'bike', 'bike' }, easy = { 'bggy', 'bggy', 'bggy', 'bike', 'bike', 'bike', 'bike' } } NodUnitsVehicle2 = { tough = { 'ltnk', 'ltnk' }, hard = { 'ltnk', 'ltnk', 'ltnk' }, normal = { 'ltnk', 'ltnk', 'ltnk', 'ltnk' }, easy = { 'ltnk', 'ltnk', 'ltnk', 'ltnk', 'ltnk' } } NodUnitsGunner = { tough = { 'e1', 'e1', 'e1', 'e1' }, hard = { 'e1', 'e1', 'e1', 'e1', 'e1' }, normal = { 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e1' }, easy = { 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e1' } } NodUnitsRocket = { tough = { 'e3', 'e3', 'e3', 'e3' }, hard = { 'e3', 'e3', 'e3', 'e3', 'e3' }, normal = { 'e3', 'e3', 'e3', 'e3', 'e3', 'e3', 'e3' }, easy = { 'e3', 'e3', 'e3', 'e3', 'e3', 'e3', 'e3', 'e3', 'e3', 'e3' } } Gdi1Units = { 'e1', 'e1', 'e2', 'e2', 'e2' } Obj2Units = { 'ftnk', 'e4', 'e4' } HuntCellTriggerActivator = { CPos.New(61,34), CPos.New(60,34), CPos.New(59,34), CPos.New(58,34), CPos.New(57,34), CPos.New(56,34), CPos.New(55,34), CPos.New(61,33), CPos.New(60,33), CPos.New(59,33), CPos.New(58,33), CPos.New(57,33), CPos.New(56,33) } DzneCellTriggerActivator = { CPos.New(50,30), CPos.New(49,30), CPos.New(48,30), CPos.New(47,30), CPos.New(46,30), CPos.New(45,30), CPos.New(50,29), CPos.New(49,29), CPos.New(48,29), CPos.New(47,29), CPos.New(46,29), CPos.New(45,29), CPos.New(50,28), CPos.New(49,28), CPos.New(48,28), CPos.New(47,28), CPos.New(46,28), CPos.New(45,28), CPos.New(50,27), CPos.New(49,27), CPos.New(46,27), CPos.New(45,27), CPos.New(50,26), CPos.New(49,26), CPos.New(48,26), CPos.New(47,26), CPos.New(46,26), CPos.New(45,26), CPos.New(50,25), CPos.New(49,25), CPos.New(48,25), CPos.New(47,25), CPos.New(46,25), CPos.New(45,25) } Win1CellTriggerActivator = { CPos.New(47,27) } Win2CellTriggerActivator = { CPos.New(57,57), CPos.New(56,57), CPos.New(55,57), CPos.New(57,56), CPos.New(56,56), CPos.New(55,56), CPos.New(57,55), CPos.New(56,55), CPos.New(55,55), CPos.New(57,54), CPos.New(56,54), CPos.New(55,54), CPos.New(57,53), CPos.New(56,53), CPos.New(55,53), CPos.New(57,52), CPos.New(56,52), CPos.New(55,52) } ChnCellTriggerActivator = { CPos.New(61,52), CPos.New(60,52), CPos.New(59,52), CPos.New(58,52), CPos.New(61,51), CPos.New(60,51), CPos.New(59,51), CPos.New(58,51), CPos.New(61,50), CPos.New(60,50), CPos.New(59,50), CPos.New(58,50) } Chn1ActorTriggerActivator = { Chn1Actor1, Chn1Actor2 } Chn2ActorTriggerActivator = { Chn2Actor1 } Atk1ActorTriggerActivator = { Atk1Actor1, Atk1Actor2 } Atk2ActorTriggerActivator = { Atk2Actor1, Atk2Actor2 } Obj2ActorTriggerActivator = { Obj2Actor0, Obj2Actor1, Obj2Actor2, Obj2Actor3, Obj2Actor4, Obj2Actor5, Obj2Actor6, Obj2Actor7, Obj2Actor8, Obj2Actor9, Obj2Actor10, Obj2Actor11, Obj2Actor12, Obj2Actor13, Obj2Actor14 } Chn1Waypoints = { ChnEntry.Location, waypoint0.Location } Chn2Waypoints = { ChnEntry.Location, waypoint0.Location } Gdi5Waypoint = { waypoint1, waypoint2, waypoint3, waypoint4, waypoint5, waypoint6, waypoint7 } OnAnyDamaged = function(actors, func) local triggered Utils.Do(actors, function(actor) Trigger.OnDamaged(actor, function() if triggered then return end triggered = true func() end) end) end InsertNodUnits = function() NodUnitsVehicle1 = NodUnitsVehicle1[Difficulty] NodUnitsVehicle2 = NodUnitsVehicle2[Difficulty] NodUnitsGunner = NodUnitsGunner[Difficulty] NodUnitsRocket = NodUnitsRocket[Difficulty] Media.PlaySpeechNotification(Nod, "Reinforce") Camera.Position = UnitsRallyVehicle2.CenterPosition Reinforcements.Reinforce(Nod, NodUnitsVehicle1, { UnitsEntryVehicle.Location, UnitsRallyVehicle1.Location }, 10) Reinforcements.Reinforce(Nod, NodUnitsVehicle2, { UnitsEntryVehicle.Location, UnitsRallyVehicle2.Location }, 15) Reinforcements.Reinforce(Nod, NodUnitsGunner, { UnitsEntryGunner.Location, UnitsRallyGunner.Location }, 15) Reinforcements.Reinforce(Nod, NodUnitsRocket, { UnitsEntryRocket.Location, UnitsRallyRocket.Location }, 25) end WorldLoaded = function() Nod = Player.GetPlayer("Nod") GDI = Player.GetPlayer("GDI") InitObjectives(Nod) StealDetonator = AddPrimaryObjective(Nod, "steal-nuclear-detonator") DestroyVillage = AddSecondaryObjective(Nod, "destroy-gdi-supporter-houses") InsertNodUnits() Trigger.OnEnteredFootprint(HuntCellTriggerActivator, function(a, id) if a.Owner == Nod then Utils.Do(GDI.GetGroundAttackers(), IdleHunt) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(DzneCellTriggerActivator, function(a, id) if a.Owner == Nod then Actor.Create('flare', true, { Owner = Nod, Location = waypoint17.Location }) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnAllRemovedFromWorld(Obj2ActorTriggerActivator, function() Nod.MarkCompletedObjective(DestroyVillage) Media.PlaySpeechNotification(Nod, "Reinforce") Reinforcements.Reinforce(Nod, Obj2Units, { Obj2UnitsEntry.Location, waypoint13.Location }, 15) end) Trigger.OnEnteredFootprint(Win1CellTriggerActivator, function(a, id) if a.Owner == Nod then EvacuateObjective = AddPrimaryObjective(Nod, "move-to-evacuation-point") Nod.MarkCompletedObjective(StealDetonator) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(Win2CellTriggerActivator, function(a, id) if a.Owner == Nod and EvacuateObjective then Nod.MarkCompletedObjective(EvacuateObjective) Trigger.RemoveFootprintTrigger(id) end end) OnAnyDamaged(Chn1ActorTriggerActivator, function() local cargo = Reinforcements.ReinforceWithTransport(GDI, 'tran', Gdi1Units, Chn1Waypoints, { ChnEntry.Location })[2] Utils.Do(cargo, IdleHunt) end) OnAnyDamaged(Atk1ActorTriggerActivator, function() for type, count in pairs({ ['e2'] = 2, ['jeep'] = 1, ['e1'] = 2}) do Utils.Do(Utils.Take(count, GDI.GetActorsByType(type)), IdleHunt) end end) OnAnyDamaged(Atk2ActorTriggerActivator, function() for type, count in pairs({ ['e2'] = 2, ['e1'] = 2}) do MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), Gdi5Waypoint) end end) OnAnyDamaged(Chn2ActorTriggerActivator, function() local cargo = Reinforcements.ReinforceWithTransport(GDI, 'tran', Gdi1Units, Chn2Waypoints, { ChnEntry.Location })[2] Utils.Do(cargo, IdleHunt) end) Trigger.OnEnteredFootprint(ChnCellTriggerActivator, function(a, id) if a.Owner == Nod then Media.PlaySpeechNotification(Nod, "Reinforce") Reinforcements.ReinforceWithTransport(Nod, 'tran', nil, { ChnEntry.Location, waypoint17.Location }, nil, nil, nil) Trigger.RemoveFootprintTrigger(id) end end) end Tick = function() if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then Nod.MarkFailedObjective(StealDetonator) if EvacuateObjective then Nod.MarkFailedObjective(EvacuateObjective) end end end