--[[ 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. ]] LoseTriggerHouses = { TrigLos2Farm1, TrigLos2Farm2, TrigLos2Farm3, TrigLos2Farm4 } TownAttackTrigger = { CPos.New(54, 38), CPos.New(55, 38), CPos.New(56, 38), CPos.New(57, 38) } GDIReinforcementsTrigger = { CPos.New(32, 51), CPos.New(32, 52), CPos.New(33, 52) } GDIReinforcementsPart1 = { "jeep", "jeep" } GDIReinforcementsPart2 = { "e2", "e2", "e2", "e2", "e2" } TownAttackWave1 = { "bggy", "bggy" } TownAttackWave2 = { "ltnk", "ltnk" } TownAttackWave3 = { "e1", "e1", "e1", "e3", "e3", "e3" } TownAttackWpts = { waypoint1, waypoint2 } Civvie1Wpts = { CivvieWpts1, CivvieWpts2 } Civvie2Wpts = { CivvieWpts3, CivvieWpts1, CivvieWpts4, CivvieWpts5, CivvieWpts6, CivvieWpts7, CivvieWpts8, CivvieWpts9, CivvieWpts10, CivvieWpts11 } FollowCivvieWpts = function(actor, wpts) Utils.Do(wpts, function(wpt) actor.Move(wpt.Location, 2) actor.Wait(DateTime.Seconds(2)) end) end FollowWaypoints = function(actor, wpts) Utils.Do(wpts, function(wpt) actor.AttackMove(wpt.Location, 2) end) end TownAttackersIdleAction = function(actor) actor.AttackMove(TownAttackWpt.Location, 2) actor.Hunt() end TownAttackAction = function(actor) Trigger.OnIdle(actor, TownAttackersIdleAction) FollowWaypoints(actor, TownAttackWpts) end AttackTown = function() Reinforcements.Reinforce(Nod, TownAttackWave1, { NodReinfEntry.Location, NodReinfRally.Location }, DateTime.Seconds(0.25), TownAttackAction) Trigger.AfterDelay(DateTime.Seconds(2), function() Reinforcements.Reinforce(Nod, TownAttackWave2, { NodReinfEntry.Location, NodReinfRally.Location }, DateTime.Seconds(1), TownAttackAction) end) Trigger.AfterDelay(DateTime.Seconds(4), function() Reinforcements.Reinforce(Nod, TownAttackWave3, { NodReinfEntry.Location, NodReinfRally.Location }, DateTime.Seconds(1), TownAttackAction) end) end SendGDIReinforcements = function() Media.PlaySpeechNotification(GDI, "Reinforce") Reinforcements.Reinforce(GDI, GDIReinforcementsPart1, { GDIReinfEntry1.Location, GDIReinfRally1.Location, GDIReinfRally3.Location }, DateTime.Seconds(1)) Trigger.AfterDelay(DateTime.Seconds(5), function() Media.PlaySpeechNotification(GDI, "Reinforce") local apc = Reinforcements.ReinforceWithTransport(GDI, "apc", GDIReinforcementsPart2, { GDIReinfEntry2.Location, GDIReinfRally2.Location, GDIUnloadWpt.Location })[1] apc.UnloadPassengers() end) end WorldLoaded = function() GDI = Player.GetPlayer("GDI") Nod = Player.GetPlayer("Nod") InitObjectives(GDI) Trigger.OnAllKilled(LoseTriggerHouses, function() GDI.MarkFailedObjective(DefendTown) end) NodObjective = Nod.AddPrimaryObjective("Destroy all GDI troops.") DefendTown = GDI.AddPrimaryObjective("Defend the town of BiaƂystok.") EliminateNod = GDI.AddPrimaryObjective("Eliminate all Nod forces in the area.") Trigger.OnExitedFootprint(TownAttackTrigger, function(a, id) if not townAttackTrigger and a.Owner == GDI then townAttackTrigger = true Trigger.RemoveFootprintTrigger(id) AttackTown() end end) Trigger.OnEnteredFootprint(GDIReinforcementsTrigger, function(a, id) if not gdiReinforcementsTrigger and a.Owner == GDI then gdiReinforcementsTrigger = true Trigger.RemoveFootprintTrigger(id) SendGDIReinforcements() end end) Trigger.AfterDelay(1, function() FollowCivvieWpts(civvie1, Civvie1Wpts) FollowCivvieWpts(civvie2, Civvie2Wpts) end) Camera.Position = Actor141.CenterPosition end Tick = function() if GDI.HasNoRequiredUnits() then Nod.MarkCompletedObjective(NodObjective) end if Nod.HasNoRequiredUnits() then GDI.MarkCompletedObjective(DefendTown) GDI.MarkCompletedObjective(EliminateNod) end end