--[[ Copyright 2007-2020 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", "e2", "e2" }, waypoints = { waypoint0, waypoint1, waypoint2, waypoint14 }, delay = 40 } GDI2 = { teamType = "atk", units = { "mtnk", "mtnk" }, waypoints = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, waypoint9 }, delay = 30 } GDI3 = { teamType = "atk", units = { "e2", "e2", "e2", "e2" }, waypoints = { waypoint0, waypoint4, waypoint5, waypoint6, waypoint7, waypoint8 }, delay = 40 } GDI4 = { teamType = "atk", units = { "e1", "e2", "e2" }, waypoints = { waypoint0, waypoint4, waypoint9 }, delay = 30 } GDI5 = { teamType = "atk", units = { "mtnk" }, waypoints = { waypoint0, waypoint4, waypoint10, waypoint11, waypoint12, waypoint13 }, delay = 80 } GDI6 = { teamType = "atk", units = { "mtnk" }, waypoints = { waypoint0, waypoint4, waypoint9 }, delay = 50 } GDI7 = { teamType = "atk", units = { "jeep" }, waypoints = { waypoint0, waypoint4, waypoint5, waypoint6, waypoint7, waypoint8 }, delay = 40 } GDI8 = { teamType = "rei", units = { "e2", "e2", "e2", "e6", "e6" }, waypoints = { waypoint12, waypoint11, waypoint10, waypoint4, waypoint5, waypoint8 }, delay = 8 } GDI9 = { teamType = "atk", units = { "e2", "e2", "e2", "e2" }, waypoints = { waypoint8 }, delay = 80 } GDI10 = { teamType = "atk", units = { "e2", "e2", "e2", "e2" }, 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 = Nod.GetActorsByType(WhitelistedStructures[i]) if #structures > 0 and not actor.IsDead and not structures[1].IsDead then actor.Capture(structures[1]) return end end end CheckForSams = function() local sams = Nod.GetActorsByType("sam") return #sams >= 3 end InsertNodUnits = function() Media.PlaySpeechNotification(Nod, "Reinforce") Reinforcements.Reinforce(Nod, { "ltnk" }, { ReinforcementsTopSpawn.Location, ReinforcementsTank1Rally.Location }, 1) Reinforcements.Reinforce(Nod, NodUnitsEngineers, { ReinforcementsTopSpawn.Location, ReinforcementsEngineersRally.Location }, 10) Reinforcements.Reinforce(Nod, NodUnitsRockets, { ReinforcementsTopSpawn.Location, ReinforcementsRocketsRally.Location }, 10) Trigger.AfterDelay(DateTime.Seconds(3), function() Reinforcements.Reinforce(Nod, NodUnitsGunners, { ReinforcementsBottomSpawn.Location, ReinforcementsGunnersRally.Location }, 10) Reinforcements.Reinforce(Nod, NodUnitsFlamers, { ReinforcementsTopSpawn.Location, ReinforcementsFlamersRally.Location }, 10) Reinforcements.Reinforce(Nod, { "ltnk" }, { ReinforcementsBottomSpawn.Location, ReinforcementsTank2Rally.Location }, 10) end) end SendAttackWave = function(team) Utils.Do(team.units, function(unitType) local actors = Utils.Where(GDI.GetActorsByType(unitType), function(unit) return unit.IsIdle end) MoveAndHunt(Utils.Take(1, actors), team.waypoints) end) end SendGDIAirstrike = function(hq, delay) if not hq.IsDead and hq.Owner == GDI then local target = GetAirstrikeTarget(Nod) if target then hq.TargetAirstrike(target, Angle.NorthEast + Angle.New(16)) 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(GDI, "apc", team.units, { ReinforcementsGDISpawn.Location, waypoint12.Location }, nil, function(transport, passengers) Utils.Do(team.waypoints, function(waypoint) transport.Move(waypoint.Location) end) transport.UnloadPassengers() Trigger.OnPassengerExited(transport, function(_, passenger) if passenger.Type == "e6" then Trigger.OnIdle(passenger, CaptureStructures) else IdleHunt(passenger) end if not transport.HasPassengers then IdleHunt(transport) end end) end) end Trigger.OnEnteredFootprint(AbandonedBaseTrigger, function(a, id) if not abandonedBaseTrigger and a.Owner == Nod then abandonedBaseTrigger = true Trigger.RemoveFootprintTrigger(id) FlareCamera = Actor.Create("camera", true, { Owner = Nod, Location = waypoint25.Location }) Flare = Actor.Create("flare", true, { Owner = Nod, Location = waypoint25.Location }) Utils.Do(NodBase, function(actor) if not actor.IsDead then actor.Owner = Nod end end) Nod.MarkCompletedObjective(FindBase) Trigger.AfterDelay(DateTime.Seconds(3), function() Media.PlaySpeechNotification(Nod, "NewOptions") end) end end) Trigger.OnEnteredFootprint(ReinforcementsTrigger, function(a, id) if not reinforcementsTrigger and a.Owner == Nod and a.Type ~= "harv" then reinforcementsTrigger = true Trigger.RemoveFootprintTrigger(id) Trigger.AfterDelay(DateTime.Seconds(5), function() Media.PlaySpeechNotification(Nod, "Reinforce") Reinforcements.ReinforceWithTransport(Nod, "tran.in", ReinforcementsRockets, { ReinforcementsHelicopterSpawn.Location, waypoint24.Location }, { ReinforcementsHelicopterSpawn.Location }) end) SendWaves(1, IntroAttackWaves) Trigger.AfterDelay(AirstrikeDelay, function() SendGDIAirstrike(GDIHQ, AirstrikeDelay) end) Trigger.AfterDelay(DateTime.Minutes(3), function() SendWaves(1, AutoAttackWaves) end) Trigger.AfterDelay(DateTime.Minutes(2), function() Flare.Destroy() FlareCamera.Destroy() end) end end) WorldLoaded = function() Nod = Player.GetPlayer("Nod") GDI = Player.GetPlayer("GDI") Camera.Position = waypoint26.CenterPosition InsertNodUnits() StartAI() InitObjectives(Nod) FindBase = Nod.AddObjective("Find the Nod base.") EliminateGDI = Nod.AddObjective("Eliminate all GDI forces in the area.") BuildSAMs = Nod.AddObjective("Build 3 SAMs to fend off the GDI bombers.", "Secondary", false) GDIObjective = GDI.AddObjective("Eliminate all Nod forces in the area.") Trigger.OnKilled(GDIProc, function() Actor.Create("moneycrate", true, { Owner = GDI, Location = CPos.New(24, 54) }) end) end Tick = function() if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then GDI.MarkCompletedObjective(GDIObjective) end if DateTime.GameTime > 2 and GDI.HasNoRequiredUnits() then Nod.MarkCompletedObjective(EliminateGDI) end if not Nod.IsObjectiveCompleted(BuildSAMs) and CheckForSams() then Nod.MarkCompletedObjective(BuildSAMs) end end