--[[ Copyright 2007-2018 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. ]] MCVReinforcements = { "mcv" } InfantryReinforcements = { "e1", "e1", "e1" } VehicleReinforcements = { "jeep" } NodPatrol = { "e1", "e1" } GDIBaseBuildings = { "pyle", "fact", "nuke" } SendNodPatrol = function() Reinforcements.Reinforce(enemy, NodPatrol, { nod0.Location, nod1.Location }, 15, function(soldier) soldier.AttackMove(nod2.Location) soldier.Move(nod3.Location) soldier.Hunt() end) end ReinforceWithLandingCraft = function(units, transportStart, transportUnload, rallypoint) local transport = Actor.Create("oldlst", true, { Owner = player, Facing = 0, Location = transportStart }) local subcell = 0 Utils.Do(units, function(a) transport.LoadPassenger(Actor.Create(a, false, { Owner = transport.Owner, Facing = transport.Facing, Location = transportUnload, SubCell = subcell })) subcell = subcell + 1 end) transport.ScriptedMove(transportUnload) transport.CallFunc(function() Utils.Do(units, function() local a = transport.UnloadPassenger() a.IsInWorld = true a.MoveIntoWorld(transport.Location - CVec.New(0, 1)) if rallypoint ~= nil then a.Move(rallypoint) end end) end) transport.Wait(5) transport.ScriptedMove(transportStart) transport.Destroy() end Reinforce = function(units) Media.PlaySpeechNotification(player, "Reinforce") ReinforceWithLandingCraft(units, lstStart.Location, lstEnd.Location, reinforcementsTarget.Location) end CheckForBase = function(player) local buildings = 0 Utils.Do(GDIBaseBuildings, function(name) if #player.GetActorsByType(name) > 0 then buildings = buildings + 1 end end) return buildings == #GDIBaseBuildings end WorldLoaded = function() player = Player.GetPlayer("GDI") enemy = Player.GetPlayer("Nod") 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) secureAreaObjective = player.AddPrimaryObjective("Eliminate all Nod forces in the area.") beachheadObjective = player.AddSecondaryObjective("Establish a beachhead.") ReinforceWithLandingCraft(MCVReinforcements, lstStart.Location + CVec.New(2, 0), lstEnd.Location + CVec.New(2, 0), mcvTarget.Location) Reinforce(InfantryReinforcements) SendNodPatrol() Trigger.AfterDelay(DateTime.Seconds(10), function() Reinforce(InfantryReinforcements) end) Trigger.AfterDelay(DateTime.Seconds(60), function() Reinforce(VehicleReinforcements) end) end Tick = function() if enemy.HasNoRequiredUnits() then player.MarkCompletedObjective(secureAreaObjective) end if DateTime.GameTime > DateTime.Seconds(5) and player.HasNoRequiredUnits() then player.MarkFailedObjective(beachheadObjective) player.MarkFailedObjective(secureAreaObjective) end if DateTime.GameTime % DateTime.Seconds(1) == 0 and not player.IsObjectiveCompleted(beachheadObjective) and CheckForBase(player) then player.MarkCompletedObjective(beachheadObjective) end end