--[[ 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. ]] InfantryReinforcements = { "e1", "e1", "e2" } JeepReinforcements = { "jeep" } TankReinforcements = { "mtnk" } BaseReinforcements = { "mcv" } GDIBaseBuildings = { "pyle", "fact", "nuke", "hq", "weap" } SamSites = { sam1, sam2, sam3, sam4 } NodBase = { handofnod, nodpower1, nodpower2, nodpower3, nodairfield, nodrefinery, nodconyard } HiddenNodUnits = { sleeper1, sleeper2, sleeper3, sleeper4 } SendReinforcements = function() Trigger.AfterDelay(DateTime.Seconds(20), function() ReinforceWithLandingCraft(GDI, BaseReinforcements, spawnpoint3.Location - CVec.New(0, -4), spawnpoint3.Location - CVec.New(0, -1), waypoint26.Location) end) Trigger.AfterDelay(DateTime.Seconds(10), function() ReinforceWithLandingCraft(GDI, TankReinforcements, spawnpoint2.Location - CVec.New(0, -4), spawnpoint2.Location - CVec.New(0, -1), waypoint10.Location) ReinforceWithLandingCraft(GDI, TankReinforcements, spawnpoint3.Location - CVec.New(0, -4), spawnpoint3.Location - CVec.New(0, -1), waypoint10.Location) end) Trigger.AfterDelay(DateTime.Seconds(5), function() ReinforceWithLandingCraft(GDI, JeepReinforcements, spawnpoint1.Location - CVec.New(0, -4), spawnpoint1.Location - CVec.New(0, -1), waypoint10.Location) end) ReinforceWithLandingCraft(GDI, InfantryReinforcements, spawnpoint2.Location - CVec.New(0, -4), spawnpoint2.Location - CVec.New(0, -1), waypoint10.Location) ReinforceWithLandingCraft(GDI, InfantryReinforcements, spawnpoint3.Location - CVec.New(0, -4), spawnpoint3.Location - CVec.New(0, -1), waypoint10.Location) end AttackPlayer = function() Trigger.AfterDelay(DateTime.Seconds(40), function() for type, count in pairs({ ['e3'] = 3, ['e4'] = 2 }) do local atk1Actors = Utils.Take(count, Nod.GetActorsByType(type)) Utils.Do(atk1Actors, function(unit) unit.Move(waypoint6.Location) unit.Move(waypoint7.Location) unit.Move(waypoint8.Location) unit.Move(waypoint9.Location) unit.Move(waypoint10.Location) unit.AttackMove(waypoint11.Location) end) end end) Trigger.AfterDelay(DateTime.Seconds(40), function() for type, count in pairs({ ['e1'] = 3, ['e3'] = 2 }) do local atk2Actors = Utils.Take(count, Nod.GetActorsByType(type)) Utils.Do(atk2Actors, function(unit) unit.Move(waypoint11.Location) unit.Move(waypoint12.Location) unit.Move(waypoint15.Location) unit.Move(waypoint16.Location) unit.Hunt() end) end end) Trigger.AfterDelay(DateTime.Seconds(80), function() for type, count in pairs({ ['e3'] = 3, ['e4'] = 2 }) do local atk3Actors = Utils.Take(count, Nod.GetActorsByType(type)) Utils.Do(atk3Actors, function(unit) unit.Move(waypoint6.Location) unit.Move(waypoint7.Location) unit.Move(waypoint8.Location) unit.Move(waypoint9.Location) unit.Move(waypoint10.Location) unit.AttackMove(waypoint11.Location) end) end end) Trigger.AfterDelay(DateTime.Seconds(80), function() for type, count in pairs({ ['e1'] = 3, ['e3'] = 2 }) do local atk4Actors = Utils.Take(count, Nod.GetActorsByType(type)) Utils.Do(atk4Actors, function(unit) unit.Move(waypoint11.Location) unit.Move(waypoint12.Location) unit.Move(waypoint15.Location) unit.Move(waypoint16.Location) unit.AttackMove(waypoint11.Location) end) end end) Trigger.AfterDelay(DateTime.Seconds(80), function() local atk5Actors = Utils.Take(2, Nod.GetActorsByType('bggy')) Utils.Do(atk5Actors, function(unit) unit.Move(waypoint11.Location) unit.Move(waypoint12.Location) unit.Move(waypoint15.Location) unit.Move(waypoint16.Location) unit.Hunt() end) end) Utils.Do(NodBase, function(actor) Trigger.OnRemovedFromWorld(actor, function() Utils.Do(Nod.GetGroundAttackers(), IdleHunt) end) end) Utils.Do(HiddenNodUnits, IdleHunt) end WorldLoaded = function() GDI = Player.GetPlayer("GDI") Nod = Player.GetPlayer("Nod") Camera.Position = spawnpoint2.CenterPosition InitObjectives(GDI) DestroyNod = AddPrimaryObjective(GDI, "destroy-nod") ConstructBase = AddSecondaryObjective(GDI, "construct-base") SendReinforcements() local destroySAMs = AddSecondaryObjective(GDI, "destroy-sams") Trigger.OnAllKilled(SamSites, function() GDI.MarkCompletedObjective(destroySAMs) Actor.Create("airstrike.proxy", true, { Owner = GDI }) end) AttackPlayer() end Tick = function() if DateTime.GameTime > DateTime.Seconds(5) then if GDI.HasNoRequiredUnits() then GDI.MarkFailedObjective(DestroyNod) end if Nod.HasNoRequiredUnits() then GDI.MarkCompletedObjective(DestroyNod) end if not GDI.IsObjectiveCompleted(ConstructBase) and DateTime.GameTime % DateTime.Seconds(1) == 0 and CheckForBase(GDI, GDIBaseBuildings) then GDI.MarkCompletedObjective(ConstructBase) end end end