--[[ 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. ]] 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) } SamSiteGoal = 3 CaptureStructures = function(actor) for i = 1, #WhitelistedStructures do local 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 >= SamSiteGoal 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 AbandonedBaseTriggered and a.Owner == Nod then AbandonedBaseTriggered = 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 ReinforcementsTriggered and a.Owner == Nod and a.Type ~= "harv" then ReinforcementsTriggered = 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 = AddPrimaryObjective(Nod, "find-nod-base") EliminateGDI = AddPrimaryObjective(Nod, "eliminate-gdi-forces") local buildSAMs = UserInterface.Translate("build-sams", { ["sams"] = SamSiteGoal }) BuildSAMs = AddPrimaryObjective(Nod, buildSAMs) GDIObjective = AddPrimaryObjective(GDI, "") 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