--[[ 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. ]] AutoTrigger = { CPos.New(51, 47), CPos.New(52, 47), CPos.New(53, 47), CPos.New(54, 47) } GDIHeliTrigger = { CPos.New(27, 55), CPos.New(27, 56), CPos.New(28, 56), CPos.New(28, 57), CPos.New(28, 58), CPos.New(28, 59)} NodUnits = { "e1", "e1", "e3", "e3" } AutoUnits = { "e1", "e1", "e3" } KillsUntilReinforcements = 12 HeliDelay = { 83, 137, 211 } GDIReinforcements = { "e2", "e2", "e2", "e2", "e2" } GDIReinforcementsWaypoints = { GDIReinforcementsEntry.Location, GDIReinforcementsWP1.Location } GDIReinforcementsLeft = 3 NodHelis = { { delay = DateTime.Seconds(HeliDelay[1]), entry = { NodHeliEntry.Location, NodHeliLZ1.Location }, types = { "e1", "e1", "e3" } }, { delay = DateTime.Seconds(HeliDelay[2]), entry = { NodHeliEntry.Location, NodHeliLZ2.Location }, types = { "e1", "e1", "e1", "e1" } }, { delay = DateTime.Seconds(HeliDelay[3]), entry = { NodHeliEntry.Location, NodHeliLZ3.Location }, types = { "e1", "e1", "e3" } } } Kills = 0 NodUnitKilled = function() Kills = Kills + 1 if Kills == KillsUntilReinforcements then GDI.MarkCompletedObjective(ReinforcementsObjective) SendGDIReinforcements() end end SendHeli = function(heli) local units = Reinforcements.ReinforceWithTransport(Nod, "tran", heli.types, heli.entry, { heli.entry[1] }) Utils.Do(units[2], function(actor) IdleHunt(actor) Trigger.OnKilled(actor, NodUnitKilled) end) Trigger.AfterDelay(heli.delay, function() SendHeli(heli) end) end SendGDIReinforcements = function() Media.PlaySpeechNotification(GDI, "Reinforce") Reinforcements.ReinforceWithTransport(GDI, "apc", GDIReinforcements, GDIReinforcementsWaypoints, nil, function(apc, team) table.insert(team, apc) Trigger.OnAllKilled(team, function() if GDIReinforcementsLeft > 0 then GDIReinforcementsLeft = GDIReinforcementsLeft - 1 Trigger.AfterDelay(DateTime.Seconds(5), function() Media.DisplayMessage(UserInterface.Translate("apcs-left", { ["apcs"] = GDIReinforcementsLeft }), UserInterface.Translate("battlefield-control")) SendGDIReinforcements() end) end end) end) end BuildNod = function() local after = function(team) Utils.Do(team, function(actor) Trigger.OnIdle(actor, actor.Hunt) Trigger.OnKilled(actor, NodUnitKilled) end) Trigger.OnAllKilled(team, BuildNod) end ProduceUnits(Nod, HandOfNod, nil, function() return NodUnits end, after) end BuildAuto = function() local after = function(team) Utils.Do(team, function(actor) Trigger.OnIdle(actor, actor.Hunt) Trigger.OnKilled(actor, NodUnitKilled) end) end local delay = function() return DateTime.Seconds(5) end ProduceUnits(Nod, HandOfNod, delay, function() return AutoUnits end, after) end Tick = function() Nod.Cash = 1000 if (GDIReinforcementsLeft == 0 or not GDI.IsObjectiveCompleted(ReinforcementsObjective)) and GDI.HasNoRequiredUnits() then GDI.MarkFailedObjective(GDIObjective) end end SetupWorld = function() Utils.Do(Nod.GetGroundAttackers(), function(unit) Trigger.OnKilled(unit, NodUnitKilled) end) Hunter1.Hunt() Hunter2.Hunt() Trigger.OnRemovedFromWorld(crate, function() GDI.MarkCompletedObjective(GDIObjective) end) end WorldLoaded = function() GDI = Player.GetPlayer("GDI") Nod = Player.GetPlayer("Nod") SetupWorld() InitObjectives(GDI) GDIObjective = AddPrimaryObjective(GDI, "retrieve-rods") local eliminateReinforcements = UserInterface.Translate("eliminate-reinforcements", { ["kills"] = KillsUntilReinforcements }) ReinforcementsObjective = AddSecondaryObjective(GDI, eliminateReinforcements) BuildNod() Utils.Do(NodHelis, function(heli) Trigger.AfterDelay(heli.delay, function() SendHeli(heli) end) end) Trigger.OnEnteredFootprint(AutoTrigger, function(a, id) if not AutoTriggered and a.Owner == GDI then AutoTriggered = true Trigger.RemoveFootprintTrigger(id) BuildAuto() end end) Trigger.OnEnteredFootprint(GDIHeliTrigger, function(a, id) if not GDIHeliTriggered and a.Owner == GDI then GDIHeliTriggered = true Trigger.RemoveFootprintTrigger(id) Reinforcements.ReinforceWithTransport(GDI, "tran", nil, { GDIHeliEntry.Location, GDIHeliLZ.Location }) end end) Camera.Position = Actor56.CenterPosition end