--[[ 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. ]] NodStartUnitsVehicle = { 'bggy', 'bggy', 'ltnk', 'ltnk', 'ltnk', 'bike', 'bike'} NodStartUnitsRight = { 'e1', 'e1', 'e1', 'e1' } NodStartUnitsMiddle = { 'e6', 'e6', 'e6', 'e6', 'e3', 'e3' } NodStartUnitsLeft = { 'e4', 'e4', 'e4', 'e4' } Win1CellTriggerActivator = { CPos.New(24,22) } Win2CellTriggerActivator = { CPos.New(20,55), CPos.New(19,55), CPos.New(20,54), CPos.New(19,54), CPos.New(20,53), CPos.New(19,53), CPos.New(20,52), CPos.New(19,52) } DzneCellTriggerActivator = { CPos.New(26,24), CPos.New(25,24), CPos.New(24,24), CPos.New(23,24), CPos.New(22,24), CPos.New(26,23), CPos.New(25,23), CPos.New(24,23), CPos.New(23,23), CPos.New(22,23), CPos.New(26,22), CPos.New(25,22), CPos.New(23,22), CPos.New(22,22), CPos.New(25,21), CPos.New(24,21), CPos.New(23,21), CPos.New(22,21), CPos.New(25,20), CPos.New(24,20), CPos.New(23,20), CPos.New(22,20) } ChinCellTriggerActivator = { CPos.New(31,49), CPos.New(30,49), CPos.New(29,49), CPos.New(28,49), CPos.New(27,49), CPos.New(26,49), CPos.New(25,49), CPos.New(24,49), CPos.New(23,49), CPos.New(22,49), CPos.New(21,49), CPos.New(20,49), CPos.New(31,48), CPos.New(30,48), CPos.New(29,48), CPos.New(28,48), CPos.New(27,48), CPos.New(26,48), CPos.New(25,48), CPos.New(24,48), CPos.New(23,48), CPos.New(22,48), CPos.New(21,48), CPos.New(20,48), CPos.New(31,47), CPos.New(30,47), CPos.New(29,47), CPos.New(28,47), CPos.New(27,47), CPos.New(26,47), CPos.New(25,47), CPos.New(24,47), CPos.New(23,47), CPos.New(22,47), CPos.New(21,47), CPos.New(20,47) } Atk2ActorTriggerActivator = { Atk2Actor1, Atk2Actor2, Atk2Actor3, Atk2Actor4, Atk2Actor5, Atk2Actor6 } BuildingsToCapture = { Barracks, Factory, Yard } Gdi1Units = { 'e1', 'e1', 'e1', 'e2', 'e2' } Gdi2Units = { 'e1', 'e1', 'e3', 'e3', 'e3' } Gdi3Units = { 'jeep', 'jeep', 'e3', 'e3' } Gdi4Units = { 'mtnk', 'e2', 'e2', 'e2', 'e2' } Gdi5Units = { 'e1', 'e2', 'e2', 'e3', 'e3' } AllUnits = { Gdi1Units, Gdi2Units, Gdi3Units, Gdi4Units, Gdi5Units } Grd1Waypoints = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, waypoint5 } ProductionDelay = DateTime.Minutes(5) ProdTriggerFunction = function() local units = AllUnits[DateTime.GameTime % #AllUnits + 1] Utils.Do(units, function(unitType) if (unitType == 'jeep' or unitType == 'mtnk') and not Factory.IsDead and Factory.Owner == GDI then Factory.Build({ unitType }) elseif (unitType == 'e1' or unitType == 'e2' or unitType == 'e3') and not Barracks.IsDead and Barracks.Owner == GDI then Barracks.Build({ unitType }) end end) Utils.Do(Utils.Take(5, GDI.GetGroundAttackers()), IdleHunt) Trigger.AfterDelay(ProductionDelay, ProdTriggerFunction) end InsertNodUnits = function() Camera.Position = UnitsRallyRight.CenterPosition Media.PlaySpeechNotification(Nod, "Reinforce") Reinforcements.Reinforce(Nod, NodStartUnitsVehicle, { UnitsEntryMiddle.Location, UnitsRallyMiddle.Location }, 30) Reinforcements.Reinforce(Nod, NodStartUnitsMiddle, { UnitsEntryMiddle.Location, UnitsRallyMiddle.Location }, 15) Reinforcements.Reinforce(Nod, NodStartUnitsLeft, { UnitsEntryLeft.Location, UnitsRallyLeft.Location }, 15) Reinforcements.Reinforce(Nod, NodStartUnitsRight, { UnitsEntryRight.Location, UnitsRallyRight.Location }, 15) end WorldLoaded = function() Nod = Player.GetPlayer("Nod") GDI = Player.GetPlayer("GDI") InitObjectives(Nod) NodObjective1 = AddPrimaryObjective(Nod, "steal-nuclear-detonator") InfiltrateObjective = AddSecondaryObjective(Nod, "infiltrate-barracks-factory-conyard") InsertNodUnits() Trigger.AfterDelay(DateTime.Seconds(3), function() for type, count in pairs({ ['e1'] = 2, ['e2'] = 3 }) do MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), Grd1Waypoints) end end) Trigger.OnAllKilled(Atk2ActorTriggerActivator, function() for type, count in pairs({ ['e1'] = 2, ['e2'] = 3 , ['jeep'] = 1}) do Utils.Do(Utils.Take(count, GDI.GetActorsByType(type)), IdleHunt) end end) Trigger.OnEnteredFootprint(ChinCellTriggerActivator, function(a, id) if a.Owner == Nod then Media.PlaySpeechNotification(Nod, "Reinforce") Reinforcements.ReinforceWithTransport(Nod, 'tran', nil, { ChnEntry.Location, waypoint10.Location }, nil, nil, nil) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(DzneCellTriggerActivator, function(a, id) if a.Owner == Nod then Actor.Create('flare', true, { Owner = Nod, Location = waypoint10.Location }) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(Win1CellTriggerActivator, function(a, id) if a.Owner == Nod then EvacuateObjective = AddPrimaryObjective(Nod, "move-to-evacuation-point") Nod.MarkCompletedObjective(NodObjective1) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(Win2CellTriggerActivator, function(a, id) if a.Owner == Nod and EvacuateObjective then Nod.MarkCompletedObjective(EvacuateObjective) Trigger.RemoveFootprintTrigger(id) end end) Trigger.AfterDelay(ProductionDelay, ProdTriggerFunction) Trigger.OnAnyKilled(BuildingsToCapture, function() if not Nod.IsObjectiveCompleted(InfiltrateObjective) then Nod.MarkFailedObjective(InfiltrateObjective) end end) Utils.Do(BuildingsToCapture, function(building) local captured = 0 Trigger.OnCapture(building, function() captured = captured + 1 if captured == 3 then Nod.MarkCompletedObjective(InfiltrateObjective) end end) end) end Tick = function() if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then Nod.MarkFailedObjective(StealDetonator) if EvacuateObjective then Nod.MarkFailedObjective(EvacuateObjective) end end end