--[[ 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. ]] InsertionHelicopterType = "tran.insertion" GDIHeliReinfUnits = { "e2", "e2", "e2", "e3", "e3" } SamSites = { sam1, sam2, sam3, sam4 } NodBunkersNorth = { gun3, gun4 } NodBunkersSouth = { gun1, gun2 } BoatEscapeTrigger = { CPos.New(2,37) } WaypointGroup1 = { waypoint1, waypoint2, waypoint8 } WaypointGroup2 = { waypoint1, waypoint2, waypoint3, waypoint9 } WaypointGroup3 = { waypoint1, waypoint2, waypoint3, waypoint10, waypoint11, waypoint12, waypoint6, waypoint13 } WaypointGroup4 = { waypoint1, waypoint2, waypoint3, waypoint4 } Patrol1Waypoints = { waypoint11.Location, waypoint10.Location } Patrol2Waypoints = { waypoint1.Location, waypoint2.Location, waypoint3.Location, waypoint4.Location, waypoint5.Location, waypoint4.Location, waypoint3.Location, waypoint2.Location, waypoint1.Location, waypoint6.Location } Nod1 = { units = { ['e1'] = 2, ['e3'] = 2 }, waypoints = WaypointGroup1, delay = 40 } Nod2 = { units = { ['e3'] = 2, ['e4'] = 2 }, waypoints = WaypointGroup2, delay = 50 } Nod3 = { units = { ['e1'] = 2, ['e3'] = 3, ['e4'] = 2 }, waypoints = WaypointGroup1, delay = 50 } Nod4 = { units = { ['bggy'] = 2 }, waypoints = WaypointGroup2, delay = 50 } Nod5 = { units = { ['e4'] = 2, ['ltnk'] = 1 }, waypoints = WaypointGroup1, delay = 50 } Auto1 = { units = { ['e4'] = 2, ['arty'] = 1 }, waypoints = WaypointGroup1, delay = 50 } Auto2 = { units = { ['e1'] = 2, ['e3'] = 2 }, waypoints = WaypointGroup2, delay = 50 } Auto3 = { units = { ['e3'] = 2, ['e4'] = 2 }, waypoints = WaypointGroup1, delay = 50 } Auto4 = { units = { ['e1'] = 3, ['e4'] = 1 }, waypoints = WaypointGroup1, delay = 50 } Auto5 = { units = { ['ltnk'] = 1, ['bggy'] = 1 }, waypoints = WaypointGroup1, delay = 60 } Auto6 = { units = { ['bggy'] = 1 }, waypoints = WaypointGroup2, delay = 50 } Auto7 = { units = { ['ltnk'] = 1 }, waypoints = WaypointGroup2, delay = 50 } Auto8 = { units = { ['e4'] = 2, ['bggy'] = 1 }, waypoints = WaypointGroup4, delay = 0 } Patrols = { grd1 = { units = { ['e3'] = 3 }, waypoints = Patrol1Waypoints, wait = 40, initialWaypointPlacement = { 1 } }, grd2 = { units = { ['e1'] = 2, ['e3'] = 2, ['e4'] = 2 }, waypoints = Patrol2Waypoints, wait = 20, initialWaypointPlacement = { 4, 10, 1 } } } AutoAttackWaves = { Nod1, Nod2, Nod3, Nod4, Nod5, Auto1, Auto2, Auto3, Auto4, Auto5, Auto6, Auto7, Auto8 } StationaryGuards = { Actor174, Actor173, Actor182, Actor183, Actor184, Actor185, Actor186, Actor187 , Actor199, Actor200, Actor201, Actor202, Actor203, Actor204 } StartStationaryGuards = function() Utils.Do(StationaryGuards, function(unit) if not unit.IsDead then unit.Patrol( { unit.Location } , true, 20) end end) end SendWaves = function(counter, Waves) if counter <= #Waves then local team = Waves[counter] for type, amount in pairs(team.units) do MoveAndHunt(Utils.Take(amount, Nod.GetActorsByType(type)), team.waypoints) end Trigger.AfterDelay(DateTime.Seconds(team.delay), function() SendWaves(counter + 1, Waves) end) end end StartPatrols = function() for k, team in pairs(Patrols) do local group = 1 for type, amount in pairs(team.units) do for i = 1, amount do Reinforcements.Reinforce(Nod, { type }, { team.waypoints[team.initialWaypointPlacement[group]] }, 0, function(unit) ReplenishPatrolUnit(unit, handofnod, team.waypoints, team.wait) end) end group = group + 1 end end Patrols = nil end ReplenishPatrolUnit = function(unit, building, waypoints, waitatwaypoint) unit.Patrol(waypoints, true, waitatwaypoint) Trigger.OnKilled(unit, function() local queueUnit = { unit = { unit.Type }, atbuilding = { building }, waypoints = waypoints } PatrolProductionQueue[#PatrolProductionQueue + 1] = queueUnit end) end SendGDIReinforcements = function() Media.PlaySpeechNotification(GDI, "Reinforce") Reinforcements.ReinforceWithTransport(GDI, InsertionHelicopterType, GDIHeliReinfUnits, { GDIHeliEntryNorth.Location, GDIHeliLZ.Location }, { GDIHeliLZ.Location + CVec.New(20, 0) }) end SendGDIReinforcementChinook = function() Reinforcements.ReinforceWithTransport(GDI, 'tran', nil, { GDIHeliEntryNorth.Location, GDIHeliLZ.Location }) end SpawnGunboat = function() Media.PlaySpeechNotification(GDI, "Reinforce") Actor.Create("boat", true, { Owner = GDI, Facing = Angle.North, Location = CPos.New(62,37) }) end WorldLoaded = function() GDI = Player.GetPlayer("GDI") Nod = Player.GetPlayer("Nod") Camera.Position = DefaultCameraPosition.CenterPosition DestroyBunkers = AddPrimaryObjective(GDI, "destroy-nod-bunkers") Trigger.OnAllKilled(NodBunkersNorth, function() GDI.MarkCompletedObjective(DestroyBunkers) Trigger.AfterDelay(DateTime.Seconds(1), SpawnGunboat) end) Trigger.OnAllKilled(NodBunkersSouth, function() GDI.MarkCompletedObjective(DestroyBunkers) SendGDIReinforcementChinook() Trigger.AfterDelay(DateTime.Seconds(1), SpawnGunboat) end) Trigger.OnEnteredFootprint(BoatEscapeTrigger, function(a, id) if a.Type == "boat" then a.Stop() a.Destroy() Media.DisplayMessage(UserInterface.Translate("convoy-passed-partly")) Media.PlaySoundNotification(GDI, "Beepy6") end end) SecureArea = AddPrimaryObjective(GDI, "destroy-nod-force") KillGDI = AddPrimaryObjective(Nod, "") Trigger.AfterDelay(DateTime.Seconds(5), SendGDIReinforcements) AirSupport = AddSecondaryObjective(GDI, "destroy-sams") Trigger.OnAllKilled(SamSites, function() GDI.MarkCompletedObjective(AirSupport) Actor.Create("airstrike.proxy", true, { Owner = GDI }) end) Actor.Create("flare", true, { Owner = GDI, Location = DefaultFlareLocation.Location }) StartStationaryGuards() StartAI() StartPatrols() InitObjectives(GDI) Trigger.AfterDelay(DateTime.Minutes(1), function() SendWaves(1, AutoAttackWaves) end) Trigger.AfterDelay(DateTime.Minutes(3), function() ProduceInfantry(handofnod) end) Trigger.AfterDelay(DateTime.Minutes(3), function() ProduceVehicle(nodairfield) end) local initialArrivingUnits = { Actor175, Actor191, Actor192, Actor193, Actor194, Actor195, Actor196, Actor197, Actor198 } Utils.Do(initialArrivingUnits, function(unit) unit.Move(unit.Location + CVec.New(0, 1), 0) end) end Tick = function() if DateTime.GameTime > DateTime.Seconds(5) then if GDI.HasNoRequiredUnits() then Nod.MarkCompletedObjective(KillGDI) end if Nod.HasNoRequiredUnits() then GDI.MarkCompletedObjective(SecureArea) end end end