--[[ 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. ]] WaypointGroup1 = { waypoint0, waypoint15 } WaypointGroup2 = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, waypoint5, waypoint8 } WaypointGroup3 = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint9, waypoint10, waypoint11, waypoint6, waypoint7 } WaypointGroup4 = { waypoint9, waypoint10, waypoint11, waypoint6, waypoint7, waypoint14 } GDI1 = { units = { "e2", "e2", "e6", "e6", "e6" }, waypoints = WaypointGroup4, delay = 40 } GDI2 = { units = { "e1", "e2" }, waypoints = WaypointGroup3, delay = 40 } GDI3 = { units = { "e2", "e3", "jeep" }, waypoints = WaypointGroup2, delay = 40 } GDI4 = { units = { "mtnk" }, waypoints = WaypointGroup3, delay = 40 } GDI5 = { units = { "e1", "e2" }, waypoints = WaypointGroup2, delay = 40 } GDI6 = { units = { "e2", "e2", "e2", "e2", "e2" }, waypoints = WaypointGroup1, delay = 40 } Auto1 = { units = { "e1", "e1", "e1", "e2", "e2" }, waypoints = WaypointGroup3, delay = 40 } Auto2 = { units = { "e1", "e2", "e2" }, waypoints = WaypointGroup2, delay = 40 } Auto3 = { units = { "e1", "e3", "e3" }, waypoints = WaypointGroup2, delay = 40 } Auto4 = { units = { "e2", "e2", "e3", "e3" }, waypoints = WaypointGroup3, delay = 40 } Auto5 = { units = { "jeep" }, waypoints = WaypointGroup2, delay = 50 } Auto6 = { units = { "jeep" }, waypoints = WaypointGroup3, delay = 40 } Auto7 = { units = { "mtnk" }, waypoints = WaypointGroup2, delay = 50 } Auto8 = { units = { "mtnk" }, waypoints = WaypointGroup3, delay = 30 } AirstrikeDelay = DateTime.Minutes(2) + DateTime.Seconds(10) AutoAttackWaves = { Auto1, Auto2, Auto3, Auto4, Auto5, Auto6, Auto7, Auto8 } WhitelistedStructures = { "afld", "hand", "hq", "nuke", "silo", "proc", "sam" } NodUnitsTanks = { "ltnk", "ltnk", "ltnk" } NodUnitsBikes = { "bike", "bike", "bike" } NodUnitsBuggys = { "bggy", "bggy", "bggy" } NodUnitsRockets = { "e3", "e3", "e3" } NodUnitsGunners = { "e1", "e1", "e1" } Atk1 = { CPos.New(11, 43), CPos.New(10, 43), CPos.New(9, 43), CPos.New(8, 43), CPos.New(7, 43), CPos.New(6, 43), CPos.New(5, 43), CPos.New(11, 42), CPos.New(10, 42), CPos.New(9, 42), CPos.New(8, 42), CPos.New(7, 42), CPos.New(6, 42), CPos.New(5, 42), CPos.New(23, 38), CPos.New(22, 38), CPos.New(21, 38), CPos.New(20, 38), CPos.New(19, 38), CPos.New(24, 37), CPos.New(23, 37), CPos.New(22, 37), CPos.New(21, 37), CPos.New(20, 37), CPos.New(19, 37) } Atk2 = { CPos.New(16, 52), CPos.New(15, 52), CPos.New(14, 52), CPos.New(13, 52), CPos.New(12, 52), CPos.New(11, 52), CPos.New(10, 52), CPos.New(9, 52), CPos.New(8, 52), CPos.New(16, 51), CPos.New(15, 51), CPos.New(14, 51), CPos.New(13, 51), CPos.New(12, 51), CPos.New(11, 51), CPos.New(10, 51), CPos.New(9, 51), CPos.New(8, 51), CPos.New(31, 44), CPos.New(30, 44), CPos.New(29, 44), CPos.New(28, 44), CPos.New(27, 44), CPos.New(26, 44), CPos.New(25, 44), CPos.New(24, 44), CPos.New(23, 44), CPos.New(22, 44), CPos.New(21, 44), CPos.New(31, 43), CPos.New(30, 43), CPos.New(29, 43), CPos.New(28, 43), CPos.New(27, 43), CPos.New(26, 43), CPos.New(25, 43), CPos.New(24, 43), CPos.New(23, 43), CPos.New(22, 43), CPos.New(21, 43) } Atk3 = { CPos.New(53, 58), CPos.New(52, 58), CPos.New(51, 58), CPos.New(53, 57), CPos.New(52, 57), CPos.New(51, 57), CPos.New(53, 56), CPos.New(52, 56), CPos.New(51, 56), CPos.New(53, 55), CPos.New(52, 55), CPos.New(51, 55) } Atk4 = { CPos.New(54, 47), CPos.New(53, 47), CPos.New(52, 47), CPos.New(51, 47), CPos.New(43, 47), CPos.New(54, 46), CPos.New(53, 46), CPos.New(52, 46), CPos.New(51, 46), CPos.New(50, 46), CPos.New(43, 46), CPos.New(42, 46), CPos.New(41, 46), CPos.New(43, 45), CPos.New(42, 45), CPos.New(41, 45), CPos.New(43, 44), CPos.New(42, 44), CPos.New(41, 44), CPos.New(43, 43), CPos.New(42, 43), CPos.New(41, 43), CPos.New(43, 42) } 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, NodUnitsBikes, { ReinforcementsSpawnLeft.Location, ReinforcementsBikesRally.Location }, 1) Reinforcements.Reinforce(Nod, NodUnitsBuggys, { ReinforcementsSpawnRight.Location, ReinforcementsBuggyRally.Location }, 50) Reinforcements.Reinforce(Nod, NodUnitsGunners, { ReinforcementsSpawnLeft.Location, ReinforcementsGunnersRally.Location }, 50) Reinforcements.Reinforce(Nod, NodUnitsRockets, { ReinforcementsSpawnRight.Location, ReinforcementsRocketsRally.Location }, 50) Trigger.AfterDelay(DateTime.Seconds(6), function() Reinforcements.Reinforce(Nod, { "mcv" }, { ReinforcementsSpawnCenter.Location, ReinforcementsMCVRally.Location }) Reinforcements.Reinforce(Nod, NodUnitsTanks, { ReinforcementsSpawnCenter.Location, ReinforcementsTanksRally.Location }, 50) 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] SendAttackWave(team) 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(Atk1, function(a, id) if not Atk1Triggered and a.Owner == Nod then Atk1Triggered = true SendAttackWave(GDI5) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(Atk2, function(a, id) if not Atk2Triggered and a.Owner == Nod then Atk2Triggered = true SendAttackWave(GDI4) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(Atk3, function(a, id) if not Atk3Triggered and a.Owner == Nod then Atk3Triggered = true SendAttackWave(GDI6) Trigger.RemoveFootprintTrigger(id) end end) Trigger.OnEnteredFootprint(Atk4, function(a, id) if not Atk4Triggered and a.Owner == Nod then Atk4Triggered = true SendReinforcementsWave(GDI1) Trigger.RemoveFootprintTrigger(id) end end) WorldLoaded = function() Nod = Player.GetPlayer("Nod") GDI = Player.GetPlayer("GDI") Camera.Position = waypoint26.CenterPosition InsertNodUnits() StartAI() Trigger.AfterDelay(DateTime.Seconds(10), function() SendAttackWave(GDI2) end) Trigger.AfterDelay(DateTime.Seconds(55), function() SendAttackWave(GDI2) end) Trigger.AfterDelay(DateTime.Seconds(85), function() SendAttackWave(GDI3) end) Trigger.AfterDelay(AirstrikeDelay, function() SendGDIAirstrike(GDIHQ, AirstrikeDelay) end) Trigger.OnPlayerDiscovered(GDI, function() SendWaves(1, AutoAttackWaves) end) InitObjectives(Nod) EliminateGDI = AddPrimaryObjective(Nod, "eliminate-gdi-forces") local buildSAMs = UserInterface.Translate("build-sams", { ["sams"] = SamSiteGoal }) BuildSAMs = AddSecondaryObjective(Nod, buildSAMs) end Tick = function() if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then Nod.MarkFailedObjective(EliminateGDI) 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