--[[ Copyright 2007-2020 The OpenRA Developers (see AUTHORS) 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. ]] AllToHuntTrigger = { Silo1, Proc1, Silo2, Silo3, Silo4, Afld1, Hand1, Nuke1, Nuke2, Nuke3, Fact1 } AtkRoute1 = { waypoint4.Location, waypoint5.Location, waypoint6.Location, waypoint7.Location, waypoint8.Location } AtkRoute2 = { waypoint0.Location, waypoint1.Location, waypoint2.Location, waypoint3.Location } AutoCreateTeams = { { types = { e1 = 1, e3 = 3 }, route = AtkRoute2 }, { types = { e1 = 3, e3 = 1 }, route = AtkRoute2 }, { types = { e3 = 4 } , route = AtkRoute1 }, { types = { e1 = 4 } , route = AtkRoute1 }, { types = { bggy = 1 } , route = AtkRoute1 }, { types = { bggy = 1 } , route = AtkRoute2 }, { types = { ltnk = 1 } , route = AtkRoute1 }, { types = { ltnk = 1 } , route = AtkRoute2 } } RepairThreshold = 0.6 Atk1Delay = DateTime.Seconds(40) Atk2Delay = DateTime.Seconds(60) Atk3Delay = DateTime.Seconds(70) Atk4Delay = DateTime.Seconds(90) AutoAtkStartDelay = DateTime.Seconds(115) AutoAtkMinDelay = DateTime.Seconds(45) AutoAtkMaxDelay = DateTime.Seconds(90) Atk5CellTriggers = { CPos.New(17,55), CPos.New(16,55), CPos.New(15,55), CPos.New(50,54), CPos.New(49,54), CPos.New(48,54), CPos.New(16,54), CPos.New(15,54), CPos.New(14,54), CPos.New(50,53), CPos.New(49,53), CPos.New(48,53), CPos.New(50,52), CPos.New(49,52) } GDIBase = { GdiNuke1, GdiProc1, GdiWeap1, GdiNuke2, GdiPyle1, GdiSilo1, GdiSilo2, GdiHarv } GDIUnits = { "e2", "e2", "e2", "e2", "e1", "e1", "e1", "e1", "mtnk", "mtnk", "jeep", "jeep", "apc" } NodSams = { Sam1, Sam2, Sam3, Sam4 } MoveThenHunt = function(actors, path) Utils.Do(actors, function(actor) actor.Patrol(path, false) IdleHunt(actor) end) end AutoCreateTeam = function() local team = Utils.Random(AutoCreateTeams) for type, count in pairs(team.types) do MoveThenHunt(Utils.Take(count, Nod.GetActorsByType(type)), team.route) end Trigger.AfterDelay(Utils.RandomInteger(AutoAtkMinDelay, AutoAtkMaxDelay), AutoCreateTeam) end DiscoverGDIBase = function(actor, discoverer) if BaseDiscovered or not discoverer == GDI then return end Utils.Do(GDIBase, function(actor) actor.Owner = GDI end) BaseDiscovered = true EliminateNod = GDI.AddObjective("Eliminate all Nod forces in the area.") GDI.MarkCompletedObjective(FindBase) end Atk1TriggerFunction = function() MoveThenHunt(Utils.Take(2, Nod.GetActorsByType('e1')), AtkRoute1) MoveThenHunt(Utils.Take(3, Nod.GetActorsByType('e3')), AtkRoute1) end Atk2TriggerFunction = function() MoveThenHunt(Utils.Take(3, Nod.GetActorsByType('e1')), AtkRoute2) MoveThenHunt(Utils.Take(3, Nod.GetActorsByType('e3')), AtkRoute2) end Atk3TriggerFunction = function() MoveThenHunt(Utils.Take(1, Nod.GetActorsByType('bggy')), AtkRoute1) end Atk4TriggerFunction = function() MoveThenHunt(Utils.Take(1, Nod.GetActorsByType('bggy')), AtkRoute2) end Atk5TriggerFunction = function() MoveThenHunt(Utils.Take(1, Nod.GetActorsByType('ltnk')), AtkRoute2) end InsertGDIUnits = function() Media.PlaySpeechNotification(GDI, "Reinforce") Reinforcements.Reinforce(GDI, GDIUnits, { UnitsEntry.Location, UnitsRally.Location }, 15) end WorldLoaded = function() GDI = Player.GetPlayer("GDI") AbandonedBase = Player.GetPlayer("AbandonedBase") Nod = Player.GetPlayer("Nod") InitObjectives(GDI) RepairNamedActors(Nod, RepairThreshold) FindBase = GDI.AddObjective("Find the GDI base.") DestroySAMs = GDI.AddObjective("Destroy all SAM sites to receive air support.", "Secondary", false) NodObjective = Nod.AddObjective("Destroy all GDI troops.") Trigger.AfterDelay(Atk1Delay, Atk1TriggerFunction) Trigger.AfterDelay(Atk2Delay, Atk2TriggerFunction) Trigger.AfterDelay(Atk3Delay, Atk3TriggerFunction) Trigger.AfterDelay(Atk4Delay, Atk4TriggerFunction) Trigger.OnEnteredFootprint(Atk5CellTriggers, function(a, id) if a.Owner == GDI then Atk5TriggerFunction() Trigger.RemoveFootprintTrigger(id) end end) Trigger.AfterDelay(AutoAtkStartDelay, AutoCreateTeam) Trigger.OnAllRemovedFromWorld(AllToHuntTrigger, function() Utils.Do(Nod.GetGroundAttackers(), IdleHunt) end) Trigger.AfterDelay(DateTime.Seconds(40), function() local delay = function() return DateTime.Seconds(30) end local toBuild = function() return { "e1" } end ProduceUnits(Nod, Hand1, delay, toBuild) end) Trigger.OnPlayerDiscovered(AbandonedBase, DiscoverGDIBase) Trigger.OnAllKilled(NodSams, function() GDI.MarkCompletedObjective(DestroySAMs) Actor.Create("airstrike.proxy", true, { Owner = GDI }) end) Camera.Position = UnitsRally.CenterPosition InsertGDIUnits() end Tick = function() if DateTime.GameTime > 2 and GDI.HasNoRequiredUnits() then Nod.MarkCompletedObjective(NodObjective) end if BaseDiscovered and Nod.HasNoRequiredUnits() then GDI.MarkCompletedObjective(EliminateNod) end end