228 lines
6.5 KiB
Lua
228 lines
6.5 KiB
Lua
RepairThreshold = { Easy = 0.3, Normal = 0.6, Hard = 0.9 }
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ActorRemovals =
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{
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Easy = { Actor167, Actor168, Actor190, Actor191, Actor193, Actor194, Actor196, Actor198, Actor200 },
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Normal = { Actor167, Actor194, Actor196, Actor197 },
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Hard = { },
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}
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GdiTanks = { "mtnk", "mtnk" }
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GdiApc = { "apc" }
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GdiInfantry = { "e1", "e1", "e1", "e1", "e1", "e2", "e2", "e2", "e2", "e2" }
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GdiBase = { GdiNuke1, GdiNuke2, GdiProc, GdiSilo1, GdiSilo2, GdiPyle, GdiWeap, GdiHarv }
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NodSams = { Sam1, Sam2, Sam3, Sam4 }
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CoreNodBase = { NodConYard, NodRefinery, HandOfNod, Airfield }
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Grd1UnitTypes = { "bggy" }
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Grd1Path = { waypoint4.Location, waypoint5.Location, waypoint10.Location }
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Grd1Delay = { Easy = DateTime.Minutes(2), Normal = DateTime.Minutes(1), Hard = DateTime.Seconds(30) }
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Grd2UnitTypes = { "bggy" }
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Grd2Path = { waypoint0.Location, waypoint1.Location, waypoint2.Location }
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Grd3Units = { GuardTank1, GuardTank2 }
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Grd3Path = { waypoint4.Location, waypoint5.Location, waypoint9.Location }
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AttackDelayMin = { Easy = DateTime.Minutes(1), Normal = DateTime.Seconds(45), Hard = DateTime.Seconds(30) }
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AttackDelayMax = { Easy = DateTime.Minutes(2), Normal = DateTime.Seconds(90), Hard = DateTime.Minutes(1) }
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AttackUnitTypes =
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{
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Easy =
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{
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{ HandOfNod, { "e1", "e1" } },
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{ HandOfNod, { "e1", "e3" } },
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{ HandOfNod, { "e1", "e1", "e3" } },
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{ HandOfNod, { "e1", "e3", "e3" } },
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},
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Normal =
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{
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{ HandOfNod, { "e1", "e1", "e3" } },
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{ HandOfNod, { "e1", "e3", "e3" } },
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{ HandOfNod, { "e1", "e1", "e3", "e3" } },
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{ Airfield, { "bggy" } },
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},
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Hard =
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{
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{ HandOfNod, { "e1", "e1", "e3", "e3" } },
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{ HandOfNod, { "e1", "e1", "e1", "e3", "e3" } },
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{ HandOfNod, { "e1", "e1", "e3", "e3", "e3" } },
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{ Airfield, { "bggy" } },
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{ Airfield, { "ltnk" } },
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}
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}
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AttackPaths =
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{
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{ waypoint0.Location, waypoint1.Location, waypoint2.Location, waypoint3.Location },
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{ waypoint4.Location, waypoint9.Location, waypoint7.Location, waypoint8.Location },
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}
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Build = function(factory, units, action)
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if factory.IsDead or factory.Owner ~= nod then
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return
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end
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if not factory.Build(units, action) then
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Trigger.AfterDelay(DateTime.Seconds(5), function()
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Build(factory, units, action)
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end)
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end
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end
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Attack = function()
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local types = Utils.Random(AttackUnitTypes[Map.Difficulty])
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local path = Utils.Random(AttackPaths)
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Build(types[1], types[2], function(units)
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Utils.Do(units, function(unit)
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if unit.Owner ~= nod then return end
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unit.Patrol(path, false)
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Trigger.OnIdle(unit, unit.Hunt)
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end)
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end)
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Trigger.AfterDelay(Utils.RandomInteger(AttackDelayMin[Map.Difficulty], AttackDelayMax[Map.Difficulty]), Attack)
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end
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Grd1Action = function()
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Build(Airfield, Grd1UnitTypes, function(units)
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Utils.Do(units, function(unit)
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if unit.Owner ~= nod then return end
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Trigger.OnKilled(unit, function()
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Trigger.AfterDelay(Grd1Delay[Map.Difficulty], Grd1Action)
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end)
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unit.Patrol(Grd1Path, true, DateTime.Seconds(7))
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end)
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end)
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end
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Grd2Action = function()
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Build(Airfield, Grd2UnitTypes, function(units)
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Utils.Do(units, function(unit)
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if unit.Owner ~= nod then return end
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unit.Patrol(Grd2Path, true, DateTime.Seconds(5))
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end)
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end)
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end
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Grd3Action = function()
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local unit
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for i, u in ipairs(Grd3Units) do
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if not u.IsDead then
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unit = u
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break
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end
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end
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if unit ~= nil then
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Trigger.OnKilled(unit, function()
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Grd3Action()
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end)
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unit.Patrol(Grd3Path, true, DateTime.Seconds(11))
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end
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end
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DiscoverGdiBase = function(actor, discoverer)
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if baseDiscovered or not discoverer == gdi then
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return
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end
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Utils.Do(GdiBase, function(actor)
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actor.Owner = gdi
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end)
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GdiHarv.FindResources()
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baseDiscovered = true
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gdiObjective3 = gdi.AddPrimaryObjective("Eliminate all Nod forces in the area")
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gdi.MarkCompletedObjective(gdiObjective1)
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Attack()
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end
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SetupWorld = function()
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Utils.Do(ActorRemovals[Map.Difficulty], function(unit)
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unit.Destroy()
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end)
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Reinforcements.Reinforce(gdi, GdiTanks, { GdiTankEntry.Location, GdiTankRallyPoint.Location }, DateTime.Seconds(1), function(actor) actor.Stance = "Defend" end)
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Reinforcements.Reinforce(gdi, GdiApc, { GdiApcEntry.Location, GdiApcRallyPoint.Location }, DateTime.Seconds(1), function(actor) actor.Stance = "Defend" end)
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Reinforcements.Reinforce(gdi, GdiInfantry, { GdiInfantryEntry.Location, GdiInfantryRallyPoint.Location }, 15, function(actor) actor.Stance = "Defend" end)
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Trigger.OnPlayerDiscovered(gdiBase, DiscoverGdiBase)
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Utils.Do(Map.NamedActors, function(actor)
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if actor.Owner == nod and actor.HasProperty("StartBuildingRepairs") then
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Trigger.OnDamaged(actor, function(building)
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if building.Owner == nod and building.Health < RepairThreshold[Map.Difficulty] * building.MaxHealth then
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building.StartBuildingRepairs()
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end
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end)
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end
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end)
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Trigger.OnAllKilled(NodSams, function()
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gdi.MarkCompletedObjective(gdiObjective2)
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Actor.Create("airstrike.proxy", true, { Owner = gdi })
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end)
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GdiHarv.Stop()
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NodHarv.FindResources()
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if Map.Difficulty ~= "Easy" then
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Trigger.OnDamaged(NodHarv, function()
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Utils.Do(nod.GetGroundAttackers(), function(unit)
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unit.AttackMove(NodHarv.Location)
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if Map.Difficulty == "Hard" then
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unit.Hunt()
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end
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end)
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end)
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end
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Trigger.AfterDelay(DateTime.Seconds(45), Grd1Action)
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Trigger.AfterDelay(DateTime.Minutes(3), Grd2Action)
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Grd3Action()
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end
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WorldLoaded = function()
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gdiBase = Player.GetPlayer("AbandonedBase")
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gdi = Player.GetPlayer("GDI")
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nod = Player.GetPlayer("Nod")
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Trigger.OnObjectiveAdded(gdi, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
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end)
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Trigger.OnObjectiveCompleted(gdi, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
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end)
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Trigger.OnObjectiveFailed(gdi, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
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end)
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Trigger.OnPlayerLost(gdi, function()
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Media.PlaySpeechNotification(player, "Lose")
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end)
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Trigger.OnPlayerWon(gdi, function()
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Media.PlaySpeechNotification(player, "Win")
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end)
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nodObjective = nod.AddPrimaryObjective("Destroy all GDI troops")
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gdiObjective1 = gdi.AddPrimaryObjective("Find the GDI base")
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gdiObjective2 = gdi.AddSecondaryObjective("Destroy all SAM sites to receive air support")
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SetupWorld()
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Camera.Position = GdiTankRallyPoint.CenterPosition
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Media.PlayMusic()
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end
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Tick = function()
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if gdi.HasNoRequiredUnits() then
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if DateTime.GameTime > 2 then
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nod.MarkCompletedObjective(nodObjective)
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end
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end
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if baseDiscovered and nod.HasNoRequiredUnits() then
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gdi.MarkCompletedObjective(gdiObjective3)
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end
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end |