Files
OpenRA/mods/ts/maps/fields-of-green/fields-of-green.lua
2023-01-11 11:58:54 +02:00

130 lines
3.4 KiB
Lua

--[[
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.
]]
NForce = { "e1", "e1", "e1", "e3", "cyborg", "cyborg" }
NForcePath = { NodW.Location }
NForceInterval = 5
VNForce = { "bike", "bike", "bggy", "bggy", "e1", "e1", "e3" }
VNForcePath = { South.Location }
VNForceInterval = 15
GForce = { "e1", "e1", "e1", "e1", "e2", "e1", "e2" }
GForcePath = { GDIW.Location }
GForceInterval = 5
VGForce = { "e2", "smech", "smech", "e1", "e1", "apc" }
VGForcePath = { North.Location }
VGForceInterval = 15
ProducedUnitTypes =
{
{ nodhand1, { "e1", "e3" }, GDIBase.Location },
{ gdibar1, { "e1", "e2" }, NodBase.Location }
}
ProduceUnits = function(t)
local factory = t[1]
if not factory.IsDead then
local unitType = t[2][Utils.RandomInteger(1, #t[2] + 1)]
factory.Wait(Actor.BuildTime(unitType))
factory.Produce(unitType)
factory.CallFunc(function() ProduceUnits(t) end)
end
end
SetupFactories = function()
Utils.Do(ProducedUnitTypes, function(pair)
Trigger.OnProduction(pair[1], function(_, a) BindActorTriggers(a, pair[3]) end)
end)
end
SetupInvulnerability = function()
Utils.Do(Map.NamedActors, function(actor)
if actor.HasProperty("AcceptsCondition") and actor.AcceptsCondition("unkillable") then
actor.GrantCondition("unkillable")
end
end)
end
SendNodInfantry = function()
local units = Reinforcements.Reinforce(nod, NForce, NForcePath, NForceInterval)
Utils.Do(units, function(unit)
BindActorTriggers(unit, GDIBase.Location)
end)
Trigger.AfterDelay(DateTime.Seconds(60), SendNodInfantry)
end
SendNodVehicles = function()
local units = Reinforcements.Reinforce(nod, VNForce, VNForcePath, VNForceInterval)
Utils.Do(units, function(unit)
BindActorTriggers(unit, GDIBase.Location)
end)
Trigger.AfterDelay(DateTime.Seconds(110), SendNodVehicles)
end
SendGDIInfantry = function()
local units = Reinforcements.Reinforce(gdi, GForce, GForcePath, GForceInterval)
Utils.Do(units, function(unit)
BindActorTriggers(unit, NodBase.Location)
end)
Trigger.AfterDelay(DateTime.Seconds(60), SendGDIInfantry)
end
SendGDIVehicles = function()
local units = Reinforcements.Reinforce(gdi, VGForce, VGForcePath, VGForceInterval)
Utils.Do(units, function(unit)
BindActorTriggers(unit, NodBase.Location)
end)
Trigger.AfterDelay(DateTime.Seconds(110), SendGDIVehicles)
end
BindActorTriggers = function(a, loc)
if a.HasProperty("AttackMove") then
a.AttackMove(loc)
else
a.Move(loc)
end
if a.HasProperty("Hunt") then
Trigger.OnIdle(a, a.Hunt)
else
Trigger.OnIdle(a, function()
a.Move(loc)
end)
end
if a.HasProperty("HasPassengers") then
Trigger.OnDamaged(a, function()
if a.HasPassengers then
a.Stop()
a.UnloadPassengers()
end
end)
Trigger.OnPassengerExited(a, function(_, p)
BindActorTriggers(p, loc)
end)
end
end
WorldLoaded = function()
nod = Player.GetPlayer("Nod")
gdi = Player.GetPlayer("GDI")
SetupFactories()
SetupInvulnerability()
Utils.Do(ProducedUnitTypes, ProduceUnits)
SendNodInfantry()
Trigger.AfterDelay(DateTime.Seconds(50), SendNodVehicles)
SendGDIInfantry()
Trigger.AfterDelay(DateTime.Seconds(70), SendGDIVehicles)
end