140 lines
5.8 KiB
Lua
140 lines
5.8 KiB
Lua
--[[
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Copyright (c) The OpenRA Developers and Contributors
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This file is part of OpenRA, which is free software. It is made
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available to you under the terms of the GNU General Public License
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as published by the Free Software Foundation, either version 3 of
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the License, or (at your option) any later version. For more
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information, see COPYING.
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]]
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NodStartUnitsVehicle = { 'bggy', 'bggy', 'ltnk', 'ltnk', 'ltnk', 'bike', 'bike'}
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NodStartUnitsRight = { 'e1', 'e1', 'e1', 'e1' }
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NodStartUnitsMiddle = { 'e6', 'e6', 'e6', 'e6', 'e3', 'e3' }
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NodStartUnitsLeft = { 'e4', 'e4', 'e4', 'e4' }
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Win1CellTriggerActivator = { CPos.New(24,22) }
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Win2CellTriggerActivator = { CPos.New(20,55), CPos.New(19,55), CPos.New(20,54), CPos.New(19,54), CPos.New(20,53), CPos.New(19,53), CPos.New(20,52), CPos.New(19,52) }
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DzneCellTriggerActivator = { CPos.New(26,24), CPos.New(25,24), CPos.New(24,24), CPos.New(23,24), CPos.New(22,24), CPos.New(26,23), CPos.New(25,23), CPos.New(24,23), CPos.New(23,23), CPos.New(22,23), CPos.New(26,22), CPos.New(25,22), CPos.New(23,22), CPos.New(22,22), CPos.New(25,21), CPos.New(24,21), CPos.New(23,21), CPos.New(22,21), CPos.New(25,20), CPos.New(24,20), CPos.New(23,20), CPos.New(22,20) }
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ChinCellTriggerActivator = { CPos.New(31,49), CPos.New(30,49), CPos.New(29,49), CPos.New(28,49), CPos.New(27,49), CPos.New(26,49), CPos.New(25,49), CPos.New(24,49), CPos.New(23,49), CPos.New(22,49), CPos.New(21,49), CPos.New(20,49), CPos.New(31,48), CPos.New(30,48), CPos.New(29,48), CPos.New(28,48), CPos.New(27,48), CPos.New(26,48), CPos.New(25,48), CPos.New(24,48), CPos.New(23,48), CPos.New(22,48), CPos.New(21,48), CPos.New(20,48), CPos.New(31,47), CPos.New(30,47), CPos.New(29,47), CPos.New(28,47), CPos.New(27,47), CPos.New(26,47), CPos.New(25,47), CPos.New(24,47), CPos.New(23,47), CPos.New(22,47), CPos.New(21,47), CPos.New(20,47) }
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Atk2ActorTriggerActivator = { Atk2Actor1, Atk2Actor2, Atk2Actor3, Atk2Actor4, Atk2Actor5, Atk2Actor6 }
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BuildingsToCapture = { Barracks, Factory, Yard }
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Gdi1Units = { 'e1', 'e1', 'e1', 'e2', 'e2' }
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Gdi2Units = { 'e1', 'e1', 'e3', 'e3', 'e3' }
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Gdi3Units = { 'jeep', 'jeep', 'e3', 'e3' }
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Gdi4Units = { 'mtnk', 'e2', 'e2', 'e2', 'e2' }
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Gdi5Units = { 'e1', 'e2', 'e2', 'e3', 'e3' }
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AllUnits = { Gdi1Units, Gdi2Units, Gdi3Units, Gdi4Units, Gdi5Units }
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Grd1Waypoints = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, waypoint5 }
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ProductionDelay = DateTime.Minutes(5)
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ProdTriggerFunction = function()
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local units = AllUnits[DateTime.GameTime % #AllUnits + 1]
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Utils.Do(units, function(unitType)
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if (unitType == 'jeep' or unitType == 'mtnk') and not Factory.IsDead and Factory.Owner == GDI then
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Factory.Build({ unitType })
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elseif (unitType == 'e1' or unitType == 'e2' or unitType == 'e3') and not Barracks.IsDead and Barracks.Owner == GDI then
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Barracks.Build({ unitType })
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end
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end)
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Utils.Do(Utils.Take(5, GDI.GetGroundAttackers()), IdleHunt)
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Trigger.AfterDelay(ProductionDelay, ProdTriggerFunction)
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end
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InsertNodUnits = function()
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Camera.Position = UnitsRallyRight.CenterPosition
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Media.PlaySpeechNotification(Nod, "Reinforce")
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Reinforcements.Reinforce(Nod, NodStartUnitsVehicle, { UnitsEntryMiddle.Location, UnitsRallyMiddle.Location }, 30)
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Reinforcements.Reinforce(Nod, NodStartUnitsMiddle, { UnitsEntryMiddle.Location, UnitsRallyMiddle.Location }, 15)
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Reinforcements.Reinforce(Nod, NodStartUnitsLeft, { UnitsEntryLeft.Location, UnitsRallyLeft.Location }, 15)
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Reinforcements.Reinforce(Nod, NodStartUnitsRight, { UnitsEntryRight.Location, UnitsRallyRight.Location }, 15)
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end
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WorldLoaded = function()
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Nod = Player.GetPlayer("Nod")
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GDI = Player.GetPlayer("GDI")
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InitObjectives(Nod)
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NodObjective1 = AddPrimaryObjective(Nod, "steal-nuclear-detonator")
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CaptureObjective = AddSecondaryObjective(Nod, "capture-barracks-factory-conyard")
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InsertNodUnits()
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Trigger.AfterDelay(DateTime.Seconds(3), function()
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for type, count in pairs({ ['e1'] = 2, ['e2'] = 3 }) do
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MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), Grd1Waypoints)
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end
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end)
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Trigger.OnAllKilled(Atk2ActorTriggerActivator, function()
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for type, count in pairs({ ['e1'] = 2, ['e2'] = 3 , ['jeep'] = 1}) do
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Utils.Do(Utils.Take(count, GDI.GetActorsByType(type)), IdleHunt)
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end
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end)
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Trigger.OnEnteredFootprint(ChinCellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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Media.PlaySpeechNotification(Nod, "Reinforce")
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Reinforcements.ReinforceWithTransport(Nod, 'tran', nil, { ChnEntry.Location, waypoint10.Location }, nil, nil, nil)
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.OnEnteredFootprint(DzneCellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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Actor.Create('flare', true, { Owner = Nod, Location = waypoint10.Location })
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.OnEnteredFootprint(Win1CellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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EvacuateObjective = AddPrimaryObjective(Nod, "move-to-evacuation-point")
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Nod.MarkCompletedObjective(NodObjective1)
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.OnEnteredFootprint(Win2CellTriggerActivator, function(a, id)
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if a.Owner == Nod and EvacuateObjective then
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Nod.MarkCompletedObjective(EvacuateObjective)
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.AfterDelay(ProductionDelay, ProdTriggerFunction)
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Trigger.OnAnyKilled(BuildingsToCapture, function()
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if not Nod.IsObjectiveCompleted(CaptureObjective) then
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Nod.MarkFailedObjective(CaptureObjective)
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end
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end)
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local captured = 0
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Utils.Do(BuildingsToCapture, function(building)
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Trigger.OnCapture(building, function()
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captured = captured + 1
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if captured == 3 then
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Nod.MarkCompletedObjective(CaptureObjective)
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end
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end)
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end)
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end
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Tick = function()
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if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then
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Nod.MarkFailedObjective(StealDetonator)
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if EvacuateObjective then
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Nod.MarkFailedObjective(EvacuateObjective)
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end
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end
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end
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