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OpenRA/mods/cnc/maps/gdi03/gdi03.lua

95 lines
2.9 KiB
Lua

--[[
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.
]]
SamSites = { Sam1, Sam2, Sam3, Sam4 }
Sam4Guards = { Sam4Guard0, Sam4Guard1, Sam4Guard2, Sam4Guard3, Sam4Guard4, HiddenBuggy }
NodInfantrySquad = { "e1", "e1", "e1", "e1", "e1" }
NodAttackRoutes = { { AttackWaypoint }, { AttackWaypoint }, { AttackRallypoint1, AttackRallypoint2, AttackWaypoint } }
InfantryReinforcements = { "e1", "e1", "e1", "e1", "e1", "e2", "e2", "e2", "e2", "e2" }
JeepReinforcements = { "jeep", "jeep", "jeep" }
AttackPlayer = function()
if NodBarracks.IsDead or NodBarracks.Owner == GDI then
return
end
local after = function(team)
local count = 1
local route = Utils.Random(NodAttackRoutes)
Utils.Do(team, function(actor)
Trigger.OnIdle(actor, function()
if actor.Location == route[count].Location then
if not count == #route then
count = count + 1
else
Trigger.ClearAll(actor)
Trigger.AfterDelay(0, function()
Trigger.OnIdle(actor, actor.Hunt)
end)
end
else
actor.AttackMove(route[count].Location)
end
end)
end)
Trigger.OnAllKilled(team, function() Trigger.AfterDelay(DateTime.Seconds(15), AttackPlayer) end)
end
NodBarracks.Build(NodInfantrySquad, after)
end
SendReinforcements = function()
Reinforcements.Reinforce(GDI, JeepReinforcements, { VehicleStart.Location, VehicleStop.Location })
Reinforcements.Reinforce(GDI, InfantryReinforcements, { InfantryStart.Location, InfantryStop.Location }, 5)
Trigger.AfterDelay(DateTime.Seconds(3), function()
Reinforcements.Reinforce(GDI, { "mcv" }, { VehicleStart.Location, MCVwaypoint.Location })
InitialUnitsArrived = true
end)
Media.PlaySpeechNotification(GDI, "Reinforce")
end
WorldLoaded = function()
GDI = Player.GetPlayer("GDI")
Nod = Player.GetPlayer("Nod")
InitObjectives(GDI)
DestroyNod = GDI.AddObjective("Eliminate all Nod forces in the area.")
local airSupportObjective = GDI.AddObjective("Destroy the SAM sites to receive air support.", "Secondary", false)
Trigger.OnAllKilled(SamSites, function()
GDI.MarkCompletedObjective(airSupportObjective)
Actor.Create("airstrike.proxy", true, { Owner = GDI })
end)
RepairNamedActors(Nod, 0.25)
Trigger.OnDamaged(Sam4, function()
Utils.Do(Sam4Guards, IdleHunt)
end)
SendReinforcements()
Camera.Position = MCVwaypoint.CenterPosition
Trigger.AfterDelay(DateTime.Seconds(15), AttackPlayer)
end
Tick = function()
if InitialUnitsArrived then
if GDI.HasNoRequiredUnits() then
GDI.MarkFailedObjective(DestroyNod)
end
if Nod.HasNoRequiredUnits() then
GDI.MarkCompletedObjective(DestroyNod)
end
end
end