95 lines
2.9 KiB
Lua
95 lines
2.9 KiB
Lua
--[[
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Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
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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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SamSites = { Sam1, Sam2, Sam3, Sam4 }
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Sam4Guards = { Sam4Guard0, Sam4Guard1, Sam4Guard2, Sam4Guard3, Sam4Guard4, HiddenBuggy }
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NodInfantrySquad = { "e1", "e1", "e1", "e1", "e1" }
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NodAttackRoutes = { { AttackWaypoint }, { AttackWaypoint }, { AttackRallypoint1, AttackRallypoint2, AttackWaypoint } }
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InfantryReinforcements = { "e1", "e1", "e1", "e1", "e1", "e2", "e2", "e2", "e2", "e2" }
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JeepReinforcements = { "jeep", "jeep", "jeep" }
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AttackPlayer = function()
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if NodBarracks.IsDead or NodBarracks.Owner == GDI then
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return
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end
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local after = function(team)
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local count = 1
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local route = Utils.Random(NodAttackRoutes)
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Utils.Do(team, function(actor)
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Trigger.OnIdle(actor, function()
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if actor.Location == route[count].Location then
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if not count == #route then
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count = count + 1
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else
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Trigger.ClearAll(actor)
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Trigger.AfterDelay(0, function()
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Trigger.OnIdle(actor, actor.Hunt)
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end)
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end
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else
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actor.AttackMove(route[count].Location)
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end
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end)
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end)
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Trigger.OnAllKilled(team, function() Trigger.AfterDelay(DateTime.Seconds(15), AttackPlayer) end)
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end
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NodBarracks.Build(NodInfantrySquad, after)
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end
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SendReinforcements = function()
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Reinforcements.Reinforce(GDI, JeepReinforcements, { VehicleStart.Location, VehicleStop.Location })
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Reinforcements.Reinforce(GDI, InfantryReinforcements, { InfantryStart.Location, InfantryStop.Location }, 5)
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Trigger.AfterDelay(DateTime.Seconds(3), function()
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Reinforcements.Reinforce(GDI, { "mcv" }, { VehicleStart.Location, MCVwaypoint.Location })
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InitialUnitsArrived = true
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end)
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Media.PlaySpeechNotification(GDI, "Reinforce")
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end
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WorldLoaded = function()
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GDI = Player.GetPlayer("GDI")
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Nod = Player.GetPlayer("Nod")
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InitObjectives(GDI)
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DestroyNod = GDI.AddObjective("Eliminate all Nod forces in the area.")
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local airSupportObjective = GDI.AddObjective("Destroy the SAM sites to receive air support.", "Secondary", false)
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Trigger.OnAllKilled(SamSites, function()
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GDI.MarkCompletedObjective(airSupportObjective)
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Actor.Create("airstrike.proxy", true, { Owner = GDI })
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end)
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RepairNamedActors(Nod, 0.25)
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Trigger.OnDamaged(Sam4, function()
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Utils.Do(Sam4Guards, IdleHunt)
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end)
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SendReinforcements()
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Camera.Position = MCVwaypoint.CenterPosition
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Trigger.AfterDelay(DateTime.Seconds(15), AttackPlayer)
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end
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Tick = function()
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if InitialUnitsArrived then
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if GDI.HasNoRequiredUnits() then
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GDI.MarkFailedObjective(DestroyNod)
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end
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if Nod.HasNoRequiredUnits() then
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GDI.MarkCompletedObjective(DestroyNod)
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end
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end
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end
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