Files
OpenRA/mods/cnc/maps/gdi04b/gdi04b.lua
2020-01-12 14:04:51 +01:00

172 lines
5.2 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.
]]
BhndTrigger = { CPos.New(39, 21), CPos.New(40, 21), CPos.New(41, 21) }
Atk1Trigger = { CPos.New(35, 37) }
Atk2Trigger = { CPos.New(9, 44), CPos.New(10, 44), CPos.New(11, 44), CPos.New(12, 44), CPos.New(13, 44) }
AutoTrigger = { CPos.New(5, 30), CPos.New(6, 30), CPos.New(7, 30), CPos.New(8, 30), CPos.New(9, 30), CPos.New(10, 30), CPos.New(11, 30), CPos.New(12, 30), CPos.New(13, 30) }
GDIHeliTrigger = { CPos.New(11, 11), CPos.New(11, 12), CPos.New(11, 13), CPos.New(11, 14), CPos.New(11, 15), CPos.New(12, 15), CPos.New(13, 15), CPos.New(14, 15), CPos.New(15, 15), CPos.New(16, 15) }
Hunters = { Hunter1, Hunter2, Hunter3, Hunter4, Hunter5 }
NodxUnits = { "e1", "e1", "e3", "e3" }
AutoUnits = { "e1", "e1", "e1", "e3", "e3" }
KillsUntilReinforcements = 12
GDIReinforcements = { "e2", "e2", "e2", "e2", "e2" }
GDIReinforcementsWaypoints = { GDIReinforcementsEntry.Location, GDIReinforcementsWP1.Location }
GDIReinforcementsLeft = 3
NodHeli = { { HeliEntry.Location, NodHeliLZ.Location }, { "e1", "e1", "e3", "e3" } }
Kills = 0
NodUnitKilled = function()
Kills = Kills + 1
if Kills == KillsUntilReinforcements then
GDI.MarkCompletedObjective(ReinforcementsObjective)
SendGDIReinforcements()
end
end
SendHeli = function(heli)
local units = Reinforcements.ReinforceWithTransport(Nod, "tran", heli[2], heli[1], { heli[1][1] })
Utils.Do(units[2], function(actor)
IdleHunt(actor)
Trigger.OnKilled(actor, NodUnitKilled)
end)
end
SendGDIReinforcements = function()
Media.PlaySpeechNotification(GDI, "Reinforce")
Reinforcements.ReinforceWithTransport(GDI, "apc", GDIReinforcements, GDIReinforcementsWaypoints, nil, function(apc, team)
table.insert(team, apc)
Trigger.OnAllKilled(team, function()
if GDIReinforcementsLeft > 0 then
GDIReinforcementsLeft = GDIReinforcementsLeft - 1
Trigger.AfterDelay(DateTime.Seconds(5), function()
Media.DisplayMessage("APC squads in reserve: " .. GDIReinforcementsLeft, "Battlefield Control")
SendGDIReinforcements()
end)
end
end)
end)
end
Build = function(unitTypes, repeats, func)
if HandOfNod.IsDead then
return
end
local after = function(units)
Utils.Do(units, func)
if repeats then
Trigger.OnAllKilled(units, function()
Build(unitTypes, repeats, func)
end)
end
end
if not HandOfNod.Build(unitTypes, after) then
Trigger.AfterDelay(DateTime.Seconds(5), function()
Build(unitTypes, repeats, func)
end)
end
end
Tick = function()
Nod.Cash = 1000
if (GDIReinforcementsLeft == 0 or not GDI.IsObjectiveCompleted(ReinforcementsObjective)) and GDI.HasNoRequiredUnits() then
GDI.MarkFailedObjective(GDIObjective)
end
end
SetupWorld = function()
Utils.Do(Nod.GetGroundAttackers(), function(unit)
Trigger.OnKilled(unit, NodUnitKilled)
end)
Utils.Do(Hunters, IdleHunt)
Trigger.OnRemovedFromWorld(crate, function() GDI.MarkCompletedObjective(GDIObjective) end)
end
WorldLoaded = function()
GDI = Player.GetPlayer("GDI")
Nod = Player.GetPlayer("Nod")
InitObjectives(GDI)
GDIObjective = GDI.AddObjective("Retrieve the crate with the stolen rods.")
ReinforcementsObjective = GDI.AddObjective("Eliminate " .. KillsUntilReinforcements .. " Nod units for reinforcements.", "Secondary", false)
SetupWorld()
Trigger.OnExitedFootprint(BhndTrigger, function(a, id)
if not bhndTrigger and a.Owner == GDI then
bhndTrigger = true
Trigger.RemoveFootprintTrigger(id)
SendHeli(NodHeli)
end
end)
Trigger.OnExitedFootprint(Atk1Trigger, function(a, id)
if not atk1Trigger and a.Owner == GDI then
atk1Trigger = true
Trigger.RemoveFootprintTrigger(id)
Build(NodxUnits, false, function(actor)
Trigger.OnKilled(actor, NodUnitKilled)
actor.Patrol({ NodPatrol1.Location, NodPatrol2.Location, NodPatrol3.Location, NodPatrol4.Location }, false)
Trigger.OnIdle(actor, actor.Hunt)
end)
end
end)
Trigger.OnEnteredFootprint(Atk2Trigger, function(a, id)
if not atk2Trigger and a.Owner == GDI then
atk2Trigger = true
Trigger.RemoveFootprintTrigger(id)
Build(NodxUnits, false, function(actor)
Trigger.OnKilled(actor, NodUnitKilled)
actor.Patrol({ NodPatrol1.Location, NodPatrol2.Location }, false)
IdleHunt(actor)
end)
end
end)
Trigger.OnEnteredFootprint(AutoTrigger, function(a, id)
if not autoTrigger and a.Owner == GDI then
autoTrigger = true
Trigger.RemoveFootprintTrigger(id)
Build(AutoUnits, true, function(actor)
Trigger.OnKilled(actor, NodUnitKilled)
IdleHunt(actor)
end)
Trigger.AfterDelay(DateTime.Seconds(4), function()
IdleHunt(tank)
end)
end
end)
Trigger.OnEnteredFootprint(GDIHeliTrigger, function(a, id)
if not gdiHeliTrigger and a.Owner == GDI then
gdiHeliTrigger = true
Trigger.RemoveFootprintTrigger(id)
Reinforcements.ReinforceWithTransport(GDI, "tran", nil, { HeliEntry.Location, GDIHeliLZ.Location })
end
end)
Camera.Position = GDIReinforcementsWP1.CenterPosition
end