Files
OpenRA/mods/cnc/maps/gdi09/gdi09.lua
2020-06-19 17:28:01 +02:00

172 lines
6.7 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.
]]
InsertionHelicopterType = "tran.insertion"
GDIHeliReinfUnits = { "e2", "e2", "e2", "e3", "e3" }
SamSites = { sam1, sam2, sam3, sam4 }
NodBunkersNorth = { gun3, gun4 }
NodBunkersSouth = { gun1, gun2 }
BoatEscapeTrigger = { CPos.New(2,37) }
WaypointGroup1 = { waypoint1, waypoint2, waypoint8 }
WaypointGroup2 = { waypoint1, waypoint2, waypoint3, waypoint9 }
WaypointGroup3 = { waypoint1, waypoint2, waypoint3, waypoint10, waypoint11, waypoint12, waypoint6, waypoint13 }
WaypointGroup4 = { waypoint1, waypoint2, waypoint3, waypoint4 }
Patrol1Waypoints = { waypoint11.Location, waypoint10.Location }
Patrol2Waypoints = { waypoint1.Location, waypoint2.Location, waypoint3.Location, waypoint4.Location, waypoint5.Location, waypoint4.Location, waypoint3.Location, waypoint2.Location, waypoint1.Location, waypoint6.Location }
Nod1 = { units = { ['e1'] = 2, ['e3'] = 2 }, waypoints = WaypointGroup1, delay = 40 }
Nod2 = { units = { ['e3'] = 2, ['e4'] = 2 }, waypoints = WaypointGroup2, delay = 50 }
Nod3 = { units = { ['e1'] = 2, ['e3'] = 3, ['e4'] = 2 }, waypoints = WaypointGroup1, delay = 50 }
Nod4 = { units = { ['bggy'] = 2 }, waypoints = WaypointGroup2, delay = 50 }
Nod5 = { units = { ['e4'] = 2, ['ltnk'] = 1 }, waypoints = WaypointGroup1, delay = 50 }
Auto1 = { units = { ['e4'] = 2, ['arty'] = 1 }, waypoints = WaypointGroup1, delay = 50 }
Auto2 = { units = { ['e1'] = 2, ['e3'] = 2 }, waypoints = WaypointGroup2, delay = 50 }
Auto3 = { units = { ['e3'] = 2, ['e4'] = 2 }, waypoints = WaypointGroup1, delay = 50 }
Auto4 = { units = { ['e1'] = 3, ['e4'] = 1 }, waypoints = WaypointGroup1, delay = 50 }
Auto5 = { units = { ['ltnk'] = 1, ['bggy'] = 1 }, waypoints = WaypointGroup1, delay = 60 }
Auto6 = { units = { ['bggy'] = 1 }, waypoints = WaypointGroup2, delay = 50 }
Auto7 = { units = { ['ltnk'] = 1 }, waypoints = WaypointGroup2, delay = 50 }
Auto8 = { units = { ['e4'] = 2, ['bggy'] = 1 }, waypoints = WaypointGroup4, delay = 0 }
Patrols = {
grd1 = { units = { ['e3'] = 3 }, waypoints = Patrol1Waypoints, wait = 40, initialWaypointPlacement = { 1 } },
grd2 = { units = { ['e1'] = 2, ['e3'] = 2, ['e4'] = 2 }, waypoints = Patrol2Waypoints, wait = 20, initialWaypointPlacement = { 4, 10, 1 } }
}
AutoAttackWaves = { Nod1, Nod2, Nod3, Nod4, Nod5, Auto1, Auto2, Auto3, Auto4, Auto5, Auto6, Auto7, Auto8 }
StationaryGuards = { Actor174, Actor173, Actor182, Actor183, Actor184, Actor185, Actor186, Actor187 , Actor199, Actor200, Actor201, Actor202, Actor203, Actor204 }
StartStationaryGuards = function()
Utils.Do(StationaryGuards, function(unit)
if not unit.IsDead then
unit.Patrol( { unit.Location } , true, 20)
end
end)
end
SendWaves = function(counter, Waves)
if counter <= #Waves then
local team = Waves[counter]
for type, amount in pairs(team.units) do
MoveAndHunt(Utils.Take(amount, Nod.GetActorsByType(type)), team.waypoints)
end
Trigger.AfterDelay(DateTime.Seconds(team.delay), function() SendWaves(counter + 1, Waves) end)
end
end
StartPatrols = function()
for k, team in pairs(Patrols) do
local group = 1
for type, amount in pairs(team.units) do
for i = 1, amount do
Reinforcements.Reinforce(Nod, { type }, { team.waypoints[team.initialWaypointPlacement[group]] }, 0, function(unit)
ReplenishPatrolUnit(unit, handofnod, team.waypoints, team.wait)
end)
end
group = group + 1
end
end
Patrols = nil
end
ReplenishPatrolUnit = function(unit, building, waypoints, waitatwaypoint)
unit.Patrol(waypoints, true, waitatwaypoint)
Trigger.OnKilled(unit, function()
local queueUnit = { unit = { unit.Type }, atbuilding = { building }, waypoints = waypoints }
PatrolProductionQueue[#PatrolProductionQueue + 1] = queueUnit
end)
end
SendGDIReinforcements = function()
Media.PlaySpeechNotification(GDI, "Reinforce")
Reinforcements.ReinforceWithTransport(GDI, InsertionHelicopterType, GDIHeliReinfUnits, { GDIHeliEntryNorth.Location, GDIHeliLZ.Location }, { GDIHeliLZ.Location + CVec.New(20, 0) })
end
SendGDIReinforcementChinook = function()
Reinforcements.ReinforceWithTransport(GDI, 'tran', nil, { GDIHeliEntryNorth.Location, GDIHeliLZ.Location })
end
SpawnGunboat = function()
Media.PlaySpeechNotification(GDI, "Reinforce")
Actor.Create("boat", true, { Owner = GDI, Facing = Angle.North, Location = CPos.New(62,37) })
end
WorldLoaded = function()
GDI = Player.GetPlayer("GDI")
Nod = Player.GetPlayer("Nod")
Camera.Position = DefaultCameraPosition.CenterPosition
DestroyBunkers = GDI.AddObjective("Destroy the Nod bunkers to allow Carter's\nconvoy to pass through safely.")
Trigger.OnAllKilled(NodBunkersNorth, function()
GDI.MarkCompletedObjective(DestroyBunkers)
Trigger.AfterDelay(DateTime.Seconds(1), SpawnGunboat)
end)
Trigger.OnAllKilled(NodBunkersSouth, function()
GDI.MarkCompletedObjective(DestroyBunkers)
SendGDIReinforcementChinook()
Trigger.AfterDelay(DateTime.Seconds(1), SpawnGunboat)
end)
Trigger.OnEnteredFootprint(BoatEscapeTrigger, function(a, id)
if a.Type == "boat" then
a.Stop()
a.Destroy()
Media.DisplayMessage("Part of Carter's convoy passed through!")
Media.PlaySoundNotification(GDI, "Beepy6")
end
end)
SecureArea = GDI.AddObjective("Destroy the Nod strike force.")
KillGDI = Nod.AddObjective("Kill all enemies!")
Trigger.AfterDelay(DateTime.Seconds(5), SendGDIReinforcements)
AirSupport = GDI.AddObjective("Destroy the SAM sites to receive air support.", "Secondary", false)
Trigger.OnAllKilled(SamSites, function()
GDI.MarkCompletedObjective(AirSupport)
Actor.Create("airstrike.proxy", true, { Owner = GDI })
end)
Actor.Create("flare", true, { Owner = GDI, Location = DefaultFlareLocation.Location })
StartStationaryGuards()
StartAI()
StartPatrols()
InitObjectives(GDI)
Trigger.AfterDelay(DateTime.Minutes(1), function() SendWaves(1, AutoAttackWaves) end)
Trigger.AfterDelay(DateTime.Minutes(3), function() ProduceInfantry(handofnod) end)
Trigger.AfterDelay(DateTime.Minutes(3), function() ProduceVehicle(nodairfield) end)
local initialArrivingUnits = { Actor175, Actor191, Actor192, Actor193, Actor194, Actor195, Actor196, Actor197, Actor198 }
Utils.Do(initialArrivingUnits, function(unit)
unit.Move(unit.Location + CVec.New(0, 1), 0)
end)
end
Tick = function()
if DateTime.GameTime > DateTime.Seconds(5) then
if GDI.HasNoRequiredUnits() then
Nod.MarkCompletedObjective(KillGDI)
end
if Nod.HasNoRequiredUnits() then
GDI.MarkCompletedObjective(SecureArea)
end
end
end