Files
OpenRA/mods/cnc/maps/nod02b/nod02b.lua
2020-10-18 14:33:52 +01:00

118 lines
4.0 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.
]]
NodUnits = { "bggy", "e1", "e1", "e1", "e1", "e1", "bggy", "e1", "e1", "e1", "bggy" }
NodBaseBuildings = { "hand", "fact", "nuke" }
GDIBase = { Refinery, Barracks, Powerplant, Yard }
Guards = { Guard1, Guard2, Guard3, Guard4, Guard5, Guard6, Guard7 }
Atk1CellTriggerActivator = { CPos.New(45,37), CPos.New(44,37), CPos.New(45,36), CPos.New(44,36), CPos.New(45,35), CPos.New(44,35), CPos.New(45,34), CPos.New(44,34) }
Atk4CellTriggerActivator = { CPos.New(50,47), CPos.New(49,47), CPos.New(48,47), CPos.New(47,47), CPos.New(46,47), CPos.New(45,47), CPos.New(44,47), CPos.New(43,47), CPos.New(42,47), CPos.New(41,47), CPos.New(40,47), CPos.New(39,47), CPos.New(38,47), CPos.New(37,47), CPos.New(50,46), CPos.New(49,46), CPos.New(48,46), CPos.New(47,46), CPos.New(46,46), CPos.New(45,46), CPos.New(44,46), CPos.New(43,46), CPos.New(42,46), CPos.New(41,46), CPos.New(40,46), CPos.New(39,46), CPos.New(38,46) }
Atk1Waypoints = { waypoint2, waypoint4, waypoint5, waypoint6 }
Atk2Waypoints = { waypoint2, waypoint5, waypoint7, waypoint6 }
Atk3Waypoints = { waypoint2, waypoint4, waypoint5, waypoint9 }
Atk4Waypoints = { waypoint0, waypoint8, waypoint9 }
Pat1Waypoints = { waypoint0, waypoint1, waypoint2, waypoint3 }
GetAttackers = function(amount)
local units = GDI.GetActorsByType("e1")
if amount > #units then
return units
end
return Utils.Take(amount, units)
end
WorldLoaded = function()
Nod = Player.GetPlayer("Nod")
GDI = Player.GetPlayer("GDI")
InitObjectives(Nod)
BuildBase = Nod.AddObjective("Build a base.")
DestroyGDI = Nod.AddObjective("Destroy the GDI base.")
GDIObjective = GDI.AddObjective("Kill all enemies.")
Utils.Do(Guards, function(actor)
Trigger.OnDamaged(actor, function()
if Atk3TriggerSwitch then
return
end
Atk3TriggerSwitch = true
MoveAndHunt(GetAttackers(4), Atk3Waypoints)
end)
end)
Trigger.OnAllRemovedFromWorld(GDIBase, function()
Utils.Do(GDI.GetGroundAttackers(), IdleHunt)
end)
Trigger.AfterDelay(DateTime.Seconds(40), function()
MoveAndHunt(GetAttackers(3), Atk2Waypoints)
end)
Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(15), function()
MoveAndHunt(GetAttackers(3), Atk2Waypoints)
end)
Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(20), function()
MoveAndHunt(GetAttackers(3), Atk3Waypoints)
end)
Trigger.AfterDelay(DateTime.Seconds(50), function()
MoveAndHunt(GetAttackers(3), Atk4Waypoints)
end)
Trigger.AfterDelay(DateTime.Seconds(30), function()
MoveAndHunt(GetAttackers(3), Pat1Waypoints)
end)
Trigger.OnEnteredFootprint(Atk1CellTriggerActivator, function(a, id)
if a.Owner == Nod then
MoveAndHunt(GetAttackers(5), Atk1Waypoints)
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnEnteredFootprint(Atk4CellTriggerActivator, function(a, id)
if a.Owner == Nod then
MoveAndHunt(GetAttackers(3), Atk2Waypoints)
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.AfterDelay(0, function()
Utils.Do(GDI.GetActorsByType("e1"), function(unit)
RebuildUnit({ unit }, GDI, Barracks)
end)
end)
Media.PlaySpeechNotification(Nod, "Reinforce")
Reinforcements.Reinforce(Nod, NodUnits, { UnitsEntry.Location, UnitsRally.Location }, 15)
Reinforcements.Reinforce(Nod, { "mcv" }, { McvEntry.Location, McvRally.Location })
end
Tick = function()
if GDI.HasNoRequiredUnits() then
Nod.MarkCompletedObjective(DestroyGDI)
end
if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then
GDI.MarkCompletedObjective(GDIObjective)
end
if DateTime.GameTime % DateTime.Seconds(1) == 0 and not Nod.IsObjectiveCompleted(BuildBase) and CheckForBase(Nod, NodBaseBuildings) then
Nod.MarkCompletedObjective(BuildBase)
end
end