172 lines
6.4 KiB
Lua
172 lines
6.4 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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WaypointGroup1 = { waypoint1, waypoint2, waypoint3, waypoint9, waypoint10 }
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WaypointGroup2 = { waypoint5, waypoint6, waypoint7, waypoint8 }
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WaypointGroup3 = { waypoint1, waypoint2, waypoint4, waypoint11 }
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GDI1 = { units = { ['e2'] = 2, ['e3'] = 2 }, waypoints = WaypointGroup1, delay = 30 }
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GDI2 = { units = { ['mtnk'] = 1 }, waypoints = WaypointGroup2, delay = 40 }
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GDI3 = { units = { ['e1'] = 3, ['e2'] = 3 }, waypoints = WaypointGroup3, delay = 40 }
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GDI4 = { units = { ['jeep'] = 2 }, waypoints = WaypointGroup2, delay = 20 }
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Auto1 = { units = { ['e1'] = 3, ['e2'] = 1 }, waypoints = WaypointGroup2, delay = 30 }
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Auto2 = { units = { ['e1'] = 2, ['e2'] = 1 }, waypoints = WaypointGroup3, delay = 40 }
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Auto3 = { units = { ['e1'] = 2, ['e2'] = 2 }, waypoints = WaypointGroup1, delay = 30 }
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Auto4 = { units = { ['mtnk'] = 1 }, waypoints = WaypointGroup1, delay = 30 }
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Auto5 = { units = { ['mtnk'] = 1 }, waypoints = WaypointGroup3, delay = 40 }
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Auto6 = { units = { ['jeep'] = 1 }, waypoints = WaypointGroup3, delay = 40 }
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Auto7 = { units = { ['jeep'] = 1 }, waypoints = WaypointGroup1, delay = 50 }
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AutoAttackWaves = { GDI1, GDI2, GDI3, GDI4, Auto1, Auto2, Auto3, Auto4, Auto5, Auto6, Auto7 }
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NodBase = { NodCYard, NodNuke, NodHand }
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Outpost = { OutpostCYard, OutpostProc }
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IntroGuards = { Actor171, Actor172, Actor173, Actor145, Actor159, Actor160, Actor161 }
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OutpostGuards = { Actor177, Actor178, Actor180, Actor187, Actor188, Actor185, Actor186, Actor184, Actor148, Actor179, Actor176, Actor183, Actor182 }
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IntroReinforcements = { "e1", "e1", "e1", "e1", "e1", "e1", "e3", "e3", "e3", "e3" }
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NodBaseTrigger = { CPos.New(52, 2), CPos.New(52, 3), CPos.New(52, 4), CPos.New(52, 5), CPos.New(52, 6), CPos.New(52, 7), CPos.New(52, 8) }
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AirstrikeDelay = DateTime.Minutes(2) + DateTime.Seconds(30)
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NodBaseCapture = function()
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Nod.MarkCompletedObjective(LocateNodBase)
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Utils.Do(NodBase, function(actor)
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actor.Owner = Nod
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end)
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Media.PlaySpeechNotification(Nod, "NewOptions")
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end)
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end
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-- Provide Nod with a helicopter until the outpost got captured
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SendHelicopter = function()
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Trigger.AfterDelay(DateTime.Seconds(5), function()
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if not Nod.IsObjectiveCompleted(CaptureGDIOutpost) then
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Media.PlaySpeechNotification(Nod, "Reinforce")
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local heli = Reinforcements.ReinforceWithTransport(Nod, "tran", nil, { ReinforcementsHelicopterSpawn.Location, waypoint0.Location })[1]
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Trigger.OnKilled(heli, SendHelicopter)
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end
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end)
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end
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SendGDIAirstrike = function(hq, delay)
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if not hq.IsDead and hq.Owner == GDI then
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local target = GetAirstrikeTarget(Nod)
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if target then
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hq.TargetAirstrike(target, Angle.NorthEast + Angle.New(16))
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Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end)
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else
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Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end)
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end
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end
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end
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SendWaves = function(counter, Waves)
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if counter <= #Waves then
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local team = Waves[counter]
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for type, amount in pairs(team.units) do
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MoveAndHunt(Utils.Take(amount, GDI.GetActorsByType(type)), team.waypoints)
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end
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Trigger.AfterDelay(DateTime.Seconds(team.delay), function() SendWaves(counter + 1, Waves) end)
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end
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end
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Trigger.OnAllKilled(IntroGuards, function()
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FlareCamera1 = Actor.Create("camera", true, { Owner = Nod, Location = waypoint25.Location })
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FlareCamera2 = Actor.Create("camera", true, { Owner = Nod, Location = FlareExtraCamera.Location })
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Flare = Actor.Create("flare", true, { Owner = Nod, Location = waypoint25.Location })
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SendHelicopter()
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Nod.MarkCompletedObjective(LocateNodBase)
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NodBaseCapture()
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end)
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Trigger.OnAllKilledOrCaptured(Outpost, function()
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if not Nod.IsObjectiveCompleted(CaptureGDIOutpost) then
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Nod.MarkCompletedObjective(CaptureGDIOutpost)
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Trigger.AfterDelay(DateTime.Minutes(1), function()
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if not GDIHQ.IsDead and (not NodHand.IsDead or not NodNuke.IsDead) then
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local airstrikeproxy = Actor.Create("airstrike.proxy", false, { Owner = GDI })
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airstrikeproxy.TargetAirstrike(AirstrikeTarget.CenterPosition, Angle.NorthEast + Angle.New(16))
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airstrikeproxy.Destroy()
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end
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end)
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Trigger.AfterDelay(DateTime.Seconds(15), function()
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Utils.Do(OutpostGuards, IdleHunt)
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end)
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Trigger.AfterDelay(DateTime.Minutes(1), function()
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FlareCamera1.Destroy()
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FlareCamera2.Destroy()
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Flare.Destroy()
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end)
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Trigger.AfterDelay(DateTime.Minutes(1), function() SendWaves(1, AutoAttackWaves) end)
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Trigger.AfterDelay(AirstrikeDelay, function() SendGDIAirstrike(GDIHQ, AirstrikeDelay) end)
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Trigger.AfterDelay(DateTime.Minutes(2), function() ProduceInfantry(GDIPyle) end)
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Trigger.AfterDelay(DateTime.Minutes(3), function() ProduceVehicle(GDIWeap) end)
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end
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end)
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Trigger.OnCapture(OutpostCYard, function()
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Trigger.AfterDelay(DateTime.Seconds(4), function()
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Media.PlaySpeechNotification(Nod, "NewOptions")
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end)
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end)
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Trigger.OnAnyKilled(Outpost, function()
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if not Nod.IsObjectiveCompleted(CaptureGDIOutpost) then
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Nod.MarkFailedObjective(CaptureGDIOutpost)
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end
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end)
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Trigger.OnEnteredFootprint(NodBaseTrigger, function(a, id)
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if not Nod.IsObjectiveCompleted(LocateNodBase) and a.Owner == Nod then
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NodBaseCapture()
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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WorldLoaded = function()
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Nod = Player.GetPlayer("Nod")
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GDI = Player.GetPlayer("GDI")
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Camera.Position = waypoint26.CenterPosition
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Media.PlaySpeechNotification(Nod, "Reinforce")
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Reinforcements.ReinforceWithTransport(Nod, "tran.in", IntroReinforcements, { ReinforcementsHelicopterSpawn.Location, ReinforcementsHelicopterRally.Location }, { ReinforcementsHelicopterSpawn.Location })
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StartAI()
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AutoGuard(GDI.GetGroundAttackers())
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InitObjectives(Nod)
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LocateNodBase = Nod.AddObjective("Locate the Nod base.")
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CaptureGDIOutpost = Nod.AddObjective("Capture the GDI outpost.")
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NodObjective3 = Nod.AddObjective("Eliminate all GDI forces in the area.")
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GDIObjective = GDI.AddObjective("Eliminate all Nod forces in the area.")
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end
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Tick = function()
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if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then
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GDI.MarkCompletedObjective(GDIObjective)
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end
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if DateTime.GameTime > 2 and GDI.HasNoRequiredUnits() then
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Nod.MarkCompletedObjective(NodObjective3)
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end
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end
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