Files
OpenRA/mods/cnc/maps/gdi04a/gdi04a.lua
Matthias Mailänder b8e261ff2f Code cleanup in the Tiberian Dawn Lua scripts.
Uppercase global variables.
Declare local variables.
Remove unused variable.
2022-09-11 19:44:38 +03:00

142 lines
4.3 KiB
Lua

--[[
Copyright 2007-2022 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.
]]
AutoTrigger = { CPos.New(51, 47), CPos.New(52, 47), CPos.New(53, 47), CPos.New(54, 47) }
GDIHeliTrigger = { CPos.New(27, 55), CPos.New(27, 56), CPos.New(28, 56), CPos.New(28, 57), CPos.New(28, 58), CPos.New(28, 59)}
NodUnits = { "e1", "e1", "e3", "e3" }
AutoUnits = { "e1", "e1", "e3" }
KillsUntilReinforcements = 12
HeliDelay = { 83, 137, 211 }
GDIReinforcements = { "e2", "e2", "e2", "e2", "e2" }
GDIReinforcementsWaypoints = { GDIReinforcementsEntry.Location, GDIReinforcementsWP1.Location }
GDIReinforcementsLeft = 3
NodHelis =
{
{ delay = DateTime.Seconds(HeliDelay[1]), entry = { NodHeliEntry.Location, NodHeliLZ1.Location }, types = { "e1", "e1", "e3" } },
{ delay = DateTime.Seconds(HeliDelay[2]), entry = { NodHeliEntry.Location, NodHeliLZ2.Location }, types = { "e1", "e1", "e1", "e1" } },
{ delay = DateTime.Seconds(HeliDelay[3]), entry = { NodHeliEntry.Location, NodHeliLZ3.Location }, types = { "e1", "e1", "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.types, heli.entry, { heli.entry[1] })
Utils.Do(units[2], function(actor)
IdleHunt(actor)
Trigger.OnKilled(actor, NodUnitKilled)
end)
Trigger.AfterDelay(heli.delay, function() SendHeli(heli) 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
BuildNod = function()
local after = function(team)
Utils.Do(team, function(actor)
Trigger.OnIdle(actor, actor.Hunt)
Trigger.OnKilled(actor, NodUnitKilled)
end)
Trigger.OnAllKilled(team, BuildNod)
end
ProduceUnits(Nod, HandOfNod, nil, function() return NodUnits end, after)
end
BuildAuto = function()
local after = function(team)
Utils.Do(team, function(actor)
Trigger.OnIdle(actor, actor.Hunt)
Trigger.OnKilled(actor, NodUnitKilled)
end)
end
local delay = function() return DateTime.Seconds(5) end
ProduceUnits(Nod, HandOfNod, delay, function() return AutoUnits end, after)
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(Nod), function(unit)
Trigger.OnKilled(unit, NodUnitKilled)
end)
Hunter1.Hunt()
Hunter2.Hunt()
Trigger.OnRemovedFromWorld(crate, function() GDI.MarkCompletedObjective(GDIObjective) end)
end
WorldLoaded = function()
GDI = Player.GetPlayer("GDI")
Nod = Player.GetPlayer("Nod")
SetupWorld()
InitObjectives(GDI)
GDIObjective = GDI.AddObjective("Retrieve the crate with the stolen rods.")
ReinforcementsObjective = GDI.AddObjective("Eliminate " .. KillsUntilReinforcements .. " Nod units for reinforcements.", "Secondary", false)
BuildNod()
Utils.Do(NodHelis, function(heli)
Trigger.AfterDelay(heli.delay, function() SendHeli(heli) end)
end)
Trigger.OnEnteredFootprint(AutoTrigger, function(a, id)
if not AutoTriggered and a.Owner == GDI then
AutoTriggered = true
Trigger.RemoveFootprintTrigger(id)
BuildAuto()
end
end)
Trigger.OnEnteredFootprint(GDIHeliTrigger, function(a, id)
if not GDIHeliTriggered and a.Owner == GDI then
GDIHeliTriggered = true
Trigger.RemoveFootprintTrigger(id)
Reinforcements.ReinforceWithTransport(GDI, "tran", nil, { GDIHeliEntry.Location, GDIHeliLZ.Location })
end
end)
Camera.Position = Actor56.CenterPosition
end