Files
OpenRA/mods/cnc/maps/nod06a/nod06a.lua
2021-07-03 00:25:53 +02:00

189 lines
7.1 KiB
Lua

--[[
Copyright 2007-2021 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.
]]
Difficulty = Map.LobbyOption("difficulty")
NodStartUnitsRight =
{
tough = { 'ltnk', 'bike', 'e1', 'e1', 'e3', 'e3' },
hard = { 'ltnk', 'bike', 'e1', 'e1', 'e3', 'e3', 'e3' },
normal = { 'ltnk', 'bike', 'bike', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3', 'e3' },
easy = { 'ltnk', 'ltnk', 'bike', 'bike', 'e1', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3', 'e3' }
}
NodStartUnitsLeft =
{
tough = { 'ltnk', 'ltnk', 'bggy', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3' },
hard = { 'ltnk', 'ltnk', 'bggy', 'e1', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3' },
normal = { 'ltnk', 'ltnk', 'bggy', 'bggy', 'e1', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3', 'e3', 'e3' },
easy = { 'ltnk', 'ltnk', 'ltnk', 'bggy', 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3', 'e3', 'e3' }
}
Chn1Units = { 'e1', 'e1', 'e1', 'e1', 'e1' }
Chn2Units = { 'e2', 'e2', 'e2', 'e2', 'e2' }
Obj2Units = { 'ltnk', 'bike', 'e1', 'e1', 'e1' }
Chn3CellTriggerActivator = { CPos.New(49,58), CPos.New(48,58), CPos.New(49,57), CPos.New(48,57), CPos.New(49,56), CPos.New(48,56), CPos.New(49,55), CPos.New(48,55) }
DzneCellTriggerActivator = { CPos.New(61,45), CPos.New(60,45), CPos.New(59,45), CPos.New(58,45), CPos.New(57,45), CPos.New(61,44), CPos.New(60,44), CPos.New(59,44), CPos.New(58,44), CPos.New(57,44), CPos.New(61,43), CPos.New(60,43), CPos.New(58,43), CPos.New(57,43), CPos.New(61,42), CPos.New(60,42), CPos.New(59,42), CPos.New(58,42), CPos.New(57,42), CPos.New(61,41), CPos.New(60,41), CPos.New(59,41), CPos.New(58,41), CPos.New(57,41) }
DetonatorArea = { CPos.New(59,43) }
EvacuationArea = { CPos.New(54,58), CPos.New(53,58), CPos.New(52,58), CPos.New(54,57), CPos.New(53,57), CPos.New(52,57), CPos.New(54,56), CPos.New(53,56), CPos.New(52,56), CPos.New(54,55), CPos.New(53,55), CPos.New(52,55) }
Grd2ActorTriggerActivator = { Guard1, Guard2, Guard3 }
Atk1ActorTriggerActivator = { Atk1Activator1, Atk1Activator2 }
Atk2ActorTriggerActivator = { Atk2Activator1, Atk2Activator2 }
Chn1ActorTriggerActivator = { Chn1Activator1, Chn1Activator2, Chn1Activator3, Chn1Activator4, Chn1Activator5 }
Chn2ActorTriggerActivator = { Chn2Activator1, Chn2Activator2, Chn2Activator3 }
GDIVillage = { Chn1Activator1, Chn1Activator2, Chn1Activator3, Chn1Activator4, Chn1Activator5, Chn2Activator1, Chn2Activator2, Chn2Activator3, Atk3Activator }
Chn1Waypoints = { ChnEntry.Location, waypoint5.Location }
Chn2Waypoints = { ChnEntry.Location, waypoint6.Location }
Gdi3Waypoints = { waypoint1, waypoint3, waypoint7, waypoint8, waypoint9 }
Gdi4Waypoints = { waypoint4, waypoint10, waypoint9, waypoint11, waypoint9, waypoint10 }
Gdi5Waypoints = { waypoint1, waypoint4 }
Gdi6Waypoints = { waypoint2, waypoints3 }
Grd2TriggerFunction = function()
if not Grd2Switch then
for type, count in pairs({ ['e1'] = 2, ['e2'] = 1, ['jeep'] = 1 }) do
MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), Gdi4Waypoints)
end
Grd2Swicth = true
end
end
Atk1TriggerFunction = function()
if not Atk1Switch then
for type, count in pairs({ ['e1'] = 3, ['e2'] = 3, ['jeep'] = 1 }) do
MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), Gdi5Waypoints)
end
Atk1Switch = true
end
end
Atk2TriggerFunction = function()
if not Atk2Switch then
for type, count in pairs({ ['mtnk'] = 1, ['jeep'] = 1 }) do
MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), Gdi6Waypoints)
end
Atk2Switch = true
end
end
Atk3TriggerFunction = function()
if not Atk3Switch then
Atk3Switch = true
if not CommCenter.IsDead then
local targets = Nod.GetGroundAttackers()
local target = targets[DateTime.GameTime % #targets + 1].CenterPosition
if target then
CommCenter.TargetAirstrike(target, Angle.NorthEast + Angle.New(16))
end
end
end
end
InsertNodUnits = function()
NodStartUnitsRight = NodStartUnitsRight[Difficulty]
NodStartUnitsLeft = NodStartUnitsLeft[Difficulty]
Camera.Position = UnitsRallyRight.CenterPosition
Media.PlaySpeechNotification(Nod, "Reinforce")
Reinforcements.Reinforce(Nod, NodStartUnitsLeft, { UnitsEntryLeft.Location, UnitsRallyLeft.Location }, 15)
Reinforcements.Reinforce(Nod, NodStartUnitsRight, { UnitsEntryRight.Location, UnitsRallyRight.Location }, 15)
end
WorldLoaded = function()
Nod = Player.GetPlayer("Nod")
GDI = Player.GetPlayer("GDI")
InitObjectives(Nod)
StealDetonator = Nod.AddObjective("Steal the GDI nuclear detonator.")
DestroyVillage = Nod.AddObjective("Destroy the houses of the GDI supporters\nin the village.", "Secondary", false)
InsertNodUnits()
Trigger.AfterDelay(DateTime.Seconds(3), function()
MoveAndHunt(Utils.Take(2, GDI.GetActorsByType("mtnk")), Gdi3Waypoints)
end)
Utils.Do(Grd2ActorTriggerActivator, function(actor)
Trigger.OnDiscovered(actor, Grd2TriggerFunction)
end)
Utils.Do(Atk1ActorTriggerActivator, function(actor)
Trigger.OnDamaged(actor, Atk1TriggerFunction)
end)
Utils.Do(Atk2ActorTriggerActivator, function(actor)
Trigger.OnDamaged(actor, Atk2TriggerFunction)
end)
if Difficulty == "tough" then
Trigger.OnDamaged(Atk3Activator, Atk3TriggerFunction)
end
Trigger.OnAllKilled(Chn1ActorTriggerActivator, function()
local cargo = Reinforcements.ReinforceWithTransport(GDI, 'tran', Chn1Units, Chn1Waypoints, { waypoint14.Location })[2]
Utils.Do(cargo, IdleHunt)
end)
Trigger.OnAllKilled(Chn2ActorTriggerActivator, function()
local cargo = Reinforcements.ReinforceWithTransport(GDI, 'tran', Chn2Units, Chn2Waypoints, { waypoint14.Location })[2]
Utils.Do(cargo, IdleHunt)
end)
Trigger.OnEnteredFootprint(Chn3CellTriggerActivator, function(a, id)
if a.Owner == Nod then
Media.PlaySpeechNotification(Nod, "Reinforce")
Reinforcements.ReinforceWithTransport(Nod, 'tran', nil, { ChnEntry.Location, waypoint17.Location })
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnEnteredFootprint(DzneCellTriggerActivator, function(a, id)
if a.Owner == Nod then
Actor.Create('flare', true, { Owner = Nod, Location = waypoint17.Location })
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnAllRemovedFromWorld(GDIVillage, function()
Nod.MarkCompletedObjective(DestroyVillage)
Media.PlaySpeechNotification(Nod, "Reinforce")
Reinforcements.Reinforce(Nod, Obj2Units, { Obj2UnitsEntry.Location, waypoint13.Location }, 15)
end)
Trigger.OnEnteredFootprint(DetonatorArea, function(a, id)
if a.Owner == Nod then
EvacuateObjective = Nod.AddObjective("Move to the evacuation point.")
Nod.MarkCompletedObjective(StealDetonator)
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnEnteredFootprint(EvacuationArea, function(a, id)
if a.Owner == Nod and EvacuateObjective then
Nod.MarkCompletedObjective(EvacuateObjective)
Trigger.RemoveFootprintTrigger(id)
end
end)
end
Tick = function()
if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then
Nod.MarkFailedObjective(StealDetonator)
if EvacuateObjective then
Nod.MarkFailedObjective(EvacuateObjective)
end
end
end