Files
OpenRA/mods/cnc/maps/nod06b/nod06b.lua
clemty 2bbc1fcda4 LUA and trait documentation fixes
- Typo in documentation ("proximitry").
- Add spaces between sentences.
- Remove most occurrences of "  " (two spaces) unless clearly used as indendation
- Punctuation (although no fullstop after filenames like "notifications.yaml").
2015-08-24 19:41:15 +02:00

190 lines
6.8 KiB
Lua

NodUnitsVehicle1 = { 'bggy', 'bggy', 'bike', 'bike', 'bike' }
NodUnitsVehicle2 = { 'ltnk', 'ltnk', 'ltnk' }
NodUnitsGunner = { 'e1', 'e1', 'e1', 'e1', 'e1', 'e1' }
NodUnitsRocket = { 'e3', 'e3', 'e3', 'e3', 'e3', 'e3' }
Gdi1Units = { 'e1', 'e1', 'e2', 'e2', 'e2' }
HuntCellTriggerActivator = { CPos.New(61,34), CPos.New(60,34), CPos.New(59,34), CPos.New(58,34), CPos.New(57,34), CPos.New(56,34), CPos.New(55,34), CPos.New(61,33), CPos.New(60,33), CPos.New(59,33), CPos.New(58,33), CPos.New(57,33), CPos.New(56,33) }
DzneCellTriggerActivator = { CPos.New(50,30), CPos.New(49,30), CPos.New(48,30), CPos.New(47,30), CPos.New(46,30), CPos.New(45,30), CPos.New(50,29), CPos.New(49,29), CPos.New(48,29), CPos.New(47,29), CPos.New(46,29), CPos.New(45,29), CPos.New(50,28), CPos.New(49,28), CPos.New(48,28), CPos.New(47,28), CPos.New(46,28), CPos.New(45,28), CPos.New(50,27), CPos.New(49,27), CPos.New(46,27), CPos.New(45,27), CPos.New(50,26), CPos.New(49,26), CPos.New(48,26), CPos.New(47,26), CPos.New(46,26), CPos.New(45,26), CPos.New(50,25), CPos.New(49,25), CPos.New(48,25), CPos.New(47,25), CPos.New(46,25), CPos.New(45,25) }
Win1CellTriggerActivator = { CPos.New(47,27) }
Win2CellTriggerActivator = { CPos.New(57,57), CPos.New(56,57), CPos.New(55,57), CPos.New(57,56), CPos.New(56,56), CPos.New(55,56), CPos.New(57,55), CPos.New(56,55), CPos.New(55,55), CPos.New(57,54), CPos.New(56,54), CPos.New(55,54), CPos.New(57,53), CPos.New(56,53), CPos.New(55,53), CPos.New(57,52), CPos.New(56,52), CPos.New(55,52) }
ChnCellTriggerActivator = { CPos.New(61,52), CPos.New(60,52), CPos.New(59,52), CPos.New(58,52), CPos.New(61,51), CPos.New(60,51), CPos.New(59,51), CPos.New(58,51), CPos.New(61,50), CPos.New(60,50), CPos.New(59,50), CPos.New(58,50) }
Chn1ActorTriggerActivator = { Chn1Actor1, Chn1Actor2 }
Chn2ActorTriggerActivator = { Chn2Actor1 }
Atk1ActorTriggerActivator = { Atk1Actor1, Atk1Actor2 }
Atk2ActorTriggerActivator = { Atk2Actor1, Atk2Actor2 }
Chn1Waypoints = { ChnEntry.Location, waypoint0.Location }
Chn2Waypoints = { ChnEntry.Location, waypoint0.Location }
Gdi5Waypoint = { waypoint1, waypoint2, waypoint3, waypoint4, waypoint5, waypoint6, waypoint7 }
HuntTriggerFunction = function()
local list = GDI.GetGroundAttackers()
Utils.Do(list, function(unit)
IdleHunt(unit)
end)
end
Win1TriggerFunction = function()
NodObjective2 = Nod.AddPrimaryObjective("Move to the evacuation point.")
Nod.MarkCompletedObjective(NodObjective1)
end
Chn1TriggerFunction = function()
if not Chn1Switch then
local cargo = Reinforcements.ReinforceWithTransport(GDI, 'tran', Gdi1Units, Chn1Waypoints, { ChnEntry.Location })[2]
Utils.Do(cargo, function(actor)
IdleHunt(actor)
end)
Chn1Switch = true
end
end
Atk1TriggerFunction = function()
if not Atk1Switch then
for type, count in pairs({ ['e2'] = 2, ['jeep'] = 1, ['e1'] = 2}) do
MyActors = Utils.Take(count, GDI.GetActorsByType(type))
Utils.Do(MyActors, function(actor)
IdleHunt(actor)
end)
end
Atk1Switch = true
end
end
Atk2TriggerFunction = function()
if not Atk2Switch then
for type, count in pairs({ ['e2'] = 2, ['e1'] = 2}) do
MyActors = Utils.Take(count, GDI.GetActorsByType(type))
Utils.Do(MyActors, function(actor)
MoveAndHunt(actor, Gdi5Waypoint)
end)
end
Atk2Switch = true
end
end
Chn2TriggerFunction = function()
if not Chn2Switch then
local cargo = Reinforcements.ReinforceWithTransport(GDI, 'tran', Gdi1Units, Chn2Waypoints, { ChnEntry.Location })[2]
Utils.Do(cargo, function(actor)
IdleHunt(actor)
end)
Chn2Switch = true
end
end
MoveAndHunt = function(unit, waypoints)
if unit ~= nil then
Utils.Do(waypoints, function(waypoint)
unit.AttackMove(waypoint.Location)
end)
IdleHunt(unit)
end
end
InsertNodUnits = function()
Media.PlaySpeechNotification(Nod, "Reinforce")
Camera.Position = UnitsRallyVehicle2.CenterPosition
Reinforcements.Reinforce(Nod, NodUnitsVehicle1, { UnitsEntryVehicle.Location, UnitsRallyVehicle1.Location }, 10)
Reinforcements.Reinforce(Nod, NodUnitsVehicle2, { UnitsEntryVehicle.Location, UnitsRallyVehicle2.Location }, 15)
Reinforcements.Reinforce(Nod, NodUnitsGunner, { UnitsEntryGunner.Location, UnitsRallyGunner.Location }, 15)
Reinforcements.Reinforce(Nod, NodUnitsRocket, { UnitsEntryRocket.Location, UnitsRallyRocket.Location }, 25)
end
WorldLoaded = function()
GDI = Player.GetPlayer("GDI")
Nod = Player.GetPlayer("Nod")
Trigger.OnObjectiveAdded(Nod, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
Trigger.OnObjectiveCompleted(Nod, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
end)
Trigger.OnObjectiveFailed(Nod, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
end)
Trigger.OnPlayerWon(Nod, function()
Media.PlaySpeechNotification(Nod, "Win")
end)
Trigger.OnPlayerLost(Nod, function()
Media.PlaySpeechNotification(Nod, "Lose")
end)
NodObjective1 = Nod.AddPrimaryObjective("Steal the GDI nuclear detonator.")
GDIObjective = GDI.AddPrimaryObjective("Stop the Nod taskforce from escaping with the detonator.")
InsertNodUnits()
Trigger.OnEnteredFootprint(HuntCellTriggerActivator, function(a, id)
if a.Owner == Nod then
HuntTriggerFunction()
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.OnEnteredFootprint(Win1CellTriggerActivator, function(a, id)
if a.Owner == Nod then
Win1TriggerFunction()
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnEnteredFootprint(Win2CellTriggerActivator, function(a, id)
if a.Owner == Nod and NodObjective2 then
Nod.MarkCompletedObjective(NodObjective2)
Trigger.RemoveFootprintTrigger(id)
end
end)
OnAnyDamaged(Chn1ActorTriggerActivator, Chn1TriggerFunction)
OnAnyDamaged(Atk1ActorTriggerActivator, Atk1TriggerFunction)
OnAnyDamaged(Atk2ActorTriggerActivator, Atk2TriggerFunction)
OnAnyDamaged(Chn2ActorTriggerActivator, Chn2TriggerFunction)
Trigger.OnEnteredFootprint(ChnCellTriggerActivator, function(a, id)
if a.Owner == Nod then
Media.PlaySpeechNotification(Nod, "Reinforce")
Reinforcements.ReinforceWithTransport(Nod, 'tran', nil, { ChnEntry.Location, waypoint17.Location }, nil, nil, nil)
Trigger.RemoveFootprintTrigger(id)
end
end)
end
Tick = function()
if Nod.HasNoRequiredUnits() then
if DateTime.GameTime > 2 then
GDI.MarkCompletedObjective(GDIObjective)
end
end
end
IdleHunt = function(unit)
if not unit.IsDead then
Trigger.OnIdle(unit, unit.Hunt)
end
end
OnAnyDamaged = function(actors, func)
Utils.Do(actors, function(actor)
Trigger.OnDamaged(actor, func)
end)
end