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OpenRA/mods/ts/maps/fields-of-green/fields-of-green.lua

140 lines
3.5 KiB
Lua

--[[
Copyright 2007-2019 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.
]]
NForce = { "e1", "e1", "e1", "e3", "cyborg", "cyborg" }
NForcePath = { NodW.Location }
NForceInterval = 5
VNForce = { "bike", "bike", "bggy", "bggy", "e1", "e1", "e3" }
VNForcePath = { South.Location }
VNForceInterval = 15
GForce = { "e1", "e1", "e1", "e1", "e2", "e1", "e2" }
GForcePath = { GDIW.Location }
GForceInterval = 5
VGForce = { "e2", "smech", "smech", "e1", "e1", "apc" }
VGForcePath = { North.Location }
VGForceInterval = 15
ProducedUnitTypes =
{
{ nodhand1, { "e1", "e3" } },
{ gdibar1, { "e1", "e2" } }
}
ProduceUnits = function(t)
local factory = t[1]
if not factory.IsDead then
local unitType = t[2][Utils.RandomInteger(1, #t[2] + 1)]
factory.Wait(Actor.BuildTime(unitType))
factory.Produce(unitType)
factory.CallFunc(function() ProduceUnits(t) end)
end
end
SetupFactories = function()
Utils.Do(ProducedUnitTypes, function(pair)
Trigger.OnProduction(pair[1], function(_, a) BindActorTriggers(a) end)
end)
end
SetupInvulnerability = function()
Utils.Do(Map.NamedActors, function(actor)
if actor.HasProperty("AcceptsCondition") and actor.AcceptsCondition("unkillable") then
actor.GrantCondition("unkillable")
end
end)
end
SendNodInfantry = function()
local units = Reinforcements.Reinforce(nod, NForce, NForcePath, NForceInterval)
Utils.Do(units, function(unit)
BindActorTriggers(unit)
if unit.HasProperty("AttackMove") then
unit.AttackMove(GDIBase.Location)
else
unit.Move(GDIBase.Location)
end
end)
Trigger.AfterDelay(DateTime.Seconds(60), SendNodInfantry)
end
SendNodVehicles = function()
local units = Reinforcements.Reinforce(nod, VNForce, VNForcePath, VNForceInterval)
Utils.Do(units, function(unit)
BindActorTriggers(unit)
if unit.HasProperty("AttackMove") then
unit.AttackMove(GDIBase.Location)
else
unit.Move(GDIBase.Location)
end
end)
Trigger.AfterDelay(DateTime.Seconds(110), SendNodVehicles)
end
SendGDIInfantry = function()
local units = Reinforcements.Reinforce(gdi, GForce, GForcePath, GForceInterval)
Utils.Do(units, function(unit)
BindActorTriggers(unit)
if unit.HasProperty("AttackMove") then
unit.AttackMove(NodBase.Location)
else
unit.Move(NodBase.Location)
end
end)
Trigger.AfterDelay(DateTime.Seconds(60), SendGDIInfantry)
end
SendGDIVehicles = function()
local units = Reinforcements.Reinforce(gdi, VGForce, VGForcePath, VGForceInterval)
Utils.Do(units, function(unit)
BindActorTriggers(unit)
if unit.HasProperty("AttackMove") then
unit.AttackMove(NodBase.Location)
else
unit.Move(NodBase.Location)
end
end)
Trigger.AfterDelay(DateTime.Seconds(110), SendGDIVehicles)
end
BindActorTriggers = function(a)
if a.HasProperty("Hunt") then
Trigger.OnIdle(a, a.Hunt)
end
if a.HasProperty("HasPassengers") then
Trigger.OnDamaged(a, function()
if a.HasPassengers then
a.Stop()
a.UnloadPassengers()
end
end)
end
end
WorldLoaded = function()
nod = Player.GetPlayer("Nod")
gdi = Player.GetPlayer("GDI")
SetupFactories()
SetupInvulnerability()
Utils.Do(ProducedUnitTypes, ProduceUnits)
SendNodInfantry()
Trigger.AfterDelay(DateTime.Seconds(50), SendNodVehicles)
SendGDIInfantry()
Trigger.AfterDelay(DateTime.Seconds(70), SendGDIVehicles)
end