Files
OpenRA/mods/cnc/maps/gdi04b/gdi04b.lua
2015-07-12 17:27:11 +02:00

191 lines
5.7 KiB
Lua

BhndTrigger = { CPos.New(39, 21), CPos.New(40, 21), CPos.New(41, 21) }
Atk1Trigger = { CPos.New(35, 37) }
Atk2Trigger = { CPos.New(9, 44), CPos.New(10, 44), CPos.New(11, 44), CPos.New(12, 44), CPos.New(13, 44) }
AutoTrigger = { CPos.New(5, 30), CPos.New(6, 30), CPos.New(7, 30), CPos.New(8, 30), CPos.New(9, 30), CPos.New(10, 30), CPos.New(11, 30), CPos.New(12, 30), CPos.New(13, 30) }
GDIHeliTrigger = { CPos.New(11, 11), CPos.New(11, 12), CPos.New(11, 13), CPos.New(11, 14), CPos.New(11, 15), CPos.New(12, 15), CPos.New(13, 15), CPos.New(14, 15), CPos.New(15, 15), CPos.New(16, 15) }
Hunters = { Hunter1, Hunter2, Hunter3, Hunter4, Hunter5 }
NodxUnits = { "e1", "e1", "e3", "e3" }
AutoUnits = { "e1", "e1", "e1", "e3", "e3" }
KillsUntilReinforcements = 12
GDIReinforcements = { "e2", "e2", "e2", "e2", "e2" }
GDIReinforcementsWaypoints = { GDIReinforcementsEntry.Location, GDIReinforcementsWP1.Location }
NodHeli = { { HeliEntry.Location, NodHeliLZ.Location }, { "e1", "e1", "e3", "e3" } }
SendHeli = function(heli)
units = Reinforcements.ReinforceWithTransport(nod, "tran", heli[2], heli[1], { heli[1][1] })
Utils.Do(units[2], function(actor)
actor.Hunt()
Trigger.OnIdle(actor, actor.Hunt)
Trigger.OnKilled(actor, KillCounter)
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() Trigger.AfterDelay(DateTime.Seconds(5), SendGDIReinforcements) end)
Utils.Do(team, function(unit) unit.Stance = "Defend" end)
end)
end
Build = function(unitTypes, repeats, func)
if HandOfNod.IsDead then
return
end
local innerFunc = function(units)
Utils.Do(units, func)
if repeats then
Trigger.OnAllKilled(units, function()
Build(unitTypes, repeats, func)
end)
end
end
if not HandOfNod.Build(unitTypes, innerFunc) then
Trigger.AfterDelay(DateTime.Seconds(5), function()
Build(unitTypes, repeats, func)
end)
end
end
BuildNod1 = function()
Build(NodxUnits, false, function(actor)
Trigger.OnKilled(actor, KillCounter)
actor.Patrol({ NodPatrol1.Location, NodPatrol2.Location, NodPatrol3.Location, NodPatrol4.Location }, false)
Trigger.OnIdle(actor, actor.Hunt)
end)
end
BuildNod2 = function()
Build(NodxUnits, false, function(actor)
Trigger.OnKilled(actor, KillCounter)
actor.Patrol({ NodPatrol1.Location, NodPatrol2.Location }, false)
Trigger.OnIdle(actor, actor.Hunt)
end)
end
BuildAuto = function()
Build(AutoUnits, true, function(actor)
Trigger.OnKilled(actor, KillCounter)
Trigger.OnIdle(actor, actor.Hunt)
end)
end
ReinforcementsSent = false
kills = 0
KillCounter = function() kills = kills + 1 end
Tick = function()
nod.Cash = 1000
if not ReinforcementsSent and kills >= KillsUntilReinforcements then
ReinforcementsSent = true
gdi.MarkCompletedObjective(reinforcementsObjective)
SendGDIReinforcements()
end
if gdi.HasNoRequiredUnits() then
Trigger.AfterDelay(DateTime.Seconds(1), function()
gdi.MarkFailedObjective(gdiObjective)
end)
end
end
SetupWorld = function()
Utils.Do(nod.GetGroundAttackers(), function(unit)
Trigger.OnKilled(unit, KillCounter)
end)
Utils.Do(gdi.GetGroundAttackers(), function(unit)
unit.Stance = "Defend"
end)
Utils.Do(Hunters, function(actor) actor.Hunt() end)
Trigger.OnRemovedFromWorld(crate, function() gdi.MarkCompletedObjective(gdiObjective) end)
end
WorldLoaded = function()
gdi = Player.GetPlayer("GDI")
nod = Player.GetPlayer("Nod")
Trigger.OnObjectiveAdded(gdi, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
Trigger.OnObjectiveCompleted(gdi, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
end)
Trigger.OnObjectiveFailed(gdi, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
end)
Trigger.OnPlayerWon(gdi, function()
Media.PlaySpeechNotification(gdi, "Win")
end)
Trigger.OnPlayerLost(gdi, function()
Media.PlaySpeechNotification(gdi, "Lose")
end)
gdiObjective = gdi.AddPrimaryObjective("Retrieve the crate with the stolen rods.")
reinforcementsObjective = gdi.AddSecondaryObjective("Eliminate " .. KillsUntilReinforcements .. " Nod units for reinforcements.")
nod.AddPrimaryObjective("Defend against the GDI forces.")
SetupWorld()
bhndTrigger = false
Trigger.OnExitedFootprint(BhndTrigger, function(a, id)
if not bhndTrigger and a.Owner == gdi then
bhndTrigger = true
Trigger.RemoveFootprintTrigger(id)
SendHeli(NodHeli)
end
end)
atk1Trigger = false
Trigger.OnExitedFootprint(Atk1Trigger, function(a, id)
if not atk1Trigger and a.Owner == gdi then
atk1Trigger = true
Trigger.RemoveFootprintTrigger(id)
BuildNod1()
end
end)
atk2Trigger = false
Trigger.OnEnteredFootprint(Atk2Trigger, function(a, id)
if not atk2Trigger and a.Owner == gdi then
atk2Trigger = true
Trigger.RemoveFootprintTrigger(id)
BuildNod2()
end
end)
autoTrigger = false
Trigger.OnEnteredFootprint(AutoTrigger, function(a, id)
if not autoTrigger and a.Owner == gdi then
autoTrigger = true
Trigger.RemoveFootprintTrigger(id)
BuildAuto()
Trigger.AfterDelay(DateTime.Seconds(4), function()
tank.Hunt()
end)
end
end)
gdiHeliTrigger = false
Trigger.OnEnteredFootprint(GDIHeliTrigger, function(a, id)
if not gdiHeliTrigger and a.Owner == gdi then
gdiHeliTrigger = true
Trigger.RemoveFootprintTrigger(id)
Reinforcements.ReinforceWithTransport(gdi, "tran", nil, { HeliEntry.Location, GDIHeliLZ.Location })
end
end)
Camera.Position = GDIReinforcementsWP1.CenterPosition
end