Files
OpenRA/mods/cnc/maps/nod07b/nod07b.lua
abcdefg30 471fc44751 Add more engineers to the wave in nod07
Otherwise buildings will only be damaged
2020-04-16 13:21:33 +02:00

189 lines
8.4 KiB
Lua

--[[
Copyright 2007-2020 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.
]]
WaypointGroup1 = { waypoint0, waypoint15 }
WaypointGroup2 = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, waypoint5, waypoint8 }
WaypointGroup3 = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint9, waypoint10, waypoint11, waypoint6, waypoint7 }
WaypointGroup4 = { waypoint9, waypoint10, waypoint11, waypoint6, waypoint7, waypoint14 }
GDI1 = { units = { "e2", "e2", "e6", "e6", "e6" }, waypoints = WaypointGroup4, delay = 40 }
GDI2 = { units = { "e1", "e2" }, waypoints = WaypointGroup3, delay = 40 }
GDI3 = { units = { "e2", "e3", "jeep" }, waypoints = WaypointGroup2, delay = 40 }
GDI4 = { units = { "mtnk" }, waypoints = WaypointGroup3, delay = 40 }
GDI5 = { units = { "e1", "e2" }, waypoints = WaypointGroup2, delay = 40 }
GDI6 = { units = { "e2", "e2", "e2", "e2", "e2" }, waypoints = WaypointGroup1, delay = 40 }
Auto1 = { units = { "e1", "e1", "e1", "e2", "e2" }, waypoints = WaypointGroup3, delay = 40 }
Auto2 = { units = { "e1", "e2", "e2" }, waypoints = WaypointGroup2, delay = 40 }
Auto3 = { units = { "e1", "e3", "e3" }, waypoints = WaypointGroup2, delay = 40 }
Auto4 = { units = { "e2", "e2", "e3", "e3" }, waypoints = WaypointGroup3, delay = 40 }
Auto5 = { units = { "jeep" }, waypoints = WaypointGroup2, delay = 50 }
Auto6 = { units = { "jeep" }, waypoints = WaypointGroup3, delay = 40 }
Auto7 = { units = { "mtnk" }, waypoints = WaypointGroup2, delay = 50 }
Auto8 = { units = { "mtnk" }, waypoints = WaypointGroup3, delay = 30 }
AirstrikeDelay = DateTime.Minutes(2) + DateTime.Seconds(10)
AutoAttackWaves = { Auto1, Auto2, Auto3, Auto4, Auto5, Auto6, Auto7, Auto8 }
WhitelistedStructures = { "afld", "hand", "hq", "nuke", "silo", "proc", "sam" }
NodUnitsTanks = { "ltnk", "ltnk", "ltnk" }
NodUnitsBikes = { "bike", "bike", "bike" }
NodUnitsBuggys = { "bggy", "bggy", "bggy" }
NodUnitsRockets = { "e3", "e3", "e3" }
NodUnitsGunners = { "e1", "e1", "e1" }
Atk1 = { CPos.New(11, 43), CPos.New(10, 43), CPos.New(9, 43), CPos.New(8, 43), CPos.New(7, 43), CPos.New(6, 43), CPos.New(5, 43), CPos.New(11, 42), CPos.New(10, 42), CPos.New(9, 42), CPos.New(8, 42), CPos.New(7, 42), CPos.New(6, 42), CPos.New(5, 42), CPos.New(23, 38), CPos.New(22, 38), CPos.New(21, 38), CPos.New(20, 38), CPos.New(19, 38), CPos.New(24, 37), CPos.New(23, 37), CPos.New(22, 37), CPos.New(21, 37), CPos.New(20, 37), CPos.New(19, 37) }
Atk2 = { CPos.New(16, 52), CPos.New(15, 52), CPos.New(14, 52), CPos.New(13, 52), CPos.New(12, 52), CPos.New(11, 52), CPos.New(10, 52), CPos.New(9, 52), CPos.New(8, 52), CPos.New(16, 51), CPos.New(15, 51), CPos.New(14, 51), CPos.New(13, 51), CPos.New(12, 51), CPos.New(11, 51), CPos.New(10, 51), CPos.New(9, 51), CPos.New(8, 51), CPos.New(31, 44), CPos.New(30, 44), CPos.New(29, 44), CPos.New(28, 44), CPos.New(27, 44), CPos.New(26, 44), CPos.New(25, 44), CPos.New(24, 44), CPos.New(23, 44), CPos.New(22, 44), CPos.New(21, 44), CPos.New(31, 43), CPos.New(30, 43), CPos.New(29, 43), CPos.New(28, 43), CPos.New(27, 43), CPos.New(26, 43), CPos.New(25, 43), CPos.New(24, 43), CPos.New(23, 43), CPos.New(22, 43), CPos.New(21, 43) }
Atk3 = { CPos.New(53, 58), CPos.New(52, 58), CPos.New(51, 58), CPos.New(53, 57), CPos.New(52, 57), CPos.New(51, 57), CPos.New(53, 56), CPos.New(52, 56), CPos.New(51, 56), CPos.New(53, 55), CPos.New(52, 55), CPos.New(51, 55) }
Atk4 = { CPos.New(54, 47), CPos.New(53, 47), CPos.New(52, 47), CPos.New(51, 47), CPos.New(43, 47), CPos.New(54, 46), CPos.New(53, 46), CPos.New(52, 46), CPos.New(51, 46), CPos.New(50, 46), CPos.New(43, 46), CPos.New(42, 46), CPos.New(41, 46), CPos.New(43, 45), CPos.New(42, 45), CPos.New(41, 45), CPos.New(43, 44), CPos.New(42, 44), CPos.New(41, 44), CPos.New(43, 43), CPos.New(42, 43), CPos.New(41, 43), CPos.New(43, 42) }
CaptureStructures = function(actor)
for i = 1, #WhitelistedStructures do
structures = Nod.GetActorsByType(WhitelistedStructures[i])
if #structures > 0 and not actor.IsDead and not structures[1].IsDead then
actor.Capture(structures[1])
return
end
end
end
CheckForSams = function()
local sams = Nod.GetActorsByType("sam")
return #sams >= 3
end
InsertNodUnits = function()
Media.PlaySpeechNotification(Nod, "Reinforce")
Reinforcements.Reinforce(Nod, NodUnitsBikes, { ReinforcementsSpawnLeft.Location, ReinforcementsBikesRally.Location }, 1)
Reinforcements.Reinforce(Nod, NodUnitsBuggys, { ReinforcementsSpawnRight.Location, ReinforcementsBuggyRally.Location }, 50)
Reinforcements.Reinforce(Nod, NodUnitsGunners, { ReinforcementsSpawnLeft.Location, ReinforcementsGunnersRally.Location }, 50)
Reinforcements.Reinforce(Nod, NodUnitsRockets, { ReinforcementsSpawnRight.Location, ReinforcementsRocketsRally.Location }, 50)
Trigger.AfterDelay(DateTime.Seconds(6), function()
Reinforcements.Reinforce(Nod, { "mcv" }, { ReinforcementsSpawnCenter.Location, ReinforcementsMCVRally.Location })
Reinforcements.Reinforce(Nod, NodUnitsTanks, { ReinforcementsSpawnCenter.Location, ReinforcementsTanksRally.Location }, 50)
end)
end
SendAttackWave = function(team)
Utils.Do(team.units, function(unitType)
local actors = Utils.Where(GDI.GetActorsByType(unitType), function(unit) return unit.IsIdle end)
MoveAndHunt(Utils.Take(1, actors), team.waypoints)
end)
end
SendGDIAirstrike = function(hq, delay)
if not hq.IsDead and hq.Owner == GDI then
local target = GetAirstrikeTarget(Nod)
if target then
hq.SendAirstrike(target, false, Facing.NorthEast + 4)
Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end)
else
Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end)
end
end
end
SendWaves = function(counter, Waves)
if counter <= #Waves then
local team = Waves[counter]
SendAttackWave(team)
Trigger.AfterDelay(DateTime.Seconds(team.delay), function() SendWaves(counter + 1, Waves) end)
end
end
SendReinforcementsWave = function(team)
Reinforcements.ReinforceWithTransport(GDI, "apc", team.units, { ReinforcementsGDISpawn.Location, waypoint12.Location}, nil, function(transport, passengers)
Utils.Do(team.waypoints, function(waypoint)
transport.Move(waypoint.Location)
end)
transport.UnloadPassengers()
Trigger.OnPassengerExited(transport, function(_, passenger)
if passenger.Type == "e6" then
Trigger.OnIdle(passenger, CaptureStructures)
else
IdleHunt(passenger)
end
if not transport.HasPassengers then
IdleHunt(transport)
end
end)
end)
end
Trigger.OnEnteredFootprint(Atk1, function(a, id)
if not atk1Trigger and a.Owner == Nod then
atk1Trigger = true
SendAttackWave(GDI5)
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnEnteredFootprint(Atk2, function(a, id)
if not atk2Trigger and a.Owner == Nod then
atk2Trigger = true
SendAttackWave(GDI4)
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnEnteredFootprint(Atk3, function(a, id)
if not atk3Trigger and a.Owner == Nod then
atk3Trigger = true
SendAttackWave(GDI6)
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnEnteredFootprint(Atk4, function(a, id)
if not atk4Trigger and a.Owner == Nod then
atk4Trigger = true
SendReinforcementsWave(GDI1)
Trigger.RemoveFootprintTrigger(id)
end
end)
WorldLoaded = function()
Nod = Player.GetPlayer("Nod")
GDI = Player.GetPlayer("GDI")
Camera.Position = waypoint26.CenterPosition
InsertNodUnits()
StartAI()
Trigger.AfterDelay(DateTime.Seconds(10), function() SendAttackWave(GDI2) end)
Trigger.AfterDelay(DateTime.Seconds(55), function() SendAttackWave(GDI2) end)
Trigger.AfterDelay(DateTime.Seconds(85), function() SendAttackWave(GDI3) end)
Trigger.AfterDelay(AirstrikeDelay, function() SendGDIAirstrike(GDIHQ, AirstrikeDelay) end)
Trigger.OnPlayerDiscovered(GDI, function() SendWaves(1, AutoAttackWaves) end)
InitObjectives(Nod)
EliminateGDI = Nod.AddObjective("Eliminate all GDI forces in the area.")
BuildSAMs = Nod.AddObjective("Build 3 SAMs to fend off the GDI bombers.", "Secondary", false)
end
Tick = function()
if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then
Nod.MarkFailedObjective(EliminateGDI)
end
if DateTime.GameTime > 2 and GDI.HasNoRequiredUnits() then
Nod.MarkCompletedObjective(EliminateGDI)
end
if not Nod.IsObjectiveCompleted(BuildSAMs) and CheckForSams() then
Nod.MarkCompletedObjective(BuildSAMs)
end
end