Files
OpenRA/mods/cnc/maps/gdi05b/gdi05b.lua
2015-04-13 22:31:51 +02:00

195 lines
5.6 KiB
Lua

AllToHuntTrigger =
{
Silo1, Proc1, Silo2, Silo3, Silo4, Afld1, Hand1, Nuke1, Nuke2, Nuke3, Fact1
}
AtkRoute1 = { waypoint4.Location, waypoint5.Location, waypoint6.Location, waypoint7.Location, waypoint8.Location }
AtkRoute2 = { waypoint0.Location, waypoint1.Location, waypoint2.Location, waypoint3.Location }
AutoCreateTeams =
{
{ { ['e1'] = 1, ['e3'] = 3 }, AtkRoute2 },
{ { ['e1'] = 3, ['e3'] = 1 }, AtkRoute2 },
{ { ['e3'] = 4 } , AtkRoute1 },
{ { ['e1'] = 4 } , AtkRoute1 },
{ { ['bggy'] = 1 } , AtkRoute1 },
{ { ['bggy'] = 1 } , AtkRoute2 },
{ { ['ltnk'] = 1 } , AtkRoute1 },
{ { ['ltnk'] = 1 } , AtkRoute2 }
}
RepairThreshold = 0.6
Atk1Delay = DateTime.Seconds(40)
Atk2Delay = DateTime.Seconds(60)
Atk3Delay = DateTime.Seconds(70)
Atk4Delay = DateTime.Seconds(90)
AutoAtkStartDelay = DateTime.Seconds(115)
AutoAtkMinDelay = DateTime.Seconds(45)
AutoAtkMaxDelay = DateTime.Seconds(90)
Atk5CellTriggers =
{
CPos.New(17,55), CPos.New(16,55), CPos.New(15,55), CPos.New(50,54), CPos.New(49,54),
CPos.New(48,54), CPos.New(16,54), CPos.New(15,54), CPos.New(14,54), CPos.New(50,53),
CPos.New(49,53), CPos.New(48,53), CPos.New(50,52), CPos.New(49,52)
}
GdiBase = { GdiNuke1, GdiProc1, GdiWeap1, GdiNuke2, GdiPyle1, GdiSilo1, GdiSilo2, GdiHarv }
GdiUnits = { "e2", "e2", "e2", "e2", "e1", "e1", "e1", "e1", "mtnk", "mtnk", "jeep", "jeep", "apc" }
NodSams = { Sam1, Sam2, Sam3, Sam4 }
AllToHunt = function()
local list = nod.GetGroundAttackers()
Utils.Do(list, function(unit)
unit.Hunt()
end)
end
MoveThenHunt = function(actors, path)
Utils.Do(actors, function(actor)
actor.Patrol(path, false)
IdleHunt(actor)
end)
end
AutoCreateTeam = function()
local team = Utils.Random(AutoCreateTeams)
for type, count in pairs(team[1]) do
MoveThenHunt(Utils.Take(count, nod.GetActorsByType(type)), team[2])
end
Trigger.AfterDelay(Utils.RandomInteger(AutoAtkMinDelay, AutoAtkMaxDelay), AutoCreateTeam)
end
DiscoverGdiBase = function(actor, discoverer)
if baseDiscovered or not discoverer == gdi then
return
end
Utils.Do(GdiBase, function(actor)
actor.Owner = gdi
end)
GdiHarv.FindResources()
baseDiscovered = true
gdiObjective3 = gdi.AddPrimaryObjective("Eliminate all Nod forces in the area")
gdi.MarkCompletedObjective(gdiObjective1)
end
Atk1TriggerFunction = function()
MoveThenHunt(Utils.Take(2, nod.GetActorsByType('e1')), AtkRoute1)
MoveThenHunt(Utils.Take(3, nod.GetActorsByType('e3')), AtkRoute1)
end
Atk2TriggerFunction = function()
MoveThenHunt(Utils.Take(3, nod.GetActorsByType('e1')), AtkRoute2)
MoveThenHunt(Utils.Take(3, nod.GetActorsByType('e3')), AtkRoute2)
end
Atk3TriggerFunction = function()
MoveThenHunt(Utils.Take(1, nod.GetActorsByType('bggy')), AtkRoute1)
end
Atk4TriggerFunction = function()
MoveThenHunt(Utils.Take(1, nod.GetActorsByType('bggy')), AtkRoute2)
end
Atk5TriggerFunction = function()
MoveThenHunt(Utils.Take(1, nod.GetActorsByType('ltnk')), AtkRoute2)
end
StartProduction = function(type)
if Hand1.IsInWorld then
Hand1.Build(type)
Trigger.AfterDelay(DateTime.Seconds(30), function() StartProduction(type) end)
end
end
InsertGdiUnits = function()
Reinforcements.Reinforce(gdi, GdiUnits, { UnitsEntry.Location, UnitsRally.Location }, 15)
end
IdleHunt = function(unit)
if not unit.IsDead then
Trigger.OnIdle(unit, unit.Hunt)
end
end
WorldLoaded = function()
gdi = Player.GetPlayer("GDI")
gdiBase = Player.GetPlayer("AbandonedBase")
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(nod, "Win")
end)
Trigger.OnPlayerLost(gdi, function()
Media.PlaySpeechNotification(nod, "Lose")
end)
Utils.Do(Map.NamedActors, function(actor)
if actor.Owner == nod and actor.HasProperty("StartBuildingRepairs") then
Trigger.OnDamaged(actor, function(building)
if building.Owner == nod and building.Health < RepairThreshold * building.MaxHealth then
building.StartBuildingRepairs()
end
end)
end
end)
gdiObjective1 = gdi.AddPrimaryObjective("Find the GDI base")
gdiObjective2 = gdi.AddSecondaryObjective("Destroy all SAM sites to receive air support")
nodObjective = nod.AddPrimaryObjective("Destroy all GDI troops")
Trigger.AfterDelay(Atk1Delay, Atk1TriggerFunction)
Trigger.AfterDelay(Atk2Delay, Atk2TriggerFunction)
Trigger.AfterDelay(Atk3Delay, Atk3TriggerFunction)
Trigger.AfterDelay(Atk4Delay, Atk4TriggerFunction)
Trigger.OnEnteredFootprint(Atk5CellTriggers, function(a, id)
if a.Owner == gdi then
Atk5TriggerFunction()
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.AfterDelay(AutoAtkStartDelay, AutoCreateTeam)
Trigger.OnAllRemovedFromWorld(AllToHuntTrigger, AllToHunt)
Trigger.AfterDelay(DateTime.Seconds(40), function() StartProduction({ "e1" }) end)
Trigger.OnPlayerDiscovered(gdiBase, DiscoverGdiBase)
Trigger.OnAllKilled(NodSams, function()
gdi.MarkCompletedObjective(gdiObjective2)
Actor.Create("airstrike.proxy", true, { Owner = gdi })
end)
Camera.Position = UnitsRally.CenterPosition
InsertGdiUnits()
end
Tick = function()
if gdi.HasNoRequiredUnits() then
if DateTime.GameTime > 2 then
nod.MarkCompletedObjective(nodObjective)
end
end
if baseDiscovered and nod.HasNoRequiredUnits() then
gdi.MarkCompletedObjective(gdiObjective3)
end
end