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