Files
OpenRA/mods/cnc/maps/gdi02/gdi02.lua
2014-10-26 13:43:35 +13:00

114 lines
3.8 KiB
Lua

nodInBaseTeam = { RushBuggy, RushRifle1, RushRifle2, RushRifle3 }
MobileConstructionVehicle = { "mcv" }
EngineerReinforcements = { "e6", "e6", "e6" }
VehicleReinforcements = { "jeep" }
AttackerSquadSize = 3
ReinforceWithLandingCraft = function(units, transportStart, transportUnload, rallypoint)
local transport = Actor.Create("oldlst", true, { Owner = player, Facing = 0, Location = transportStart })
local subcell = 0
Utils.Do(units, function(a)
transport.LoadPassenger(Actor.Create(a, false, { Owner = transport.Owner, Facing = transport.Facing, Location = transportUnload, SubCell = subcell }))
subcell = subcell + 1
end)
transport.ScriptedMove(transportUnload)
transport.CallFunc(function()
Utils.Do(units, function()
local a = transport.UnloadPassenger()
a.IsInWorld = true
a.MoveIntoWorld(transport.Location - CVec.New(0, 1))
if rallypoint ~= nil then
a.Move(rallypoint)
end
end)
end)
transport.Wait(5)
transport.ScriptedMove(transportStart)
transport.Destroy()
end
Reinforce = function(units)
Media.PlaySpeechNotification(player, "Reinforce")
ReinforceWithLandingCraft(units, lstStart.Location, lstEnd.Location)
end
BridgeheadSecured = function()
Reinforce(MobileConstructionVehicle)
Trigger.AfterDelay(DateTime.Seconds(15), NodAttack)
Trigger.AfterDelay(DateTime.Seconds(30), function() Reinforce(EngineerReinforcements) end)
Trigger.AfterDelay(DateTime.Seconds(120), function() Reinforce(VehicleReinforcements) end)
end
NodAttack = function()
local nodUnits = enemy.GetGroundAttackers()
if #nodUnits > AttackerSquadSize * 2 then
local attackers = Utils.Skip(nodUnits, #nodUnits - AttackerSquadSize)
Utils.Do(attackers, function(unit)
unit.AttackMove(waypoint2.Location)
Trigger.OnIdle(unit, unit.Hunt)
end)
Trigger.OnAllKilled(attackers, function() Trigger.AfterDelay(DateTime.Seconds(15), NodAttack) end)
end
end
WorldLoaded = function()
player = Player.GetPlayer("GDI")
enemy = Player.GetPlayer("Nod")
Trigger.OnObjectiveAdded(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
Trigger.OnObjectiveCompleted(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
end)
Trigger.OnObjectiveFailed(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
end)
Trigger.OnPlayerWon(player, function()
Media.PlaySpeechNotification(player, "Win")
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.PlayMovieFullscreen("flag.vqa")
end)
end)
Trigger.OnPlayerLost(player, function()
Media.PlaySpeechNotification(player, "Lose")
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.PlayMovieFullscreen("gameover.vqa")
end)
end)
nodObjective = enemy.AddPrimaryObjective("Destroy all GDI troops")
gdiObjective1 = player.AddPrimaryObjective("Eliminate all Nod forces in the area")
gdiObjective2 = player.AddSecondaryObjective("Capture the Tiberium Refinery")
-- Work around limitations with the yaml merger that prevent MustBeDestroyed from working on the silos
siloARemoved = false
Trigger.OnCapture(SiloA, function() siloARemoved = true end)
Trigger.OnKilled(SiloA, function() siloARemoved = true end)
siloBRemoved = false
Trigger.OnCapture(SiloB, function() siloBRemoved = true end)
Trigger.OnKilled(SiloB, function() siloBRemoved = true end)
Trigger.OnCapture(NodRefinery, function() player.MarkCompletedObjective(gdiObjective2) end)
Trigger.OnKilled(NodRefinery, function() player.MarkFailedObjective(gdiObjective2) end)
Trigger.OnAllKilled(nodInBaseTeam, BridgeheadSecured)
end
Tick = function()
if player.HasNoRequiredUnits() then
enemy.MarkCompletedObjective(nodObjective)
end
if enemy.HasNoRequiredUnits() and siloARemoved and siloBRemoved then
player.MarkCompletedObjective(gdiObjective1)
end
end