271 lines
10 KiB
Lua
271 lines
10 KiB
Lua
GDI1 = { teamType = "atk", units = { ['e2'] = 3 }, waypoints = { waypoint0, waypoint1, waypoint2, waypoint14 }, delay = 40 }
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GDI2 = { teamType = "atk", units = { ['mtnk'] = 2 }, waypoints = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, waypoint9 }, delay = 30 }
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GDI3 = { teamType = "atk", units = { ['e2'] = 4 }, waypoints = { waypoint0, waypoint4, waypoint5, waypoint6, waypoint7, waypoint8 }, delay = 40 }
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GDI4 = { teamType = "atk", units = { ['e1'] = 1, ['e2'] = 2 }, waypoints = { waypoint0, waypoint4, waypoint9 }, delay = 30 }
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GDI5 = { teamType = "atk", units = { ['mtnk'] = 1 }, waypoints = { waypoint0, waypoint4, waypoint10, waypoint11, waypoint12, waypoint13 }, delay = 80 }
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GDI6 = { teamType = "atk", units = { ['mtnk'] = 1 }, waypoints = { waypoint0, waypoint4, waypoint9 }, delay = 50 }
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GDI7 = { teamType = "atk", units = { ['jeep'] = 1 }, waypoints = { waypoint0, waypoint4, waypoint5, waypoint6, waypoint7, waypoint8 }, delay = 40 }
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GDI8 = { teamType = "rei", units = { ['e2'] = 3, ['e6'] = 2 }, waypoints = { waypoint12, waypoint11, waypoint10, waypoint4, waypoint5, waypoint8 }, delay = 8 }
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GDI9 = { teamType = "atk", units = { ['e2'] = 4 }, waypoints = { waypoint8 }, delay = 80 }
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GDI10 = { teamType = "atk", units = { ['e2'] = 4 }, waypoints = { waypoint14 }, delay = 0 }
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AirstrikeDelay = DateTime.Minutes(2) + DateTime.Seconds(20)
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AutoAttackWaves = { GDI3, GDI4, GDI5, GDI6, GDI7, GDI8, GDI9, GDI10 }
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IntroAttackWaves = { GDI1, GDI2 }
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WhitelistedStructures = { 'afld', 'hand', 'hq', 'nuke', 'silo', 'proc', 'sam' }
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NodUnitsBikes = { 'bike', 'bike', 'bike' }
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NodUnitsEngineers = { 'e6', 'e6' }
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NodUnitsRockets = { 'e3', 'e3', 'e3', 'e3' }
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NodUnitsGunners = { 'e1', 'e1', 'e1', 'e1' }
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NodUnitsFlamers = { 'e4', 'e4', 'e4', 'e4' }
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ReinforcementsRockets = { 'e3', 'e3', 'e3', 'e3', 'e3' }
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NodBase = { NodBuilding1, NodBuilding2, NodBuilding3, NodHarvester }
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AbandonedBaseTrigger = { CPos.New(12, 42), CPos.New(11, 42), CPos.New(10, 42), CPos.New(13, 41), CPos.New(12, 41), CPos.New(11, 41), CPos.New(14, 40), CPos.New(13, 40), CPos.New(12, 40), CPos.New(6, 40), CPos.New(5, 40), CPos.New(4, 40), CPos.New(6, 39), CPos.New(5, 39), CPos.New(4, 39), CPos.New(6, 38), CPos.New(5, 38), CPos.New(4, 38) }
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ReinforcementsTrigger = { CPos.New(35, 23), CPos.New(34, 23), CPos.New(35, 22), CPos.New(34, 22), CPos.New(35, 21), CPos.New(34, 21), CPos.New(35, 20), CPos.New(34, 20), CPos.New(35, 19), CPos.New(34, 19), CPos.New(35, 18), CPos.New(34, 18), CPos.New(35, 17), CPos.New(34, 17), CPos.New(35, 16), CPos.New(34, 16), CPos.New(35, 15), CPos.New(34, 15), CPos.New(35, 14), CPos.New(34, 14), CPos.New(35, 13), CPos.New(34, 13), CPos.New(35, 12), CPos.New(34, 12), CPos.New(47, 11), CPos.New(46, 11), CPos.New(57, 19), CPos.New(56, 19), CPos.New(55, 19), CPos.New(54, 19), CPos.New(53, 19), CPos.New(52, 19), CPos.New(51, 19), CPos.New(50, 19), CPos.New(49, 19), CPos.New(48, 19), CPos.New(47, 19), CPos.New(46, 19), CPos.New(57, 18), CPos.New(56, 18), CPos.New(55, 18), CPos.New(54, 18), CPos.New(53, 18), CPos.New(52, 18), CPos.New(51, 18), CPos.New(50, 18), CPos.New(49, 18), CPos.New(48, 18), CPos.New(47, 18), CPos.New(46, 18), CPos.New(47, 17), CPos.New(46, 17), CPos.New(47, 16), CPos.New(46, 16), CPos.New(47, 15), CPos.New(46, 15), CPos.New(47, 14), CPos.New(46, 14), CPos.New(47, 13), CPos.New(46, 13), CPos.New(47, 12), CPos.New(46, 12) }
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CaptureStructures = function(actor)
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for i = 1, #WhitelistedStructures do
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structures = player.GetActorsByType(WhitelistedStructures[i])
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if #structures > 0 then
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if not actor.IsDead and not structures[1].IsDead then
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actor.Capture(structures[1])
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return
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end
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end
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end
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end
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CheckForSams = function()
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local sams = player.GetActorsByType("sam")
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return #sams >= 3
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end
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searches = 0
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getAirstrikeTarget = function()
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local list = player.GetGroundAttackers()
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if #list == 0 then
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return
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end
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local target = list[DateTime.GameTime % #list + 1].CenterPosition
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local sams = Map.ActorsInCircle(target, WDist.New(8 * 1024), function(actor)
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return actor.Type == "sam" end)
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if #sams == 0 then
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searches = 0
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return target
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elseif searches < 6 then
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searches = searches + 1
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return getAirstrikeTarget()
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else
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searches = 0
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return nil
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end
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end
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GetCargo = function(team)
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cargo = { }
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for type, count in pairs(team.units) do
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for i = 1, count, 1 do
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cargo[#cargo + 1] = type
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end
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end
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return cargo
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end
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InsertNodUnits = function()
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Media.PlaySpeechNotification(player, "Reinforce")
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Reinforcements.Reinforce(player, { 'ltnk'}, { ReinforcementsTopSpawn.Location, ReinforcementsTank1Rally.Location }, 1)
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Reinforcements.Reinforce(player, NodUnitsEngineers, { ReinforcementsTopSpawn.Location, ReinforcementsEngineersRally.Location }, 10)
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Reinforcements.Reinforce(player, NodUnitsRockets, { ReinforcementsTopSpawn.Location, ReinforcementsRocketsRally.Location }, 10)
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Trigger.AfterDelay(DateTime.Seconds(3), function()
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Reinforcements.Reinforce(player, NodUnitsGunners, { ReinforcementsBottomSpawn.Location, ReinforcementsGunnersRally.Location }, 10)
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Reinforcements.Reinforce(player, NodUnitsFlamers, { ReinforcementsTopSpawn.Location, ReinforcementsFlamersRally.Location }, 10)
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Reinforcements.Reinforce(player, { 'ltnk'}, { ReinforcementsBottomSpawn.Location, ReinforcementsTank2Rally.Location }, 10)
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end)
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end
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SendAttackWave = function(team)
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for type, amount in pairs(team.units) do
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count = 0
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actors = enemy.GetActorsByType(type)
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Utils.Do(actors, function(actor)
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if actor.IsIdle and count < amount then
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SetAttackWaypoints(actor, team.waypoints)
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if actor.Type == "e6" then
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CaptureStructures(actor)
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else
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IdleHunt(actor)
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end
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count = count + 1
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end
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end)
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end
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end
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SetAttackWaypoints = function(actor, waypoints)
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if not actor.IsDead then
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Utils.Do(waypoints, function(waypoint)
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actor.AttackMove(waypoint.Location)
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end)
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end
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end
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SendGDIAirstrike = function(hq, delay)
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if not hq.IsDead and hq.Owner == enemy then
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local target = getAirstrikeTarget()
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if target then
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hq.SendAirstrike(target, false, Facing.NorthEast + 4)
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Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end)
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else
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Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end)
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end
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end
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end
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SendWaves = function(counter, Waves)
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if counter <= #Waves then
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local team = Waves[counter]
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if team.teamType == "atk" then
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SendAttackWave(team)
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elseif team.teamType == "rei" then
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SendReinforcementsWave(team)
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end
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Trigger.AfterDelay(DateTime.Seconds(team.delay), function() SendWaves(counter + 1, Waves) end)
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end
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end
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SendReinforcementsWave = function(team)
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Reinforcements.ReinforceWithTransport(enemy, "apc", GetCargo(team), { ReinforcementsGDISpawn.Location, waypoint12.Location}, nil, function(transport, passengers)
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SetReinforcementsWaypoints(transport, team.waypoints)
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transport.UnloadPassengers()
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Trigger.OnPassengerExited(transport, function(_, passenger)
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Utils.Do(passengers, function(actor)
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if actor.Type == "e6" then
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CaptureStructures(actor)
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else
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IdleHunt(actor)
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end
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end)
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if not transport.HasPassengers then
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IdleHunt(transport)
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end
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end)
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end)
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end
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SetReinforcementsWaypoints = function(actor, waypoints)
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if not actor.IsDead then
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Utils.Do(waypoints, function(waypoint)
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actor.Move(waypoint.Location)
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end)
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end
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end
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StartWaves = function(Waves)
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SendWaves(1, Waves)
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end
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Trigger.OnEnteredFootprint(AbandonedBaseTrigger, function(a, id)
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if not abandonedBaseTrigger and a.Owner == player then
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abandonedBaseTrigger = true
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FlareCamera = Actor.Create("camera", true, { Owner = player, Location = waypoint25.Location })
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Flare = Actor.Create("flare", true, { Owner = player, Location = waypoint25.Location })
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Utils.Do(NodBase, function(actor)
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if not actor.IsDead then
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actor.Owner = player
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end
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end)
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player.MarkCompletedObjective(NodObjective1)
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Trigger.AfterDelay(DateTime.Seconds(3), function()
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Media.PlaySpeechNotification(player, "NewOptions")
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end)
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end
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end)
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Trigger.OnEnteredFootprint(ReinforcementsTrigger, function(a, id)
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if not reinforcementsTrigger and a.Owner == player and a.Type ~= 'harv' then
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reinforcementsTrigger = true
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Trigger.AfterDelay(DateTime.Seconds(5), function()
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Media.PlaySpeechNotification(player, "Reinforce")
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Reinforcements.ReinforceWithTransport(player, 'tran.in', ReinforcementsRockets, { ReinforcementsHelicopterSpawn.Location, waypoint24.Location }, { ReinforcementsHelicopterSpawn.Location }, nil, nil)
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end)
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StartWaves(IntroAttackWaves)
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Trigger.AfterDelay(AirstrikeDelay, function() SendGDIAirstrike(GDIHQ, AirstrikeDelay) end)
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Trigger.AfterDelay(DateTime.Minutes(2), function() ProduceInfantry(GDIPyle) end)
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Trigger.AfterDelay(DateTime.Minutes(3), function() ProduceVehicle(GDIWeap) end)
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Trigger.AfterDelay(DateTime.Minutes(3), function()StartWaves(AutoAttackWaves) end)
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Trigger.AfterDelay(DateTime.Minutes(2), function()
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Flare.Destroy()
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FlareCamera.Kill()
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end)
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end
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end)
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WorldLoaded = function()
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player = Player.GetPlayer("Nod")
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enemy = Player.GetPlayer("GDI")
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Camera.Position = waypoint26.CenterPosition
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InsertNodUnits()
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StartAI(GDICYard)
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Trigger.OnObjectiveAdded(player, 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(player, 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(player, 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(player, function()
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Media.PlaySpeechNotification(player, "Win")
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end)
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Trigger.OnPlayerLost(player, function()
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Media.PlaySpeechNotification(player, "Lose")
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end)
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NodObjective1 = player.AddPrimaryObjective("Find the Nod base.")
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NodObjective2 = player.AddPrimaryObjective("Eliminate all GDI forces in the area.")
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NodObjective3 = player.AddSecondaryObjective("Build 3 SAMs to fend off the GDI bombers.")
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GDIObjective = enemy.AddPrimaryObjective("Eliminate all Nod forces in the area.")
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end
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Tick = function()
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if DateTime.GameTime > 2 and player.HasNoRequiredUnits() then
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enemy.MarkCompletedObjective(GDIObjective)
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end
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if DateTime.GameTime > 2 and enemy.HasNoRequiredUnits() then
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player.MarkCompletedObjective(NodObjective2)
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end
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if not player.IsObjectiveCompleted(NodObjective3) and CheckForSams() then
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player.MarkCompletedObjective(NodObjective3)
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end
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end
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