Files
OpenRA/mods/cnc/maps/nod07b/nod07b.lua
2016-05-14 20:08:58 +02:00

266 lines
10 KiB
Lua

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'] = 2, ['e6'] = 1 }, waypoints = WaypointGroup4, delay = 40 }
GDI2 = { units = { ['e1'] = 1, ['e2'] = 1}, waypoints = WaypointGroup3, delay = 40 }
GDI3 = { units = { ['e2'] = 1, ['e3'] = 1, ['jeep'] = 1 }, waypoints = WaypointGroup2, delay = 40 }
GDI4 = { units = { ['mtnk'] = 1 }, waypoints = WaypointGroup3, delay = 40 }
GDI5 = { units = { ['e1'] = 1, ['e2'] = 2 }, waypoints = WaypointGroup2, delay = 40 }
GDI6 = { units = { ['e2'] = 2, ['e2'] = 3 }, waypoints = WaypointGroup1, delay = 40 }
Auto1 = { units = { ['e1'] = 3, ['e2'] = 2 }, waypoints = WaypointGroup3, delay = 40 }
Auto2 = { units = { ['e1'] = 1, ['e2'] = 2 }, waypoints = WaypointGroup2, delay = 40 }
Auto3 = { units = { ['e1'] = 1, ['e3'] = 2 }, waypoints = WaypointGroup2, delay = 40 }
Auto4 = { units = { ['e2'] = 2, ['e3'] = 2 }, waypoints = WaypointGroup3, delay = 40 }
Auto5 = { units = { ['jeep'] = 1 }, waypoints = WaypointGroup2, delay = 50 }
Auto6 = { units = { ['jeep'] = 1 }, waypoints = WaypointGroup3, delay = 40 }
Auto7 = { units = { ['mtnk'] = 1 }, waypoints = WaypointGroup2, delay = 50 }
Auto8 = { units = { ['mtnk'] = 1 }, 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 = player.GetActorsByType(WhitelistedStructures[i])
if #structures > 0 then
if not actor.IsDead and not structures[1].IsDead then
actor.Capture(structures[1])
return
end
end
end
end
CheckForSams = function()
local sams = player.GetActorsByType("sam")
return #sams >= 3
end
searches = 0
getAirstrikeTarget = function()
local list = player.GetGroundAttackers()
if #list == 0 then
return
end
local target = list[DateTime.GameTime % #list + 1].CenterPosition
local sams = Map.ActorsInCircle(target, WDist.New(8 * 1024), function(actor)
return actor.Type == "sam" end)
if #sams == 0 then
searches = 0
return target
elseif searches < 6 then
searches = searches + 1
return getAirstrikeTarget()
else
searches = 0
return nil
end
end
GetCargo = function(team)
cargo = { }
for type, count in pairs(team.units) do
for i = 1, count, 1 do
cargo[#cargo + 1] = type
end
end
return cargo
end
InsertNodUnits = function()
Media.PlaySpeechNotification(player, "Reinforce")
Reinforcements.Reinforce(player, NodUnitsBikes, { ReinforcementsSpawnLeft.Location, ReinforcementsBikesRally.Location }, 1)
Reinforcements.Reinforce(player, NodUnitsBuggys, { ReinforcementsSpawnRight.Location, ReinforcementsBuggyRally.Location }, 50)
Reinforcements.Reinforce(player, NodUnitsGunners, { ReinforcementsSpawnLeft.Location, ReinforcementsGunnersRally.Location }, 50)
Reinforcements.Reinforce(player, NodUnitsRockets, { ReinforcementsSpawnRight.Location, ReinforcementsRocketsRally.Location }, 50)
Trigger.AfterDelay(DateTime.Seconds(6), function()
Reinforcements.Reinforce(player, { 'mcv' }, { ReinforcementsSpawnCenter.Location, ReinforcementsMCVRally.Location })
Reinforcements.Reinforce(player, NodUnitsTanks, { ReinforcementsSpawnCenter.Location, ReinforcementsTanksRally.Location }, 50)
end)
end
SendAttackWave = function(team)
for type, amount in pairs(team.units) do
count = 0
actors = enemy.GetActorsByType(type)
Utils.Do(actors, function(actor)
if actor.IsIdle and count < amount then
SetAttackWaypoints(actor, team.waypoints)
if actor.Type == "e6" then
CaptureStructures(actor)
else
IdleHunt(actor)
end
count = count + 1
end
end)
end
end
SetAttackWaypoints = function(actor, waypoints)
if not actor.IsDead then
Utils.Do(waypoints, function(waypoint)
actor.AttackMove(waypoint.Location)
end)
end
end
SendGDIAirstrike = function(hq, delay)
if not hq.IsDead and hq.Owner == enemy then
local target = getAirstrikeTarget()
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(enemy, "apc", GetCargo(team), { ReinforcementsGDISpawn.Location, waypoint12.Location}, nil, function(transport, passengers)
SetReinforcementsWaypoints(transport, team.waypoints)
transport.UnloadPassengers()
Trigger.OnPassengerExited(transport, function(_, passenger)
Utils.Do(passengers, function(actor)
if actor.Type == "e6" then
CaptureStructures(actor)
else
IdleHunt(actor)
end
end)
if not transport.HasPassengers then
IdleHunt(transport)
end
end)
end)
end
SetReinforcementsWaypoints = function(actor, waypoints)
if not actor.IsDead then
Utils.Do(waypoints, function(waypoint)
actor.Move(waypoint.Location)
end)
IdleHunt(actor)
end
end
StartWaves = function()
SendWaves(1, AutoAttackWaves)
end
Trigger.OnEnteredFootprint(Atk1, function(a, id)
if not atk1Trigger and a.Owner == player then
atk1Trigger = true
SendAttackWave(GDI5)
end
end)
Trigger.OnEnteredFootprint(Atk2, function(a, id)
if not atk2Trigger and a.Owner == player then
atk2Trigger = true
SendAttackWave(GDI4)
end
end)
Trigger.OnEnteredFootprint(Atk3, function(a, id)
if not atk3Trigger and a.Owner == player then
atk3Trigger = true
SendAttackWave(GDI6)
end
end)
Trigger.OnEnteredFootprint(Atk4, function(a, id)
if not atk4Trigger and a.Owner == player then
atk4Trigger = true
SendReinforcementsWave(GDI1)
end
end)
WorldLoaded = function()
player = Player.GetPlayer("Nod")
enemy = Player.GetPlayer("GDI")
Camera.Position = waypoint26.CenterPosition
InsertNodUnits()
StartAI(GDICYard)
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.AfterDelay(DateTime.Minutes(2), function() ProduceInfantry(GDIPyle) end)
Trigger.AfterDelay(DateTime.Minutes(3), function() ProduceVehicle(GDIWeap) end)
Trigger.OnPlayerDiscovered(player, StartWaves)
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")
end)
Trigger.OnPlayerLost(player, function()
Media.PlaySpeechNotification(player, "Lose")
end)
NodObjective1 = player.AddPrimaryObjective("Eliminate all GDI forces in the area.")
NodObjective2 = player.AddSecondaryObjective("Build 3 SAMs to fend off the GDI bombers.")
GDIObjective = enemy.AddPrimaryObjective("Eliminate all Nod forces in the area.")
end
Tick = function()
if DateTime.GameTime > 2 and player.HasNoRequiredUnits() then
enemy.MarkCompletedObjective(GDIObjective)
end
if DateTime.GameTime > 2 and enemy.HasNoRequiredUnits() then
player.MarkCompletedObjective(NodObjective1)
end
if not player.IsObjectiveCompleted(NodObjective2) and CheckForSams() then
player.MarkCompletedObjective(NodObjective2)
end
end