Files
OpenRA/mods/cnc/maps/nod06a/nod06a.lua
2015-07-12 17:27:11 +02:00

218 lines
7.5 KiB
Lua

NodStartUnitsRight = { 'ltnk', 'bike', 'e1', 'e1', 'e3', 'e3' }
NodStartUnitsLeft = { 'ltnk', 'ltnk', 'bggy', 'e1', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3', 'e3' }
Chn1Units = { 'e1', 'e1', 'e1', 'e1', 'e1' }
Chn2Units = { 'e2', 'e2', 'e2', 'e2', 'e2' }
Obj2Units = { 'ltnk', 'bike', 'e1', 'e1', 'e1' }
Chn3CellTriggerActivator = { CPos.New(49,58), CPos.New(48,58), CPos.New(49,57), CPos.New(48,57), CPos.New(49,56), CPos.New(48,56), CPos.New(49,55), CPos.New(48,55) }
DzneCellTriggerActivator = { CPos.New(61,45), CPos.New(60,45), CPos.New(59,45), CPos.New(58,45), CPos.New(57,45), CPos.New(61,44), CPos.New(60,44), CPos.New(59,44), CPos.New(58,44), CPos.New(57,44), CPos.New(61,43), CPos.New(60,43), CPos.New(58,43), CPos.New(57,43), CPos.New(61,42), CPos.New(60,42), CPos.New(59,42), CPos.New(58,42), CPos.New(57,42), CPos.New(61,41), CPos.New(60,41), CPos.New(59,41), CPos.New(58,41), CPos.New(57,41) }
Win1CellTriggerActivator = { CPos.New(59,43) }
Win2CellTriggerActivator = { CPos.New(54,58), CPos.New(53,58), CPos.New(52,58), CPos.New(54,57), CPos.New(53,57), CPos.New(52,57), CPos.New(54,56), CPos.New(53,56), CPos.New(52,56), CPos.New(54,55), CPos.New(53,55), CPos.New(52,55) }
Grd2ActorTriggerActivator = { Guard1, Guard2, Guard3 }
Atk1ActorTriggerActivator = { Atk1Activator1, Atk1Activator2 }
Atk2ActorTriggerActivator = { Atk2Activator1, Atk2Activator2 }
Chn1ActorTriggerActivator = { Chn1Activator1, Chn1Activator2, Chn1Activator3, Chn1Activator4, Chn1Activator5 }
Chn2ActorTriggerActivator = { Chn2Activator1, Chn2Activator2, Chn2Activator3 }
Obj2ActorTriggerActivator = { Chn1Activator1, Chn1Activator2, Chn1Activator3, Chn1Activator4, Chn1Activator5, Chn2Activator1, Chn2Activator2, Chn2Activator3, Atk3Activator }
Chn1Waypoints = { ChnEntry.Location, waypoint5.Location }
Chn2Waypoints = { ChnEntry.Location, waypoint6.Location }
Gdi3Waypoints = { waypoint1, waypoint3, waypoint7, waypoint8, waypoint9 }
Gdi4Waypoints = { waypoint4, waypoint10, waypoint9, waypoint11, waypoint9, waypoint10 }
Gdi5Waypoints = { waypoint1, waypoint4 }
Gdi6Waypoints = { waypoint2, waypoints3 }
Grd1TriggerFunctionTime = DateTime.Seconds(3)
Grd1TriggerFunction = function()
MyActors = Utils.Take(2, GDI.GetActorsByType('mtnk'))
Utils.Do(MyActors, function(actor)
MovementAndHunt(actor, Gdi3Waypoints)
end)
end
Grd2TriggerFunction = function()
if not Grd2Switch then
for type, count in pairs({ ['e1'] = 2, ['e2'] = 1, ['jeep'] = 1 }) do
MyActors = Utils.Take(count, GDI.GetActorsByType(type))
Utils.Do(MyActors, function(actor)
MovementAndHunt(actor, Gdi4Waypoints)
end)
end
Grd2Swicth = true
end
end
Atk1TriggerFunction = function()
if not Atk1Switch then
for type, count in pairs({ ['e1'] = 3, ['e2'] = 3, ['jeep'] = 1 }) do
MyActors = Utils.Take(count, GDI.GetActorsByType(type))
Utils.Do(MyActors, function(actor)
MovementAndHunt(actor, Gdi5Waypoints)
end)
end
Atk1Switch = true
end
end
Atk2TriggerFunction = function()
if not Atk2Switch then
for type, count in pairs({ ['mtnk'] = 1, ['jeep'] = 1 }) do
MyActors = Utils.Take(count, GDI.GetActorsByType(type))
Utils.Do(MyActors, function(actor)
MovementAndHunt(actor, Gdi6Waypoints)
end)
end
Atk2Switch = true
end
end
Atk3TriggerFunction = function()
if not Atk3Switch then
Atk3Switch = true
if not Radar.IsDead then
local targets = Nod.GetGroundAttackers()
local target = targets[DateTime.GameTime % #targets + 1].CenterPosition
if target then
Radar.SendAirstrike(target, false, Facing.NorthEast + 4)
end
end
end
end
Chn1TriggerFunction = function()
local cargo = Reinforcements.ReinforceWithTransport(GDI, 'tran', Chn1Units, Chn1Waypoints, { waypoint14.Location })[2]
Utils.Do(cargo, function(actor)
IdleHunt(actor)
end)
end
Chn2TriggerFunction = function()
local cargo = Reinforcements.ReinforceWithTransport(GDI, 'tran', Chn2Units, Chn2Waypoints, { waypoint14.Location })[2]
Utils.Do(cargo, function(actor)
IdleHunt(actor)
end)
end
Obj2TriggerFunction = function()
Nod.MarkCompletedObjective(NodObjective2)
Reinforcements.Reinforce(Nod, Obj2Units, { Obj2UnitsEntry.Location, waypoint13.Location }, 15)
end
MovementAndHunt = function(unit, waypoints)
if unit ~= nil then
Utils.Do(waypoints, function(waypoint)
unit.AttackMove(waypoint.Location)
end)
IdleHunt(unit)
end
end
InsertNodUnits = function()
Camera.Position = UnitsRallyRight.CenterPosition
Media.PlaySpeechNotification(Nod, "Reinforce")
Reinforcements.Reinforce(Nod, NodStartUnitsLeft, { UnitsEntryLeft.Location, UnitsRallyLeft.Location }, 15)
Reinforcements.Reinforce(Nod, NodStartUnitsRight, { UnitsEntryRight.Location, UnitsRallyRight.Location }, 15)
end
WorldLoaded = function()
GDI = Player.GetPlayer("GDI")
Nod = Player.GetPlayer("Nod")
Trigger.OnObjectiveAdded(Nod, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
Trigger.OnObjectiveCompleted(Nod, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
end)
Trigger.OnObjectiveFailed(Nod, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
end)
Trigger.OnPlayerWon(Nod, function()
Media.PlaySpeechNotification(Nod, "Win")
end)
Trigger.OnPlayerLost(Nod, function()
Media.PlaySpeechNotification(Nod, "Lose")
end)
NodObjective1 = Nod.AddPrimaryObjective("Steal the GDI nuclear detonator.")
NodObjective2 = Nod.AddSecondaryObjective("Destroy the houses of the GDI supporters\nin the village.")
GDIObjective = GDI.AddPrimaryObjective("Stop the Nod taskforce from escaping with the detonator.")
InsertNodUnits()
Trigger.AfterDelay(Grd1TriggerFunctionTime, Grd1TriggerFunction)
Utils.Do(Grd2ActorTriggerActivator, function(actor)
Trigger.OnDiscovered(actor, Grd2TriggerFunction)
end)
OnAnyDamaged(Atk1ActorTriggerActivator, Atk1TriggerFunction)
OnAnyDamaged(Atk2ActorTriggerActivator, Atk2TriggerFunction)
Trigger.OnDamaged(Atk3Activator, Atk3TriggerFunction)
Trigger.OnAllKilled(Chn1ActorTriggerActivator, Chn1TriggerFunction)
Trigger.OnAllKilled(Chn2ActorTriggerActivator, Chn2TriggerFunction)
Trigger.OnEnteredFootprint(Chn3CellTriggerActivator, function(a, id)
if a.Owner == Nod then
Media.PlaySpeechNotification(Nod, "Reinforce")
Reinforcements.ReinforceWithTransport(Nod, 'tran', nil, { ChnEntry.Location, waypoint17.Location }, nil, nil, nil)
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnEnteredFootprint(DzneCellTriggerActivator, function(a, id)
if a.Owner == Nod then
Actor.Create('flare', true, { Owner = Nod, Location = waypoint17.Location })
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnAllRemovedFromWorld(Obj2ActorTriggerActivator, Obj2TriggerFunction)
Trigger.OnEnteredFootprint(Win1CellTriggerActivator, function(a, id)
if a.Owner == Nod then
NodObjective3 = Nod.AddPrimaryObjective("Move to the evacuation point.")
Nod.MarkCompletedObjective(NodObjective1)
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnEnteredFootprint(Win2CellTriggerActivator, function(a, id)
if a.Owner == Nod and NodObjective3 then
Nod.MarkCompletedObjective(NodObjective3)
Trigger.RemoveFootprintTrigger(id)
end
end)
end
Tick = function()
if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then
GDI.MarkCompletedObjective(GDIObjective)
end
end
IdleHunt = function(unit)
if not unit.IsDead then
Trigger.OnIdle(unit, unit.Hunt)
end
end
OnAnyDamaged = function(actors, func)
Utils.Do(actors, function(actor)
Trigger.OnDamaged(actor, func)
end)
end