208 lines
8.7 KiB
Lua
208 lines
8.7 KiB
Lua
--[[
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Copyright 2007-2022 The OpenRA Developers (see AUTHORS)
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This file is part of OpenRA, which is free software. It is made
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available to you under the terms of the GNU General Public License
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as published by the Free Software Foundation, either version 3 of
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the License, or (at your option) any later version. For more
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information, see COPYING.
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]]
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NodUnitsBuggy = { "bggy", "bggy", "bggy", "bggy", "bggy" }
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NodUnitsBikes = { "bike", "bike", "bike" }
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NodUnitsGunner = { "e1", "e1", "e1", "e1", "e1", "e1" }
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NodUnitsRocket = { "e3", "e3", "e3", "e3", "e3", "e3" }
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Atk6Units = { "c1", "c2", "c3" }
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Atk5Units = { "e1", "e1", "e2", "e2" }
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Atk1Units = { "e1", "e1" }
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JeepReinforcements = { "jeep" }
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GDIUnits = { "e1", "e1", "e2" }
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ApcUnits = { "e1", "e1", "e2", "e2" }
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Spawnpoint = { waypoint0.Location }
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Atk6WaypointsPart1 = { waypoint1.Location, waypoint2.Location, waypoint3.Location, waypoint4.Location }
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Atk6WaypointsPart2 = { waypoint7.Location, waypoint8.Location, waypoint7.Location }
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Atk5Waypoints = { waypoint0.Location, waypoint9.Location}
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Atk3Waypoints = { waypoint0 }
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Atk2Waypoints = { waypoint6 }
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GcivWaypoints = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4 }
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Atk1Waypoints = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, waypoint5, waypoint6 }
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Atk4Waypoints = { waypoint0, waypoint9 }
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Atk6ActorTriggerActivator = { Civilian1, Civilian2 }
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Atk5ActorTriggerActivator = { Soldier1, Soldier2, Soldier3, Actor105 }
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WinActorTriggerActivator = { GDICiv1, GDICiv2, GDICiv3, GDICiv4, GDICiv5, GDICiv6, GDICiv7, GDICiv8, GDICiv9, GDICiv11, GDICiv12, GDICiv13 }
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GcivActors = { Gcvi1, Gciv2, GDICiv2, GDICiv9, GDICiv10, GDICiv11 }
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Atk2CellTriggerActivator = { CPos.New(41,22), CPos.New(40,22), CPos.New(39,22), CPos.New(41,21), CPos.New(40,21), CPos.New(39,21) }
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Atk3CellTriggerActivator = { CPos.New(18,18), CPos.New(17,18), CPos.New(16,18), CPos.New(15,18), CPos.New(14,18), CPos.New(13,18), CPos.New(12,18), CPos.New(11,18), CPos.New(24,17), CPos.New(23,17), CPos.New(22,17), CPos.New(21,17), CPos.New(20,17), CPos.New(19,17), CPos.New(17,17), CPos.New(16,17), CPos.New(15,17), CPos.New(14,17), CPos.New(13,17), CPos.New(12,17), CPos.New(11,17) }
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Atk4CellTriggerActivator = { CPos.New(29,28), CPos.New(28,28), CPos.New(29,27), CPos.New(28,27), CPos.New(29,26), CPos.New(28,26), CPos.New(29,25), CPos.New(28,25), CPos.New(29,24), CPos.New(28,24), CPos.New(29,23), CPos.New(28,23), CPos.New(29,22), CPos.New(28,22) }
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GcivCellTriggerActivator = { CPos.New(51,17), CPos.New(50,17), CPos.New(49,17), CPos.New(48,17), CPos.New(47,17), CPos.New(46,17), CPos.New(45,17), CPos.New(44,17), CPos.New(43,17), CPos.New(42,17), CPos.New(41,17), CPos.New(40,17), CPos.New(39,17), CPos.New(38,17), CPos.New(37,17), CPos.New(36,17), CPos.New(35,17), CPos.New(52,16), CPos.New(51,16), CPos.New(50,16), CPos.New(49,16), CPos.New(48,16), CPos.New(47,16), CPos.New(46,16), CPos.New(45,16), CPos.New(44,16), CPos.New(43,16), CPos.New(42,16), CPos.New(41,16), CPos.New(40,16), CPos.New(39,16), CPos.New(38,16), CPos.New(37,16), CPos.New(36,16), CPos.New(35,16) }
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DelxCellTriggerActivator = { CPos.New(42,20), CPos.New(41,20), CPos.New(40,20), CPos.New(39,20), CPos.New(38,20) }
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DelyCellTriggerActivator = { CPos.New(31,28), CPos.New(30,28), CPos.New(31,27), CPos.New(30,27), CPos.New(31,26), CPos.New(30,26), CPos.New(31,25), CPos.New(30,25), CPos.New(31,24), CPos.New(30,24) }
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DelzCellTriggerActivator = { CPos.New(18,20), CPos.New(17,20), CPos.New(16,20), CPos.New(15,20), CPos.New(14,20), CPos.New(13,20), CPos.New(12,20), CPos.New(11,20), CPos.New(25,19), CPos.New(24,19), CPos.New(23,19), CPos.New(22,19), CPos.New(21,19), CPos.New(20,19), CPos.New(19,19), CPos.New(18,19), CPos.New(17,19), CPos.New(16,19), CPos.New(15,19), CPos.New(14,19), CPos.New(13,19), CPos.New(12,19), CPos.New(11,19), CPos.New(25,18), CPos.New(24,18), CPos.New(23,18), CPos.New(22,18), CPos.New(21,18), CPos.New(20,18), CPos.New(19,18) }
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NodCiviliansActors = { NodCiv1, NodCiv2, NodCiv3, NodCiv4, NodCiv5, NodCiv6, NodCiv7, NodCiv8, NodCiv9 }
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SendJeepReinforcements = function()
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if not PreventJeepReinforcements then
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local units = Reinforcements.Reinforce(GDI, JeepReinforcements, Spawnpoint, 15)
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MoveAndHunt(units, Atk2Waypoints)
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end
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end
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SendGDIReinforcements = function()
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if not PreventGDIReinforcements then
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local units = Reinforcements.Reinforce(GDI, GDIUnits, Spawnpoint, 15)
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MoveAndHunt(units, Atk4Waypoints)
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end
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end
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SendApcReinforcements = function()
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if not PreventApcReinforcements then
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Reinforcements.ReinforceWithTransport(GDI, "apc", ApcUnits, Atk5Waypoints, nil,
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function(transport, cargo)
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transport.UnloadPassengers()
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Utils.Do(cargo, IdleHunt)
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end, IdleHunt)
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end
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end
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CreateCivilians = function(actor, discoverer)
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Utils.Do(NodCiviliansActors, function(actor)
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actor.Owner = Nod
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end)
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ProtectCivilians = AddPrimaryObjective(Nod, "protect-nod-supporters")
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Trigger.OnAllKilled(NodCiviliansActors, function()
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Nod.MarkFailedObjective(ProtectCivilians)
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end)
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Utils.Do(GcivActors, function(actor)
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if not actor.IsDead then
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actor.AttackMove(waypoint7.Location)
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actor.AttackMove(waypoint8.Location)
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IdleHunt(actor)
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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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Nod = Player.GetPlayer("Nod")
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NodSupporter = Player.GetPlayer("NodSupporter")
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GDI = Player.GetPlayer("GDI")
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InitObjectives(Nod)
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Trigger.OnAnyKilled(Atk6ActorTriggerActivator, function()
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Reinforcements.ReinforceWithTransport(GDI, "apc", Atk6Units, Atk6WaypointsPart1, Atk6WaypointsPart2,
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function(transport, cargo)
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Utils.Do(cargo, IdleHunt)
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end, IdleHunt)
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end)
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Utils.Do(Atk5ActorTriggerActivator, function(actor)
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Trigger.OnDamaged(actor, function()
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if Atk5TriggerSwitch then
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return
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end
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Atk5TriggerSwitch = true
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Reinforcements.ReinforceWithTransport(GDI, "apc", Atk5Units, Atk5Waypoints, nil,
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function(transport, cargo)
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transport.UnloadPassengers()
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Utils.Do(cargo, IdleHunt)
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end, IdleHunt)
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end)
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end)
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Trigger.OnEnteredFootprint(Atk3CellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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Trigger.RemoveFootprintTrigger(id)
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for type, count in pairs({ ["e1"] = 3, ["e2"] = 2, ["mtnk"] = 1 }) do
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MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), Atk3Waypoints)
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end
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end
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end)
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Trigger.OnEnteredFootprint(Atk2CellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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MoveAndHunt(Utils.Take(1, GDI.GetActorsByType("jeep")), Atk2Waypoints)
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.OnEnteredFootprint(GcivCellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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MoveAndHunt(GcivActors, GcivWaypoints)
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.OnEnteredFootprint(Atk4CellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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for type, count in pairs({ ["e1"] = 2,["e2"] = 1 }) do
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MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), Atk4Waypoints)
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end
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.AfterDelay(DateTime.Seconds(20), function()
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local units = Reinforcements.Reinforce(GDI, Atk1Units, Spawnpoint, 15)
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MoveAndHunt(units, Atk1Waypoints)
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end)
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Trigger.AfterDelay(DateTime.Seconds(50), SendJeepReinforcements)
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Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(40), SendGDIReinforcements)
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Trigger.AfterDelay(DateTime.Minutes(2) + DateTime.Seconds(30), SendApcReinforcements)
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Trigger.OnEnteredFootprint(DelxCellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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PreventJeepReinforcements = true
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.OnEnteredFootprint(DelyCellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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PreventGDIReinforcements = true
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.OnEnteredFootprint(DelzCellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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PreventApcReinforcements = true
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.OnPlayerDiscovered(NodSupporter, CreateCivilians)
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Trigger.OnAllKilled(WinActorTriggerActivator, function()
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Nod.MarkCompletedObjective(KillGDI)
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if ProtectCivilians then
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Nod.MarkCompletedObjective(ProtectCivilians)
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end
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end)
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KillGDI = AddPrimaryObjective(Nod, "kill-gdi-supporters")
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Media.PlaySpeechNotification(Nod, "Reinforce")
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Reinforcements.Reinforce(Nod, NodUnitsBuggy, { UnitsEntryBuggy.Location, UnitsRallyBuggy.Location }, 11)
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Reinforcements.Reinforce(Nod, NodUnitsBikes, { UnitsEntryBikes.Location, UnitsRallyBikes.Location }, 15)
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Reinforcements.Reinforce(Nod, NodUnitsGunner, { UnitsEntryGunner.Location, UnitsRallyGunner.Location }, 15)
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Reinforcements.Reinforce(Nod, NodUnitsRocket, { UnitsEntryRocket.Location, UnitsRallyRocket.Location }, 15)
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Camera.Position = waypoint6.CenterPosition
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end
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Tick = function()
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if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then
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Nod.MarkFailedObjective(KillGDI)
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end
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end
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