Files
OpenRA/mods/cnc/maps/nod06b/nod06b.lua
2022-05-28 00:35:10 -05:00

176 lines
7.1 KiB
Lua

--[[
Copyright 2007-2022 The OpenRA Developers (see AUTHORS)
This file is part of OpenRA, which is free software. It is made
available to you under the terms of the GNU General Public License
as published by the Free Software Foundation, either version 3 of
the License, or (at your option) any later version. For more
information, see COPYING.
]]
NodUnitsVehicle1 =
{
tough = { 'bggy', 'bike', 'bike' },
hard = { 'bggy', 'bggy', 'bike', 'bike' },
normal = { 'bggy', 'bggy', 'bike', 'bike', 'bike' },
easy = { 'bggy', 'bggy', 'bggy', 'bike', 'bike', 'bike', 'bike' }
}
NodUnitsVehicle2 =
{
tough = { 'ltnk', 'ltnk' },
hard = { 'ltnk', 'ltnk', 'ltnk' },
normal = { 'ltnk', 'ltnk', 'ltnk', 'ltnk' },
easy = { 'ltnk', 'ltnk', 'ltnk', 'ltnk', 'ltnk' }
}
NodUnitsGunner =
{
tough = { 'e1', 'e1', 'e1', 'e1' },
hard = { 'e1', 'e1', 'e1', 'e1', 'e1' },
normal = { 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e1' },
easy = { 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e1' }
}
NodUnitsRocket =
{
tough = { 'e3', 'e3', 'e3', 'e3' },
hard = { 'e3', 'e3', 'e3', 'e3', 'e3' },
normal = { 'e3', 'e3', 'e3', 'e3', 'e3', 'e3', 'e3' },
easy = { 'e3', 'e3', 'e3', 'e3', 'e3', 'e3', 'e3', 'e3', 'e3', 'e3' }
}
Gdi1Units = { 'e1', 'e1', 'e2', 'e2', 'e2' }
Obj2Units = { 'ftnk', 'e4', 'e4' }
HuntCellTriggerActivator = { CPos.New(61,34), CPos.New(60,34), CPos.New(59,34), CPos.New(58,34), CPos.New(57,34), CPos.New(56,34), CPos.New(55,34), CPos.New(61,33), CPos.New(60,33), CPos.New(59,33), CPos.New(58,33), CPos.New(57,33), CPos.New(56,33) }
DzneCellTriggerActivator = { CPos.New(50,30), CPos.New(49,30), CPos.New(48,30), CPos.New(47,30), CPos.New(46,30), CPos.New(45,30), CPos.New(50,29), CPos.New(49,29), CPos.New(48,29), CPos.New(47,29), CPos.New(46,29), CPos.New(45,29), CPos.New(50,28), CPos.New(49,28), CPos.New(48,28), CPos.New(47,28), CPos.New(46,28), CPos.New(45,28), CPos.New(50,27), CPos.New(49,27), CPos.New(46,27), CPos.New(45,27), CPos.New(50,26), CPos.New(49,26), CPos.New(48,26), CPos.New(47,26), CPos.New(46,26), CPos.New(45,26), CPos.New(50,25), CPos.New(49,25), CPos.New(48,25), CPos.New(47,25), CPos.New(46,25), CPos.New(45,25) }
Win1CellTriggerActivator = { CPos.New(47,27) }
Win2CellTriggerActivator = { CPos.New(57,57), CPos.New(56,57), CPos.New(55,57), CPos.New(57,56), CPos.New(56,56), CPos.New(55,56), CPos.New(57,55), CPos.New(56,55), CPos.New(55,55), CPos.New(57,54), CPos.New(56,54), CPos.New(55,54), CPos.New(57,53), CPos.New(56,53), CPos.New(55,53), CPos.New(57,52), CPos.New(56,52), CPos.New(55,52) }
ChnCellTriggerActivator = { CPos.New(61,52), CPos.New(60,52), CPos.New(59,52), CPos.New(58,52), CPos.New(61,51), CPos.New(60,51), CPos.New(59,51), CPos.New(58,51), CPos.New(61,50), CPos.New(60,50), CPos.New(59,50), CPos.New(58,50) }
Chn1ActorTriggerActivator = { Chn1Actor1, Chn1Actor2 }
Chn2ActorTriggerActivator = { Chn2Actor1 }
Atk1ActorTriggerActivator = { Atk1Actor1, Atk1Actor2 }
Atk2ActorTriggerActivator = { Atk2Actor1, Atk2Actor2 }
Obj2ActorTriggerActivator = { Obj2Actor0, Obj2Actor1, Obj2Actor2, Obj2Actor3, Obj2Actor4, Obj2Actor5, Obj2Actor6, Obj2Actor7, Obj2Actor8, Obj2Actor9, Obj2Actor10, Obj2Actor11, Obj2Actor12, Obj2Actor13, Obj2Actor14 }
Chn1Waypoints = { ChnEntry.Location, waypoint0.Location }
Chn2Waypoints = { ChnEntry.Location, waypoint0.Location }
Gdi5Waypoint = { waypoint1, waypoint2, waypoint3, waypoint4, waypoint5, waypoint6, waypoint7 }
OnAnyDamaged = function(actors, func)
local triggered
Utils.Do(actors, function(actor)
Trigger.OnDamaged(actor, function()
if triggered then
return
end
triggered = true
func()
end)
end)
end
InsertNodUnits = function()
NodUnitsVehicle1 = NodUnitsVehicle1[Difficulty]
NodUnitsVehicle2 = NodUnitsVehicle2[Difficulty]
NodUnitsGunner = NodUnitsGunner[Difficulty]
NodUnitsRocket = NodUnitsRocket[Difficulty]
Media.PlaySpeechNotification(Nod, "Reinforce")
Camera.Position = UnitsRallyVehicle2.CenterPosition
Reinforcements.Reinforce(Nod, NodUnitsVehicle1, { UnitsEntryVehicle.Location, UnitsRallyVehicle1.Location }, 10)
Reinforcements.Reinforce(Nod, NodUnitsVehicle2, { UnitsEntryVehicle.Location, UnitsRallyVehicle2.Location }, 15)
Reinforcements.Reinforce(Nod, NodUnitsGunner, { UnitsEntryGunner.Location, UnitsRallyGunner.Location }, 15)
Reinforcements.Reinforce(Nod, NodUnitsRocket, { UnitsEntryRocket.Location, UnitsRallyRocket.Location }, 25)
end
WorldLoaded = function()
Nod = Player.GetPlayer("Nod")
GDI = Player.GetPlayer("GDI")
InitObjectives(Nod)
StealDetonator = Nod.AddObjective("Steal the GDI nuclear detonator.")
DestroyVillage = Nod.AddObjective("Destroy the houses of the GDI supporters\nin the village.", "Secondary", false)
InsertNodUnits()
Trigger.OnEnteredFootprint(HuntCellTriggerActivator, function(a, id)
if a.Owner == Nod then
Utils.Do(GDI.GetGroundAttackers(), IdleHunt)
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, function()
Nod.MarkCompletedObjective(DestroyVillage)
Media.PlaySpeechNotification(Nod, "Reinforce")
Reinforcements.Reinforce(Nod, Obj2Units, { Obj2UnitsEntry.Location, waypoint13.Location }, 15)
end)
Trigger.OnEnteredFootprint(Win1CellTriggerActivator, function(a, id)
if a.Owner == Nod then
EvacuateObjective = Nod.AddObjective("Move to the evacuation point.")
Nod.MarkCompletedObjective(StealDetonator)
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnEnteredFootprint(Win2CellTriggerActivator, function(a, id)
if a.Owner == Nod and EvacuateObjective then
Nod.MarkCompletedObjective(EvacuateObjective)
Trigger.RemoveFootprintTrigger(id)
end
end)
OnAnyDamaged(Chn1ActorTriggerActivator, function()
local cargo = Reinforcements.ReinforceWithTransport(GDI, 'tran', Gdi1Units, Chn1Waypoints, { ChnEntry.Location })[2]
Utils.Do(cargo, IdleHunt)
end)
OnAnyDamaged(Atk1ActorTriggerActivator, function()
for type, count in pairs({ ['e2'] = 2, ['jeep'] = 1, ['e1'] = 2}) do
Utils.Do(Utils.Take(count, GDI.GetActorsByType(type)), IdleHunt)
end
end)
OnAnyDamaged(Atk2ActorTriggerActivator, function()
for type, count in pairs({ ['e2'] = 2, ['e1'] = 2}) do
MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), Gdi5Waypoint)
end
end)
OnAnyDamaged(Chn2ActorTriggerActivator, function()
local cargo = Reinforcements.ReinforceWithTransport(GDI, 'tran', Gdi1Units, Chn2Waypoints, { ChnEntry.Location })[2]
Utils.Do(cargo, IdleHunt)
end)
Trigger.OnEnteredFootprint(ChnCellTriggerActivator, 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)
end
Tick = function()
if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then
Nod.MarkFailedObjective(StealDetonator)
if EvacuateObjective then
Nod.MarkFailedObjective(EvacuateObjective)
end
end
end