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OpenRA/mods/cnc/maps/gdi03/gdi03.lua

123 lines
4.0 KiB
Lua

--[[
Copyright 2007-2019 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.
]]
SamSites = { Sam1, Sam2, Sam3, Sam4 }
Sam4Guards = { Sam4Guard0, Sam4Guard1, Sam4Guard2, Sam4Guard3, Sam4Guard4, HiddenBuggy }
NodInfantrySquad = { "e1", "e1", "e1", "e1", "e1" }
NodAttackRoutes = { { AttackWaypoint }, { AttackWaypoint }, { AttackRallypoint1, AttackRallypoint2, AttackWaypoint } }
InfantryReinforcements = { "e1", "e1", "e1", "e1", "e1", "e2", "e2", "e2", "e2", "e2" }
JeepReinforcements = { "jeep", "jeep", "jeep" }
AttackPlayer = function()
if NodBarracks.IsDead or NodBarracks.Owner == player then
return
end
local after = function(team)
local count = 1
local route = Utils.Random(NodAttackRoutes)
Utils.Do(team, function(actor)
Trigger.OnIdle(actor, function()
if actor.Location == route[count].Location then
if not count == #route then
count = count + 1
else
Trigger.ClearAll(actor)
Trigger.AfterDelay(0, function()
Trigger.OnIdle(actor, actor.Hunt)
end)
end
else
actor.AttackMove(route[count].Location)
end
end)
end)
Trigger.OnAllKilled(team, function() Trigger.AfterDelay(DateTime.Seconds(15), AttackPlayer) end)
end
NodBarracks.Build(NodInfantrySquad, after)
end
SendReinforcements = function()
Reinforcements.Reinforce(player, JeepReinforcements, { VehicleStart.Location, VehicleStop.Location })
Reinforcements.Reinforce(player, InfantryReinforcements, { InfantryStart.Location, InfantryStop.Location }, 5)
Trigger.AfterDelay(DateTime.Seconds(3), function()
Reinforcements.Reinforce(player, { "mcv" }, { VehicleStart.Location, MCVwaypoint.Location })
InitialUnitsArrived = true
end)
Media.PlaySpeechNotification(player, "Reinforce")
end
WorldLoaded = function()
player = Player.GetPlayer("GDI")
enemy = Player.GetPlayer("Nod")
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)
nodObjective = enemy.AddPrimaryObjective("Destroy all GDI troops.")
gdiMainObjective = player.AddPrimaryObjective("Eliminate all Nod forces in the area.")
gdiAirSupportObjective = player.AddSecondaryObjective("Destroy the SAM sites to receive air support.")
Trigger.OnPlayerLost(player, function()
Media.PlaySpeechNotification(player, "Lose")
end)
Trigger.OnPlayerWon(player, function()
Media.PlaySpeechNotification(player, "Win")
end)
Trigger.OnAllKilled(SamSites, function()
player.MarkCompletedObjective(gdiAirSupportObjective)
Actor.Create("airstrike.proxy", true, { Owner = player })
end)
Utils.Do(Map.NamedActors, function(actor)
if actor.Owner == enemy and actor.HasProperty("StartBuildingRepairs") then
Trigger.OnDamaged(actor, function(building)
if building.Owner == enemy and building.Health < 0.25 * building.MaxHealth then
building.StartBuildingRepairs()
end
end)
end
end)
Trigger.OnDamaged(Sam4, function()
Utils.Do(Sam4Guards, function(sam4Guard)
if not sam4Guard.IsDead then
Trigger.OnIdle(sam4Guard, sam4Guard.Hunt)
end
end)
end)
InitialUnitsArrived = false
SendReinforcements()
Camera.Position = MCVwaypoint.CenterPosition
Trigger.AfterDelay(DateTime.Seconds(15), AttackPlayer)
end
Tick = function()
if InitialUnitsArrived then
if player.HasNoRequiredUnits() then
enemy.MarkCompletedObjective(nodObjective)
end
if enemy.HasNoRequiredUnits() then
player.MarkCompletedObjective(gdiMainObjective)
end
end
end