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OpenRA/mods/cnc/maps/gdi04a/gdi04a.lua

168 lines
5.1 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.
]]
AutoTrigger = { CPos.New(51, 47), CPos.New(52, 47), CPos.New(53, 47), CPos.New(54, 47) }
GDIHeliTrigger = { CPos.New(27, 55), CPos.New(27, 56), CPos.New(28, 56), CPos.New(28, 57), CPos.New(28, 58), CPos.New(28, 59)}
Nod1Units = { "e1", "e1", "e3", "e3" }
Auto1Units = { "e1", "e1", "e3" }
KillsUntilReinforcements = 12
HeliDelay = { 83, 137, 211 }
GDIReinforcements = { "e2", "e2", "e2", "e2", "e2" }
GDIReinforcementsWaypoints = { GDIReinforcementsEntry.Location, GDIReinforcementsWP1.Location }
NodHelis = {
{ delay = DateTime.Seconds(HeliDelay[1]), entry = { NodHeliEntry.Location, NodHeliLZ1.Location }, types = { "e1", "e1", "e3" } },
{ delay = DateTime.Seconds(HeliDelay[2]), entry = { NodHeliEntry.Location, NodHeliLZ2.Location }, types = { "e1", "e1", "e1", "e1" } },
{ delay = DateTime.Seconds(HeliDelay[3]), entry = { NodHeliEntry.Location, NodHeliLZ3.Location }, types = { "e1", "e1", "e3" } }
}
SendHeli = function(heli)
units = Reinforcements.ReinforceWithTransport(enemy, "tran", heli.types, heli.entry, { heli.entry[1] })
Utils.Do(units[2], function(actor)
actor.Hunt()
Trigger.OnIdle(actor, actor.Hunt)
Trigger.OnKilled(actor, KillCounter)
end)
Trigger.AfterDelay(heli.delay, function() SendHeli(heli) end)
end
SendGDIReinforcements = function()
Media.PlaySpeechNotification(player, "Reinforce")
Reinforcements.ReinforceWithTransport(player, "apc", GDIReinforcements, GDIReinforcementsWaypoints, nil, function(apc, team)
table.insert(team, apc)
Trigger.OnAllKilled(team, function() Trigger.AfterDelay(DateTime.Seconds(5), SendGDIReinforcements) end)
Utils.Do(team, function(unit) unit.Stance = "Defend" end)
end)
end
BuildNod1 = function()
if HandOfNod.IsDead then
return
end
local func = function(team)
Utils.Do(team, function(actor)
Trigger.OnIdle(actor, actor.Hunt)
Trigger.OnKilled(actor, KillCounter)
end)
Trigger.OnAllKilled(team, BuildNod1)
end
if not HandOfNod.Build(Nod1Units, func) then
Trigger.AfterDelay(DateTime.Seconds(5), BuildNod1)
end
end
BuildAuto1 = function()
if HandOfNod.IsDead then
return
end
local func = function(team)
Utils.Do(team, function(actor)
Trigger.OnIdle(actor, actor.Hunt)
Trigger.OnKilled(actor, KillCounter)
end)
end
if not HandOfNod.IsDead and HandOfNod.Build(Auto1Units, func) then
Trigger.AfterDelay(DateTime.Seconds(5), BuildAuto1)
end
end
kills = 0
KillCounter = function() kills = kills + 1 end
ReinforcementsSent = false
Tick = function()
enemy.Cash = 1000
if not ReinforcementsSent and kills >= KillsUntilReinforcements then
ReinforcementsSent = true
player.MarkCompletedObjective(reinforcementsObjective)
SendGDIReinforcements()
end
if player.HasNoRequiredUnits() then
Trigger.AfterDelay(DateTime.Seconds(1), function() player.MarkFailedObjective(gdiObjective) end)
end
end
SetupWorld = function()
Utils.Do(enemy.GetGroundAttackers(enemy), function(unit)
Trigger.OnKilled(unit, KillCounter)
end)
Utils.Do(player.GetGroundAttackers(), function(unit)
unit.Stance = "Defend"
end)
Hunter1.Hunt()
Hunter2.Hunt()
Trigger.OnRemovedFromWorld(crate, function() player.MarkCompletedObjective(gdiObjective) end)
end
WorldLoaded = function()
player = Player.GetPlayer("GDI")
enemy = Player.GetPlayer("Nod")
SetupWorld()
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)
gdiObjective = player.AddPrimaryObjective("Retrieve the crate with the stolen rods.")
reinforcementsObjective = player.AddSecondaryObjective("Eliminate " .. KillsUntilReinforcements .. " Nod units for reinforcements.")
enemy.AddPrimaryObjective("Defend against the GDI forces.")
BuildNod1()
Utils.Do(NodHelis, function(heli)
Trigger.AfterDelay(heli.delay, function() SendHeli(heli) end)
end)
autoTrigger = false
Trigger.OnEnteredFootprint(AutoTrigger, function(a, id)
if not autoTrigger and a.Owner == player then
autoTrigger = true
Trigger.RemoveFootprintTrigger(id)
BuildAuto1()
end
end)
gdiHeliTrigger = false
Trigger.OnEnteredFootprint(GDIHeliTrigger, function(a, id)
if not gdiHeliTrigger and a.Owner == player then
gdiHeliTrigger = true
Trigger.RemoveFootprintTrigger(id)
Reinforcements.ReinforceWithTransport(player, "tran", nil, { GDIHeliEntry.Location, GDIHeliLZ.Location })
end
end)
Camera.Position = Actor56.CenterPosition
end