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OpenRA/mods/cnc/maps/nod02a/nod02a.lua

277 lines
7.9 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.
]]
NodUnits = { "bggy", "e1", "e1", "e1", "e1", "e1", "bggy", "e1", "e1", "e1", "bggy" }
NodBaseBuildings = { "hand", "fact", "nuke" }
DfndActorTriggerActivator = { Refinery, Barracks, Powerplant, Yard }
Atk3ActorTriggerActivator = { Guard1, Guard2, Guard3, Guard4, Guard5, Guard6, Guard7 }
Atk1CellTriggerActivator = { CPos.New(45,37), CPos.New(44,37), CPos.New(45,36), CPos.New(44,36), CPos.New(45,35), CPos.New(44,35), CPos.New(45,34), CPos.New(44,34) }
Atk4CellTriggerActivator = { CPos.New(50,47), CPos.New(49,47), CPos.New(48,47), CPos.New(47,47), CPos.New(46,47), CPos.New(45,47), CPos.New(44,47), CPos.New(43,47), CPos.New(42,47), CPos.New(41,47), CPos.New(40,47), CPos.New(39,47), CPos.New(38,47), CPos.New(37,47), CPos.New(50,46), CPos.New(49,46), CPos.New(48,46), CPos.New(47,46), CPos.New(46,46), CPos.New(45,46), CPos.New(44,46), CPos.New(43,46), CPos.New(42,46), CPos.New(41,46), CPos.New(40,46), CPos.New(39,46), CPos.New(38,46) }
Atk2TriggerFunctionTime = DateTime.Seconds(40)
Atk5TriggerFunctionTime = DateTime.Minutes(1) + DateTime.Seconds(15)
Atk6TriggerFunctionTime = DateTime.Minutes(1) + DateTime.Seconds(20)
Atk7TriggerFunctionTime = DateTime.Seconds(50)
Pat1TriggerFunctionTime = DateTime.Seconds(30)
Atk1Waypoints = { waypoint2, waypoint4, waypoint5, waypoint6 }
Atk2Waypoints = { waypoint2, waypoint5, waypoint7, waypoint6 }
Atk3Waypoints = { waypoint2, waypoint4, waypoint5, waypoint9 }
Atk4Waypoints = { waypoint0, waypoint8, waypoint9 }
Pat1Waypoints = { waypoint0, waypoint1, waypoint2, waypoint3 }
UnitToRebuild = 'e1'
GDIStartUnits = 0
getActors = function(owner, units)
local maxUnits = 0
local actors = { }
for type, count in pairs(units) do
local globalActors = Utils.Where(Map.ActorsInWorld, function(actor)
return actor.Owner == owner and actor.Type == type and not actor.IsDead
end)
if #globalActors < count then
maxUnits = #globalActors
else
maxUnits = count
end
for i = 1, maxUnits, 1 do
actors[#actors + 1] = globalActors[i]
end
end
return actors
end
InsertNodUnits = function()
Media.PlaySpeechNotification(player, "Reinforce")
Reinforcements.Reinforce(player, NodUnits, { UnitsEntry.Location, UnitsRally.Location }, 15)
Reinforcements.Reinforce(player, { "mcv" }, { McvEntry.Location, McvRally.Location })
end
OnAnyDamaged = function(actors, func)
Utils.Do(actors, function(actor)
Trigger.OnDamaged(actor, func)
end)
end
CheckForBase = function(player)
local buildings = 0
Utils.Do(NodBaseBuildings, function(name)
if #player.GetActorsByType(name) > 0 then
buildings = buildings + 1
end
end)
return buildings == #NodBaseBuildings
end
DfndTriggerFunction = function()
local list = enemy.GetGroundAttackers()
Utils.Do(list, function(unit)
IdleHunt(unit)
end)
end
Atk2TriggerFunction = function()
local MyActors = getActors(enemy, { ['e1'] = 3 })
Utils.Do(MyActors, function(actor)
Atk2Movement(actor)
end)
end
Atk3TriggerFunction = function()
if not Atk3TriggerSwitch then
Atk3TriggerSwitch = true
MyActors = getActors(enemy, { ['e1'] = 4 })
Utils.Do(MyActors, function(actor)
Atk3Movement(actor)
end)
end
end
Atk5TriggerFunction = function()
local MyActors = getActors(enemy, { ['e1'] = 3 })
Utils.Do(MyActors, function(actor)
Atk2Movement(actor)
end)
end
Atk6TriggerFunction = function()
local MyActors = getActors(enemy, { ['e1'] = 4 })
Utils.Do(MyActors, function(actor)
Atk3Movement(actor)
end)
end
Atk7TriggerFunction = function()
local MyActors = getActors(enemy, { ['e1'] = 3 })
Utils.Do(MyActors, function(actor)
Atk4Movement(actor)
end)
end
Pat1TriggerFunction = function()
local MyActors = getActors(enemy, { ['e1'] = 3 })
Utils.Do(MyActors, function(actor)
Pat1Movement(actor)
end)
end
Atk1Movement = function(unit)
Utils.Do(Atk1Waypoints, function(waypoint)
unit.AttackMove(waypoint.Location)
end)
IdleHunt(unit)
end
Atk2Movement = function(unit)
Utils.Do(Atk2Waypoints, function(waypoint)
unit.AttackMove(waypoint.Location)
end)
IdleHunt(unit)
end
Atk3Movement = function(unit)
Utils.Do(Atk3Waypoints, function(waypoint)
unit.AttackMove(waypoint.Location)
end)
IdleHunt(unit)
end
Atk4Movement = function(unit)
Utils.Do(Atk4Waypoints, function(waypoint)
unit.AttackMove(waypoint.Location)
end)
IdleHunt(unit)
end
Pat1Movement = function(unit)
Utils.Do(Pat1Waypoints, function(waypoint)
unit.Move(waypoint.Location)
end)
IdleHunt(unit)
end
WorldLoaded = function()
player = Player.GetPlayer("Nod")
enemy = Player.GetPlayer("GDI")
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)
NodObjective1 = player.AddPrimaryObjective("Build a base.")
NodObjective2 = player.AddPrimaryObjective("Destroy the GDI base.")
GDIObjective = enemy.AddPrimaryObjective("Kill all enemies.")
OnAnyDamaged(Atk3ActorTriggerActivator, Atk3TriggerFunction)
Trigger.OnAllRemovedFromWorld(DfndActorTriggerActivator, DfndTriggerFunction)
Trigger.AfterDelay(Atk2TriggerFunctionTime, Atk2TriggerFunction)
Trigger.AfterDelay(Atk5TriggerFunctionTime, Atk5TriggerFunction)
Trigger.AfterDelay(Atk6TriggerFunctionTime, Atk6TriggerFunction)
Trigger.AfterDelay(Atk7TriggerFunctionTime, Atk7TriggerFunction)
Trigger.AfterDelay(Pat1TriggerFunctionTime, Pat1TriggerFunction)
Trigger.OnEnteredFootprint(Atk1CellTriggerActivator, function(a, id)
if a.Owner == player then
MyActors = getActors(enemy, { ['e1'] = 5 })
Utils.Do(MyActors, function(actor)
Atk1Movement(actor)
end)
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnEnteredFootprint(Atk4CellTriggerActivator, function(a, id)
if a.Owner == player then
MyActors = getActors(enemy, { ['e1'] = 3 } )
Utils.Do(MyActors, function(actor)
Atk2Movement(actor)
end)
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.AfterDelay(0, getStartUnits)
InsertNodUnits()
end
Tick = function()
if enemy.HasNoRequiredUnits() then
player.MarkCompletedObjective(NodObjective2)
end
if player.HasNoRequiredUnits() then
if DateTime.GameTime > 2 then
enemy.MarkCompletedObjective(GDIObjective)
end
end
if DateTime.GameTime % DateTime.Seconds(1) == 0 and not player.IsObjectiveCompleted(NodObjective1) and CheckForBase(player) then
player.MarkCompletedObjective(NodObjective1)
end
if DateTime.GameTime % DateTime.Seconds(3) == 0 and Barracks.IsInWorld and Barracks.Owner == enemy then
checkProduction(enemy)
end
end
checkProduction = function(player)
local Units = Utils.Where(Map.ActorsInWorld, function(actor)
return actor.Owner == player and actor.Type == UnitToRebuild
end)
if #Units < GDIStartUnits then
local unitsToProduce = GDIStartUnits - #Units
if Barracks.IsInWorld and unitsToProduce > 0 then
local UnitsType = { }
for i = 1, unitsToProduce, 1 do
UnitsType[i] = UnitToRebuild
end
Barracks.Build(UnitsType)
end
end
end
getStartUnits = function()
local Units = Utils.Where(Map.ActorsInWorld, function(actor)
return actor.Owner == enemy
end)
Utils.Do(Units, function(unit)
if unit.Type == UnitToRebuild then
GDIStartUnits = GDIStartUnits + 1
end
end)
end
IdleHunt = function(unit)
if not unit.IsDead then
Trigger.OnIdle(unit, unit.Hunt)
end
end