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OpenRA/mods/cnc/maps/nod04a/nod04a.lua

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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.
]]
NodUnitsBuggy = { 'bggy', 'bggy', 'bggy', 'bggy', 'bggy' }
NodUnitsBikes = { 'bike', 'bike', 'bike' }
NodUnitsGunner = { 'e1', 'e1', 'e1', 'e1', 'e1', 'e1' }
NodUnitsRocket = { 'e3', 'e3', 'e3', 'e3', 'e3', 'e3' }
Atk6Units = { 'c1', 'c2', 'c3' }
Atk5Units = { 'e1', 'e1', 'e2', 'e2' }
Atk1Units = { 'e1', 'e1' }
XxxxUnits = { 'jeep' }
YyyyUnits = { 'e1', 'e1', 'e2' }
ZzzzUnits = { 'e1', 'e1', 'e2', 'e2' }
Spawnpoint = { waypoint0.Location }
Atk6WaypointsPart1 = { waypoint1.Location, waypoint2.Location, waypoint3.Location, waypoint4.Location }
Atk6WaypointsPart2 = { waypoint7.Location, waypoint8.Location, waypoint7.Location }
Atk5Waypoints = { waypoint0.Location, waypoint9.Location}
Atk3Waypoints = { waypoint0 }
Atk2Waypoints = { waypoint6 }
GcivWaypoints = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4 }
Atk1Waypoints = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, waypoint5, waypoint6 }
Atk4Waypoints = { waypoint0, waypoint9 }
Atk6ActorTriggerActivator = { Civilian1, Civilian2 }
Atk5ActorTriggerActivator = { Soldier1, Soldier2, Soldier3, Actor105 }
WinActorTriggerActivator = { GDICiv1, GDICiv2, GDICiv3, GDICiv4, GDICiv5, GDICiv6, GDICiv7, GDICiv8, GDICiv9, GDICiv11, GDICiv12, GDICiv13 }
GcivActors = { Gcvi1, Gciv2, GDICiv2, GDICiv9, GDICiv10, GDICiv11 }
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) }
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) }
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) }
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) }
DelxCellTriggerActivator = { CPos.New(42,20), CPos.New(41,20), CPos.New(40,20), CPos.New(39,20), CPos.New(38,20) }
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) }
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) }
Atk3TriggerCounter = 2
Atk1TriggerFunctionTime = DateTime.Seconds(20)
XxxxTriggerFunctionTime = DateTime.Seconds(50)
YyyyTriggerFunctionTime = DateTime.Minutes(1) + DateTime.Seconds(40)
ZzzzTriggerFunctionTime = DateTime.Minutes(2) + DateTime.Seconds(30)
NodCiviliansActors = { NodCiv1, NodCiv2, NodCiv3, NodCiv4, NodCiv5, NodCiv6, NodCiv7, NodCiv8, NodCiv9 }
Atk6TriggerFunction = function()
Reinforcements.ReinforceWithTransport(enemy, 'apc', Atk6Units, Atk6WaypointsPart1, Atk6WaypointsPart2,
function(transport, cargo)
Utils.Do(cargo, function(actor)
IdleHunt(actor)
end)
end,
function(unit)
IdleHunt(unit)
end)
end
Atk5TriggerFunction = function ()
if not Atk5TriggerSwitch then
Atk5TriggerSwitch = true
Reinforcements.ReinforceWithTransport(enemy, 'apc', Atk5Units, Atk5Waypoints, nil,
function(transport, cargo)
transport.UnloadPassengers()
Utils.Do(cargo, function(actor)
IdleHunt(actor)
end)
end,
function(unit)
IdleHunt(unit)
end)
end
end
Atk1TriggerFunction = function()
Reinforcements.Reinforce(enemy, Atk1Units, Spawnpoint, 15,
function(actor)
Atk1Movement(actor)
end)
end
XxxxTriggerFunction = function()
if not XxxxTriggerSwitch then
Reinforcements.Reinforce(enemy, XxxxUnits, Spawnpoint, 15,
function(actor)
Atk2Movement(actor)
end)
end
end
YyyyTriggerFunction = function()
if not YyyyTriggerSwitch then
Reinforcements.Reinforce(enemy, YyyyUnits, Spawnpoint, 15,
function(actor)
Atk4Movement(actor)
end)
end
end
ZzzzTriggerFunction = function()
if not ZzzzTriggerSwitch then
Reinforcements.ReinforceWithTransport(enemy, 'apc', ZzzzUnits, Atk5Waypoints, nil,
function(transport, cargo)
transport.UnloadPassengers()
Utils.Do(cargo, function(actor)
IdleHunt(actor)
end)
end,
function(unit)
IdleHunt(unit)
end)
end
end
Atk3Movement = function(unit)
Utils.Do(Atk3Waypoints, 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
Atk1Movement = function(unit)
Utils.Do(Atk1Waypoints, function(waypoint)
unit.AttackMove(waypoint.Location)
end)
IdleHunt(unit)
end
GcivMovement = function(unit)
Utils.Do(GcivWaypoints, function(waypoint)
unit.AttackMove(waypoint.Location)
end)
end
Atk4Movement = function(unit)
Utils.Do(Atk4Waypoints, function(waypoint)
unit.AttackMove(waypoint.Location)
end)
IdleHunt(unit)
end
InsertNodUnits = function()
Media.PlaySpeechNotification(player, "Reinforce")
Reinforcements.Reinforce(player, NodUnitsBuggy, { UnitsEntryBuggy.Location, UnitsRallyBuggy.Location }, 11)
Reinforcements.Reinforce(player, NodUnitsBikes, { UnitsEntryBikes.Location, UnitsRallyBikes.Location }, 15)
Reinforcements.Reinforce(player, NodUnitsGunner, { UnitsEntryGunner.Location, UnitsRallyGunner.Location }, 15)
Reinforcements.Reinforce(player, NodUnitsRocket, { UnitsEntryRocket.Location, UnitsRallyRocket.Location }, 15)
end
CreateCivilians = function(actor, discoverer)
Utils.Do(NodCiviliansActors, function(actor)
actor.Owner = player
end)
NodObjective2 = player.AddPrimaryObjective("Protect the civilians that support Nod.")
Trigger.OnAllKilled(NodCiviliansActors, function()
player.MarkFailedObjective(NodObjective2)
end)
Utils.Do(GcivActors, function(actor)
if not actor.IsDead then
actor.AttackMove(waypoint7.Location)
actor.AttackMove(waypoint8.Location)
IdleHunt(actor)
end
end)
end
WorldLoaded = function()
player = Player.GetPlayer("Nod")
NodSupporter = Player.GetPlayer("NodSupporter")
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)
Trigger.OnAnyKilled(Atk6ActorTriggerActivator, Atk6TriggerFunction)
OnAnyDamaged(Atk5ActorTriggerActivator, Atk5TriggerFunction)
Trigger.OnEnteredFootprint(Atk3CellTriggerActivator, function(a, id)
if a.Owner == player then
for type, count in pairs({ ['e1'] = 3, ['e2'] = 2, ['mtnk'] = 1 }) do
local myActors = Utils.Take(count, enemy.GetActorsByType(type))
Utils.Do(myActors, function(actor)
Atk3Movement(actor)
end)
end
Atk3TriggerCounter = Atk3TriggerCounter - 1
if Atk3TriggerCounter < 0 then
Trigger.RemoveFootprintTrigger(id)
end
end
end)
Trigger.OnEnteredFootprint(Atk2CellTriggerActivator, function(a, id)
if a.Owner == player then
MyActors = Utils.Take(1, enemy.GetActorsByType('jeep'))
Utils.Do(MyActors, function(actor)
Atk2Movement(actor)
end)
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnEnteredFootprint(GcivCellTriggerActivator, function(a, id)
if a.Owner == player then
Utils.Do(GcivActors, function(actor)
GcivMovement(actor)
end)
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.AfterDelay(Atk1TriggerFunctionTime, Atk1TriggerFunction)
Trigger.OnEnteredFootprint(Atk4CellTriggerActivator, function(a, id)
if a.Owner == player then
for type, count in pairs({ ['e1'] = 2,['e2'] = 1 }) do
local myActors = Utils.Take(count, enemy.GetActorsByType(type))
Utils.Do(myActors, function(actor)
Atk4Movement(actor)
end)
end
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.AfterDelay(XxxxTriggerFunctionTime, XxxxTriggerFunction)
Trigger.AfterDelay(YyyyTriggerFunctionTime, YyyyTriggerFunction)
Trigger.AfterDelay(ZzzzTriggerFunctionTime, ZzzzTriggerFunction)
Trigger.OnEnteredFootprint(DelxCellTriggerActivator, function(a, id)
if a.Owner == player then
XxxxTriggerSwitch = true
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnEnteredFootprint(DelyCellTriggerActivator, function(a, id)
if a.Owner == player then
YyyyTriggerSwitch = true
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnEnteredFootprint(DelzCellTriggerActivator, function(a, id)
if a.Owner == player then
ZzzzTriggerSwitch = true
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnPlayerDiscovered(NodSupporter, CreateCivilians)
Trigger.OnAllKilled(WinActorTriggerActivator, function()
player.MarkCompletedObjective(NodObjective1)
if NodObjective2 then
player.MarkCompletedObjective(NodObjective2)
end
end)
GDIObjective = enemy.AddPrimaryObjective("Eliminate all Nod forces in the area.")
NodObjective1 = player.AddPrimaryObjective("Kill all civilian GDI supporters.")
InsertNodUnits()
Camera.Position = waypoint6.CenterPosition
end
Tick = function()
if player.HasNoRequiredUnits() then
if DateTime.GameTime > 2 then
enemy.MarkCompletedObjective(GDIObjective)
end
end
end
OnAnyDamaged = function(actors, func)
Utils.Do(actors, function(actor)
Trigger.OnDamaged(actor, func)
end)
end
IdleHunt = function(unit)
if not unit.IsDead then
Trigger.OnIdle(unit, unit.Hunt)
end
end