275 lines
7.8 KiB
Lua
275 lines
7.8 KiB
Lua
NodUnits = { "bggy", "e1", "e1", "e1", "e1", "e1", "bggy", "e1", "e1", "e1", "bggy" }
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NodBaseBuildings = { "hand", "fact", "nuke" }
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DfndActorTriggerActivator = { Refinery, Barracks, Powerplant, Yard }
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Atk3ActorTriggerActivator = { Guard1, Guard2, Guard3, Guard4, Guard5, Guard6, Guard7 }
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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) }
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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) }
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Atk2TriggerFunctionTime = DateTime.Seconds(40)
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Atk5TriggerFunctionTime = DateTime.Minutes(1) + DateTime.Seconds(15)
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Atk6TriggerFunctionTime = DateTime.Minutes(1) + DateTime.Seconds(20)
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Atk7TriggerFunctionTime = DateTime.Seconds(50)
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Pat1TriggerFunctionTime = DateTime.Seconds(30)
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Atk1Waypoints = { waypoint2, waypoint4, waypoint5, waypoint6 }
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Atk2Waypoints = { waypoint2, waypoint5, waypoint7, waypoint6 }
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Atk3Waypoints = { waypoint2, waypoint4, waypoint5, waypoint9 }
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Atk4Waypoints = { waypoint0, waypoint8, waypoint9 }
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Pat1Waypoints = { waypoint0, waypoint1, waypoint2, waypoint3 }
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UnitToRebuild = 'e1'
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GDIStartUnits = 0
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getActors = function(owner, units)
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local maxUnits = 0
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local actors = { }
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for type, count in pairs(units) do
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local globalActors = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor)
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return actor.Owner == owner and actor.Type == type and not actor.IsDead
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end)
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if #globalActors < count then
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maxUnits = #globalActors
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else
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maxUnits = count
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end
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for i = 1, maxUnits, 1 do
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actors[#actors + 1] = globalActors[i]
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end
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end
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return actors
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end
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InsertNodUnits = function()
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Reinforcements.Reinforce(Nod, NodUnits, { UnitsEntry.Location, UnitsRally.Location }, 15)
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Reinforcements.Reinforce(Nod, { "mcv" }, { McvEntry.Location, McvRally.Location })
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end
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OnAnyDamaged = function(actors, func)
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Utils.Do(actors, function(actor)
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Trigger.OnDamaged(actor, func)
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end)
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end
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CheckForBase = function(player, buildings)
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local checked = { }
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local baseBuildings = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor)
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if actor.Owner ~= Nod or Utils.Any(checked, function(bldng) return bldng.Type == actor.Type end) then
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return false
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end
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local found = false
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for i = 1, #buildings, 1 do
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if actor.Type == buildings[i] then
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found = true
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checked[#checked + 1] = actor
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end
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end
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return found
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end)
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return #baseBuildings >= 3
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end
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DfndTriggerFunction = function()
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local list = GDI.GetGroundAttackers()
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Utils.Do(list, function(unit)
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IdleHunt(unit)
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end)
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end
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Atk2TriggerFunction = function()
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local MyActors = getActors(GDI, { ['e1'] = 3 })
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Utils.Do(MyActors, function(actor)
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Atk2Movement(actor)
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end)
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end
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Atk3TriggerFunction = function()
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if not Atk3TriggerSwitch then
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Atk3TriggerSwitch = true
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MyActors = getActors(GDI, { ['e1'] = 4 })
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Utils.Do(MyActors, function(actor)
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Atk3Movement(actor)
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end)
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end
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end
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Atk5TriggerFunction = function()
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local MyActors = getActors(GDI, { ['e1'] = 3 })
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Utils.Do(MyActors, function(actor)
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Atk2Movement(actor)
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end)
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end
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Atk6TriggerFunction = function()
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local MyActors = getActors(GDI, { ['e1'] = 4 })
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Utils.Do(MyActors, function(actor)
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Atk3Movement(actor)
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end)
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end
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Atk7TriggerFunction = function()
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local MyActors = getActors(GDI, { ['e1'] = 3 })
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Utils.Do(MyActors, function(actor)
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Atk4Movement(actor)
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end)
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end
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Pat1TriggerFunction = function()
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local MyActors = getActors(GDI, { ['e1'] = 3 })
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Utils.Do(MyActors, function(actor)
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Pat1Movement(actor)
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end)
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end
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Atk1Movement = function(unit)
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Utils.Do(Atk1Waypoints, function(waypoint)
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unit.AttackMove(waypoint.Location)
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end)
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IdleHunt(unit)
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end
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Atk2Movement = function(unit)
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Utils.Do(Atk2Waypoints, function(waypoint)
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unit.AttackMove(waypoint.Location)
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end)
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IdleHunt(unit)
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end
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Atk3Movement = function(unit)
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Utils.Do(Atk3Waypoints, function(waypoint)
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unit.AttackMove(waypoint.Location)
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end)
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IdleHunt(unit)
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end
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Atk4Movement = function(unit)
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Utils.Do(Atk4Waypoints, function(waypoint)
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unit.AttackMove(waypoint.Location)
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end)
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IdleHunt(unit)
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end
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Pat1Movement = function(unit)
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Utils.Do(Pat1Waypoints, function(waypoint)
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unit.Move(waypoint.Location)
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end)
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IdleHunt(unit)
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end
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WorldLoaded = function()
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GDI = Player.GetPlayer("GDI")
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Nod = Player.GetPlayer("Nod")
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Trigger.OnObjectiveAdded(Nod, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
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end)
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Trigger.OnObjectiveCompleted(Nod, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
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end)
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Trigger.OnObjectiveFailed(Nod, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
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end)
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Trigger.OnPlayerWon(Nod, function()
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Media.PlaySpeechNotification(Nod, "Win")
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end)
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Trigger.OnPlayerLost(Nod, function()
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Media.PlaySpeechNotification(Nod, "Lose")
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end)
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NodObjective1 = Nod.AddPrimaryObjective("Build a base")
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NodObjective2 = Nod.AddPrimaryObjective("Destroy the GDI base")
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GDIObjective = GDI.AddPrimaryObjective("Kill all enemies!")
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OnAnyDamaged(Atk3ActorTriggerActivator, Atk3TriggerFunction)
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Trigger.OnAllRemovedFromWorld(DfndActorTriggerActivator, DfndTriggerFunction)
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Trigger.AfterDelay(Atk2TriggerFunctionTime, Atk2TriggerFunction)
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Trigger.AfterDelay(Atk5TriggerFunctionTime, Atk5TriggerFunction)
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Trigger.AfterDelay(Atk6TriggerFunctionTime, Atk6TriggerFunction)
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Trigger.AfterDelay(Atk7TriggerFunctionTime, Atk7TriggerFunction)
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Trigger.AfterDelay(Pat1TriggerFunctionTime, Pat1TriggerFunction)
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Trigger.OnEnteredFootprint(Atk1CellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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MyActors = getActors(GDI, { ['e1'] = 5 })
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Utils.Do(MyActors, function(actor)
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Atk1Movement(actor)
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end)
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.OnEnteredFootprint(Atk4CellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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MyActors = getActors(GDI, { ['e1'] = 3 } )
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Utils.Do(MyActors, function(actor)
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Atk2Movement(actor)
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end)
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.AfterDelay(0, getStartUnits)
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InsertNodUnits()
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end
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Tick = function()
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if GDI.HasNoRequiredUnits() then
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Nod.MarkCompletedObjective(NodObjective2)
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end
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if Nod.HasNoRequiredUnits() then
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if DateTime.GameTime > 2 then
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GDI.MarkCompletedObjective(GDIObjective)
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end
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end
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if DateTime.GameTime % DateTime.Seconds(1) == 0 and not Nod.IsObjectiveCompleted(NodObjective1) and CheckForBase(Nod, NodBaseBuildings) then
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Nod.MarkCompletedObjective(NodObjective1)
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end
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if DateTime.GameTime % DateTime.Seconds(3) == 0 and Barracks.IsInWorld and Barracks.Owner == gdi then
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checkProduction(GDI)
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end
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end
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checkProduction = function(player)
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local Units = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor)
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return actor.Owner == player and actor.Type == UnitToRebuild
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end)
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if #Units < GDIStartUnits then
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local unitsToProduce = GDIStartUnits - #Units
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if Barracks.IsInWorld and unitsToProduce > 0 then
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local UnitsType = { }
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for i = 1, unitsToProduce, 1 do
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UnitsType[i] = UnitToRebuild
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end
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Barracks.Build(UnitsType)
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end
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end
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end
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getStartUnits = function()
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local Units = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor)
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return actor.Owner == GDI
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end)
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Utils.Do(Units, function(unit)
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if unit.Type == UnitToRebuild then
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GDIStartUnits = GDIStartUnits + 1
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end
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end)
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end
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IdleHunt = function(unit)
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if not unit.IsDead then
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Trigger.OnIdle(unit, unit.Hunt)
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end
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end
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