Files
OpenRA/mods/cnc/maps/nod02b/nod02b.lua

242 lines
6.3 KiB
Lua

NodUnits = { "bggy", "e1", "e1", "e1", "e1", "e1", "bggy", "e1", "e1", "e1", "bggy" }
NodBaseBuildings = { "hand", "fact", "nuke" }
Grd2ActorTriggerActivator = { Refinery, Yard }
Atk4ActorTriggerActivator = { Guard1 }
Atk3ActorTriggerActivator = { Guard4 }
Atk6ActorTriggerActivator = { Guard2, Guard3 }
HuntActorTriggerActivator = { Refinery, Yard, Barracks, Plant, Silo1, Silo2 }
Atk8TriggerFunctionTime = DateTime.Minutes(1) + DateTime.Seconds(25)
Atk7TriggerFunctionTime = DateTime.Minutes(1) + DateTime.Seconds(20)
Gdi1Waypoints = { waypoint0, waypoint1, waypoint2, waypoint3 }
Gdi3Waypoints = { waypoint0, waypoint1, waypoint4, waypoint5, waypoint6, waypoint7, waypoint9 }
UnitToRebuild = 'e1'
GDIStartUnits = 0
Grd2TriggerFunction = function()
if not Grd2TriggerSwitch then
Grd2TriggerSwitch = true
MyActors = getActors(GDI, { ['e1'] = 5 })
Utils.Do(MyActors, function(actor)
Gdi5Movement(actor)
end)
end
end
Atk8TriggerFunction = function()
MyActors = getActors(GDI, { ['e1'] = 2 })
Utils.Do(MyActors, function(actor)
Gdi1Movement(actor)
end)
end
Atk7TriggerFunction = function()
MyActors = getActors(GDI, { ['e1'] = 3 })
Utils.Do(MyActors, function(actor)
Gdi3Movement(actor)
end)
end
Atk4TriggerFunction = function()
MyActors = getActors(GDI, { ['e1'] = 3 })
Utils.Do(MyActors, function(actor)
Gdi3Movement(actor)
end)
end
Atk3TriggerFunction = function()
MyActors = getActors(GDI, { ['e1'] = 2 })
Utils.Do(MyActors, function(actor)
Gdi1Movement(actor)
end)
end
Atk6TriggerFunction = function()
MyActors = getActors(GDI, { ['e1'] = 2 })
Utils.Do(MyActors, function(actor)
Gdi1Movement(actor)
end)
end
Atk5TriggerFunction = function()
if not Atk5TriggerSwitch then
Atk5TriggerSwitch = true
MyActors = getActors(GDI, { ['e1'] = 3 })
Utils.Do(MyActors, function(actor)
Gdi3Movement(actor)
end)
end
end
HuntTriggerFunction = function()
local list = GDI.GetGroundAttackers()
Utils.Do(list, function(unit)
IdleHunt(unit)
end)
end
Gdi5Movement = function(unit)
IdleHunt(unit)
end
Gdi1Movement = function(unit)
Utils.Do(Gdi1Waypoints, function(waypoint)
unit.AttackMove(waypoint.Location)
end)
IdleHunt(unit)
end
Gdi3Movement = function(unit)
Utils.Do(Gdi3Waypoints, function(waypoint)
unit.AttackMove(waypoint.Location)
end)
IdleHunt(unit)
end
WorldLoaded = function()
GDI = Player.GetPlayer("GDI")
Nod = Player.GetPlayer("Nod")
Trigger.OnObjectiveAdded(Nod, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
Trigger.OnObjectiveCompleted(Nod, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
end)
Trigger.OnObjectiveFailed(Nod, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
end)
Trigger.OnPlayerWon(Nod, function()
Media.PlaySpeechNotification(Nod, "Win")
end)
Trigger.OnPlayerLost(Nod, function()
Media.PlaySpeechNotification(Nod, "Lose")
end)
GDIObjective = GDI.AddPrimaryObjective("Kill all enemies!")
NodObjective1 = Nod.AddPrimaryObjective("Build a base!")
NodObjective2 = Nod.AddPrimaryObjective("Destroy all GDI units!")
OnAnyDamaged(Grd2ActorTriggerActivator, Grd2TriggerFunction)
Trigger.AfterDelay(Atk8TriggerFunctionTime, Atk8TriggerFunction)
Trigger.AfterDelay(Atk7TriggerFunctionTime, Atk7TriggerFunction)
Trigger.OnAllRemovedFromWorld(Atk4ActorTriggerActivator, Atk4TriggerFunction)
Trigger.OnAllRemovedFromWorld(Atk3ActorTriggerActivator, Atk3TriggerFunction)
Trigger.OnDamaged(Harvester, Atk5TriggerFunction)
Trigger.OnAllRemovedFromWorld(HuntActorTriggerActivator, HuntTriggerFunction)
Trigger.AfterDelay(0, getStartUnits)
Harvester.FindResources()
InsertNodUnits()
end
Tick = function()
if Nod.HasNoRequiredUnits() then
if DateTime.GameTime > 2 then
GDI.MarkCompletedObjective(GDIObjective)
end
end
if GDI.HasNoRequiredUnits() then
Nod.MarkCompletedObjective(NodObjective2)
end
if DateTime.GameTime % DateTime.Seconds(1) == 0 and not Nod.IsObjectiveCompleted(NodObjective1) and CheckForBase(Nod, NodBaseBuildings) then
Nod.MarkCompletedObjective(NodObjective1)
end
if DateTime.GameTime % DateTime.Seconds(3) == 0 and Barracks.IsInWorld and Barracks.Owner == gdi then
checkProduction(GDI)
end
end
CheckForBase = function(player, buildings)
local checked = { }
local baseBuildings = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor)
if actor.Owner ~= Nod or Utils.Any(checked, function(bldng) return bldng.Type == actor.Type end) then
return false
end
local found = false
for i = 1, #buildings, 1 do
if actor.Type == buildings[i] then
found = true
checked[#checked + 1] = actor
end
end
return found
end)
return #baseBuildings >= 3
end
OnAnyDamaged = function(actors, func)
Utils.Do(actors, function(actor)
Trigger.OnDamaged(actor, func)
end)
end
getActors = function(owner, units)
local maxUnits = 0
local actors = { }
for type, count in pairs(units) do
local globalActors = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, 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
checkProduction = function(player)
local Units = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, 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 = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor)
return actor.Owner == GDI
end)
Utils.Do(Units, function(unit)
if unit.Type == UnitToRebuild then
GDIStartUnits = GDIStartUnits + 1
end
end)
end
InsertNodUnits = function()
Reinforcements.Reinforce(Nod, NodUnits, { UnitsEntry.Location, UnitsRally.Location }, 15)
Reinforcements.Reinforce(Nod, { "mcv" }, { McvEntry.Location, McvRally.Location })
end
IdleHunt = function(unit)
if not unit.IsDead then
Trigger.OnIdle(unit, unit.Hunt)
end
end