Files
OpenRA/mods/cnc/maps/nod07a/nod07a.lua
2020-04-17 10:52:59 +02:00

197 lines
8.8 KiB
Lua

--[[
Copyright 2007-2020 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.
]]
GDI1 = { teamType = "atk", units = { "e2", "e2", "e2" }, waypoints = { waypoint0, waypoint1, waypoint2, waypoint14 }, delay = 40 }
GDI2 = { teamType = "atk", units = { "mtnk", "mtnk" }, waypoints = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, waypoint9 }, delay = 30 }
GDI3 = { teamType = "atk", units = { "e2", "e2", "e2", "e2" }, waypoints = { waypoint0, waypoint4, waypoint5, waypoint6, waypoint7, waypoint8 }, delay = 40 }
GDI4 = { teamType = "atk", units = { "e1", "e2", "e2" }, waypoints = { waypoint0, waypoint4, waypoint9 }, delay = 30 }
GDI5 = { teamType = "atk", units = { "mtnk" }, waypoints = { waypoint0, waypoint4, waypoint10, waypoint11, waypoint12, waypoint13 }, delay = 80 }
GDI6 = { teamType = "atk", units = { "mtnk" }, waypoints = { waypoint0, waypoint4, waypoint9 }, delay = 50 }
GDI7 = { teamType = "atk", units = { "jeep" }, waypoints = { waypoint0, waypoint4, waypoint5, waypoint6, waypoint7, waypoint8 }, delay = 40 }
GDI8 = { teamType = "rei", units = { "e2", "e2", "e2", "e6", "e6" }, waypoints = { waypoint12, waypoint11, waypoint10, waypoint4, waypoint5, waypoint8 }, delay = 8 }
GDI9 = { teamType = "atk", units = { "e2", "e2", "e2", "e2" }, waypoints = { waypoint8 }, delay = 80 }
GDI10 = { teamType = "atk", units = { "e2", "e2", "e2", "e2" }, waypoints = { waypoint14 }, delay = 0 }
AirstrikeDelay = DateTime.Minutes(2) + DateTime.Seconds(20)
AutoAttackWaves = { GDI3, GDI4, GDI5, GDI6, GDI7, GDI8, GDI9, GDI10 }
IntroAttackWaves = { GDI1, GDI2 }
WhitelistedStructures = { "afld", "hand", "hq", "nuke", "silo", "proc", "sam" }
NodUnitsBikes = { "bike", "bike", "bike" }
NodUnitsEngineers = { "e6", "e6" }
NodUnitsRockets = { "e3", "e3", "e3", "e3" }
NodUnitsGunners = { "e1", "e1", "e1", "e1" }
NodUnitsFlamers = { "e4", "e4", "e4", "e4" }
ReinforcementsRockets = { "e3", "e3", "e3", "e3", "e3" }
NodBase = { NodBuilding1, NodBuilding2, NodBuilding3, NodHarvester }
AbandonedBaseTrigger = { CPos.New(12, 42), CPos.New(11, 42), CPos.New(10, 42), CPos.New(13, 41), CPos.New(12, 41), CPos.New(11, 41), CPos.New(14, 40), CPos.New(13, 40), CPos.New(12, 40), CPos.New(6, 40), CPos.New(5, 40), CPos.New(4, 40), CPos.New(6, 39), CPos.New(5, 39), CPos.New(4, 39), CPos.New(6, 38), CPos.New(5, 38), CPos.New(4, 38) }
ReinforcementsTrigger = { CPos.New(35, 23), CPos.New(34, 23), CPos.New(35, 22), CPos.New(34, 22), CPos.New(35, 21), CPos.New(34, 21), CPos.New(35, 20), CPos.New(34, 20), CPos.New(35, 19), CPos.New(34, 19), CPos.New(35, 18), CPos.New(34, 18), CPos.New(35, 17), CPos.New(34, 17), CPos.New(35, 16), CPos.New(34, 16), CPos.New(35, 15), CPos.New(34, 15), CPos.New(35, 14), CPos.New(34, 14), CPos.New(35, 13), CPos.New(34, 13), CPos.New(35, 12), CPos.New(34, 12), CPos.New(47, 11), CPos.New(46, 11), CPos.New(57, 19), CPos.New(56, 19), CPos.New(55, 19), CPos.New(54, 19), CPos.New(53, 19), CPos.New(52, 19), CPos.New(51, 19), CPos.New(50, 19), CPos.New(49, 19), CPos.New(48, 19), CPos.New(47, 19), CPos.New(46, 19), CPos.New(57, 18), CPos.New(56, 18), CPos.New(55, 18), CPos.New(54, 18), CPos.New(53, 18), CPos.New(52, 18), CPos.New(51, 18), CPos.New(50, 18), CPos.New(49, 18), CPos.New(48, 18), CPos.New(47, 18), CPos.New(46, 18), CPos.New(47, 17), CPos.New(46, 17), CPos.New(47, 16), CPos.New(46, 16), CPos.New(47, 15), CPos.New(46, 15), CPos.New(47, 14), CPos.New(46, 14), CPos.New(47, 13), CPos.New(46, 13), CPos.New(47, 12), CPos.New(46, 12) }
CaptureStructures = function(actor)
for i = 1, #WhitelistedStructures do
structures = Nod.GetActorsByType(WhitelistedStructures[i])
if #structures > 0 and not actor.IsDead and not structures[1].IsDead then
actor.Capture(structures[1])
return
end
end
end
CheckForSams = function()
local sams = Nod.GetActorsByType("sam")
return #sams >= 3
end
InsertNodUnits = function()
Media.PlaySpeechNotification(Nod, "Reinforce")
Reinforcements.Reinforce(Nod, { "ltnk" }, { ReinforcementsTopSpawn.Location, ReinforcementsTank1Rally.Location }, 1)
Reinforcements.Reinforce(Nod, NodUnitsEngineers, { ReinforcementsTopSpawn.Location, ReinforcementsEngineersRally.Location }, 10)
Reinforcements.Reinforce(Nod, NodUnitsRockets, { ReinforcementsTopSpawn.Location, ReinforcementsRocketsRally.Location }, 10)
Trigger.AfterDelay(DateTime.Seconds(3), function()
Reinforcements.Reinforce(Nod, NodUnitsGunners, { ReinforcementsBottomSpawn.Location, ReinforcementsGunnersRally.Location }, 10)
Reinforcements.Reinforce(Nod, NodUnitsFlamers, { ReinforcementsTopSpawn.Location, ReinforcementsFlamersRally.Location }, 10)
Reinforcements.Reinforce(Nod, { "ltnk" }, { ReinforcementsBottomSpawn.Location, ReinforcementsTank2Rally.Location }, 10)
end)
end
SendAttackWave = function(team)
Utils.Do(team.units, function(unitType)
local actors = Utils.Where(GDI.GetActorsByType(unitType), function(unit) return unit.IsIdle end)
MoveAndHunt(Utils.Take(1, actors), team.waypoints)
end)
end
SendGDIAirstrike = function(hq, delay)
if not hq.IsDead and hq.Owner == GDI then
local target = GetAirstrikeTarget(Nod)
if target then
hq.SendAirstrike(target, false, Facing.NorthEast + 4)
Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end)
else
Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end)
end
end
end
SendWaves = function(counter, Waves)
if counter <= #Waves then
local team = Waves[counter]
if team.teamType == "atk" then
SendAttackWave(team)
elseif team.teamType == "rei" then
SendReinforcementsWave(team)
end
Trigger.AfterDelay(DateTime.Seconds(team.delay), function() SendWaves(counter + 1, Waves) end)
end
end
SendReinforcementsWave = function(team)
Reinforcements.ReinforceWithTransport(GDI, "apc", team.units, { ReinforcementsGDISpawn.Location, waypoint12.Location }, nil, function(transport, passengers)
Utils.Do(team.waypoints, function(waypoint)
transport.Move(waypoint.Location)
end)
transport.UnloadPassengers()
Trigger.OnPassengerExited(transport, function(_, passenger)
if passenger.Type == "e6" then
Trigger.OnIdle(passenger, CaptureStructures)
else
IdleHunt(passenger)
end
if not transport.HasPassengers then
IdleHunt(transport)
end
end)
end)
end
Trigger.OnEnteredFootprint(AbandonedBaseTrigger, function(a, id)
if not abandonedBaseTrigger and a.Owner == Nod then
abandonedBaseTrigger = true
Trigger.RemoveFootprintTrigger(id)
FlareCamera = Actor.Create("camera", true, { Owner = Nod, Location = waypoint25.Location })
Flare = Actor.Create("flare", true, { Owner = Nod, Location = waypoint25.Location })
Utils.Do(NodBase, function(actor)
if not actor.IsDead then
actor.Owner = Nod
end
end)
Nod.MarkCompletedObjective(FindBase)
Trigger.AfterDelay(DateTime.Seconds(3), function()
Media.PlaySpeechNotification(Nod, "NewOptions")
end)
end
end)
Trigger.OnEnteredFootprint(ReinforcementsTrigger, function(a, id)
if not reinforcementsTrigger and a.Owner == Nod and a.Type ~= "harv" then
reinforcementsTrigger = true
Trigger.RemoveFootprintTrigger(id)
Trigger.AfterDelay(DateTime.Seconds(5), function()
Media.PlaySpeechNotification(Nod, "Reinforce")
Reinforcements.ReinforceWithTransport(Nod, "tran.in", ReinforcementsRockets, { ReinforcementsHelicopterSpawn.Location, waypoint24.Location }, { ReinforcementsHelicopterSpawn.Location })
end)
SendWaves(1, IntroAttackWaves)
Trigger.AfterDelay(AirstrikeDelay, function() SendGDIAirstrike(GDIHQ, AirstrikeDelay) end)
Trigger.AfterDelay(DateTime.Minutes(3), function() SendWaves(1, AutoAttackWaves) end)
Trigger.AfterDelay(DateTime.Minutes(2), function()
Flare.Destroy()
FlareCamera.Destroy()
end)
end
end)
WorldLoaded = function()
Nod = Player.GetPlayer("Nod")
GDI = Player.GetPlayer("GDI")
Camera.Position = waypoint26.CenterPosition
InsertNodUnits()
StartAI()
InitObjectives(Nod)
FindBase = Nod.AddObjective("Find the Nod base.")
EliminateGDI = Nod.AddObjective("Eliminate all GDI forces in the area.")
BuildSAMs = Nod.AddObjective("Build 3 SAMs to fend off the GDI bombers.", "Secondary", false)
GDIObjective = GDI.AddObjective("Eliminate all Nod forces in the area.")
Trigger.OnKilled(GDIProc, function()
Actor.Create("moneycrate", true, { Owner = GDI, Location = CPos.New(24, 54) })
end)
end
Tick = function()
if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then
GDI.MarkCompletedObjective(GDIObjective)
end
if DateTime.GameTime > 2 and GDI.HasNoRequiredUnits() then
Nod.MarkCompletedObjective(EliminateGDI)
end
if not Nod.IsObjectiveCompleted(BuildSAMs) and CheckForSams() then
Nod.MarkCompletedObjective(BuildSAMs)
end
end