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OpenRA/mods/cnc/maps/gdi05b/gdi05b.lua

165 lines
5.0 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.
]]
AllToHuntTrigger =
{
Silo1, Proc1, Silo2, Silo3, Silo4, Afld1, Hand1, Nuke1, Nuke2, Nuke3, Fact1
}
AtkRoute1 = { waypoint4.Location, waypoint5.Location, waypoint6.Location, waypoint7.Location, waypoint8.Location }
AtkRoute2 = { waypoint0.Location, waypoint1.Location, waypoint2.Location, waypoint3.Location }
AutoCreateTeams =
{
{ types = { e1 = 1, e3 = 3 }, route = AtkRoute2 },
{ types = { e1 = 3, e3 = 1 }, route = AtkRoute2 },
{ types = { e3 = 4 } , route = AtkRoute1 },
{ types = { e1 = 4 } , route = AtkRoute1 },
{ types = { bggy = 1 } , route = AtkRoute1 },
{ types = { bggy = 1 } , route = AtkRoute2 },
{ types = { ltnk = 1 } , route = AtkRoute1 },
{ types = { ltnk = 1 } , route = AtkRoute2 }
}
RepairThreshold = 0.6
Atk1Delay = DateTime.Seconds(40)
Atk2Delay = DateTime.Seconds(60)
Atk3Delay = DateTime.Seconds(70)
Atk4Delay = DateTime.Seconds(90)
AutoAtkStartDelay = DateTime.Seconds(115)
AutoAtkMinDelay = DateTime.Seconds(45)
AutoAtkMaxDelay = DateTime.Seconds(90)
Atk5CellTriggers =
{
CPos.New(17,55), CPos.New(16,55), CPos.New(15,55), CPos.New(50,54), CPos.New(49,54),
CPos.New(48,54), CPos.New(16,54), CPos.New(15,54), CPos.New(14,54), CPos.New(50,53),
CPos.New(49,53), CPos.New(48,53), CPos.New(50,52), CPos.New(49,52)
}
GDIBase = { GdiNuke1, GdiProc1, GdiWeap1, GdiNuke2, GdiPyle1, GdiSilo1, GdiSilo2, GdiHarv }
GDIUnits = { "e2", "e2", "e2", "e2", "e1", "e1", "e1", "e1", "mtnk", "mtnk", "jeep", "jeep", "apc" }
NodSams = { Sam1, Sam2, Sam3, Sam4 }
MoveThenHunt = function(actors, path)
Utils.Do(actors, function(actor)
actor.Patrol(path, false)
IdleHunt(actor)
end)
end
AutoCreateTeam = function()
local team = Utils.Random(AutoCreateTeams)
for type, count in pairs(team.types) do
MoveThenHunt(Utils.Take(count, Nod.GetActorsByType(type)), team.route)
end
Trigger.AfterDelay(Utils.RandomInteger(AutoAtkMinDelay, AutoAtkMaxDelay), AutoCreateTeam)
end
DiscoverGDIBase = function(actor, discoverer)
if BaseDiscovered or not discoverer == GDI then
return
end
Utils.Do(GDIBase, function(actor)
actor.Owner = GDI
end)
BaseDiscovered = true
EliminateNod = GDI.AddObjective("Eliminate all Nod forces in the area.")
GDI.MarkCompletedObjective(FindBase)
end
Atk1TriggerFunction = function()
MoveThenHunt(Utils.Take(2, Nod.GetActorsByType('e1')), AtkRoute1)
MoveThenHunt(Utils.Take(3, Nod.GetActorsByType('e3')), AtkRoute1)
end
Atk2TriggerFunction = function()
MoveThenHunt(Utils.Take(3, Nod.GetActorsByType('e1')), AtkRoute2)
MoveThenHunt(Utils.Take(3, Nod.GetActorsByType('e3')), AtkRoute2)
end
Atk3TriggerFunction = function()
MoveThenHunt(Utils.Take(1, Nod.GetActorsByType('bggy')), AtkRoute1)
end
Atk4TriggerFunction = function()
MoveThenHunt(Utils.Take(1, Nod.GetActorsByType('bggy')), AtkRoute2)
end
Atk5TriggerFunction = function()
MoveThenHunt(Utils.Take(1, Nod.GetActorsByType('ltnk')), AtkRoute2)
end
InsertGDIUnits = function()
Media.PlaySpeechNotification(GDI, "Reinforce")
Reinforcements.Reinforce(GDI, GDIUnits, { UnitsEntry.Location, UnitsRally.Location }, 15)
end
WorldLoaded = function()
GDI = Player.GetPlayer("GDI")
AbandonedBase = Player.GetPlayer("AbandonedBase")
Nod = Player.GetPlayer("Nod")
InitObjectives(GDI)
RepairNamedActors(Nod, RepairThreshold)
FindBase = GDI.AddObjective("Find the GDI base.")
DestroySAMs = GDI.AddObjective("Destroy all SAM sites to receive air support.", "Secondary", false)
NodObjective = Nod.AddObjective("Destroy all GDI troops.")
Trigger.AfterDelay(Atk1Delay, Atk1TriggerFunction)
Trigger.AfterDelay(Atk2Delay, Atk2TriggerFunction)
Trigger.AfterDelay(Atk3Delay, Atk3TriggerFunction)
Trigger.AfterDelay(Atk4Delay, Atk4TriggerFunction)
Trigger.OnEnteredFootprint(Atk5CellTriggers, function(a, id)
if a.Owner == GDI then
Atk5TriggerFunction()
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.AfterDelay(AutoAtkStartDelay, AutoCreateTeam)
Trigger.OnAllRemovedFromWorld(AllToHuntTrigger, function()
Utils.Do(Nod.GetGroundAttackers(), IdleHunt)
end)
Trigger.AfterDelay(DateTime.Seconds(40), function()
local delay = function() return DateTime.Seconds(30) end
local toBuild = function() return { "e1" } end
ProduceUnits(Nod, Hand1, delay, toBuild)
end)
Trigger.OnPlayerDiscovered(AbandonedBase, DiscoverGDIBase)
Trigger.OnAllKilled(NodSams, function()
GDI.MarkCompletedObjective(DestroySAMs)
Actor.Create("airstrike.proxy", true, { Owner = GDI })
end)
Camera.Position = UnitsRally.CenterPosition
InsertGDIUnits()
end
Tick = function()
if DateTime.GameTime > 2 and GDI.HasNoRequiredUnits() then
Nod.MarkCompletedObjective(NodObjective)
end
if BaseDiscovered and Nod.HasNoRequiredUnits() then
GDI.MarkCompletedObjective(EliminateNod)
end
end