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OpenRA/mods/cnc/maps/gdi04a/gdi04a.lua

143 lines
4.5 KiB
Lua

--[[
Copyright (c) The OpenRA Developers and Contributors
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.
]]
AutoTrigger = { CPos.New(51, 47), CPos.New(52, 47), CPos.New(53, 47), CPos.New(54, 47) }
GDIHeliTrigger = { CPos.New(27, 55), CPos.New(27, 56), CPos.New(28, 56), CPos.New(28, 57), CPos.New(28, 58), CPos.New(28, 59)}
NodUnits = { "e1", "e1", "e3", "e3" }
AutoUnits = { "e1", "e1", "e3" }
KillsUntilReinforcements = 12
HeliDelay = { 83, 137, 211 }
GDIReinforcements = { "e2", "e2", "e2", "e2", "e2" }
GDIReinforcementsWaypoints = { GDIReinforcementsEntry.Location, GDIReinforcementsWP1.Location }
GDIReinforcementsLeft = 3
NodHelis =
{
{ delay = DateTime.Seconds(HeliDelay[1]), entry = { NodHeliEntry.Location, NodHeliLZ1.Location }, types = { "e1", "e1", "e3" } },
{ delay = DateTime.Seconds(HeliDelay[2]), entry = { NodHeliEntry.Location, NodHeliLZ2.Location }, types = { "e1", "e1", "e1", "e1" } },
{ delay = DateTime.Seconds(HeliDelay[3]), entry = { NodHeliEntry.Location, NodHeliLZ3.Location }, types = { "e1", "e1", "e3" } }
}
Kills = 0
NodUnitKilled = function()
Kills = Kills + 1
if Kills == KillsUntilReinforcements then
GDI.MarkCompletedObjective(ReinforcementsObjective)
SendGDIReinforcements()
end
end
SendHeli = function(heli)
local units = Reinforcements.ReinforceWithTransport(Nod, "tran", heli.types, heli.entry, { heli.entry[1] })
Utils.Do(units[2], function(actor)
IdleHunt(actor)
Trigger.OnKilled(actor, NodUnitKilled)
end)
Trigger.AfterDelay(heli.delay, function() SendHeli(heli) end)
end
SendGDIReinforcements = function()
Media.PlaySpeechNotification(GDI, "Reinforce")
Reinforcements.ReinforceWithTransport(GDI, "apc", GDIReinforcements, GDIReinforcementsWaypoints, nil, function(apc, team)
table.insert(team, apc)
Trigger.OnAllKilled(team, function()
if GDIReinforcementsLeft > 0 then
GDIReinforcementsLeft = GDIReinforcementsLeft - 1
Trigger.AfterDelay(DateTime.Seconds(5), function()
Media.DisplayMessage(UserInterface.GetFluentMessage("apcs-left", { ["apcs"] = GDIReinforcementsLeft }), UserInterface.GetFluentMessage("battlefield-control"))
SendGDIReinforcements()
end)
end
end)
end)
end
BuildNod = function()
local after = function(team)
Utils.Do(team, function(actor)
Trigger.OnIdle(actor, actor.Hunt)
Trigger.OnKilled(actor, NodUnitKilled)
end)
Trigger.OnAllKilled(team, BuildNod)
end
ProduceUnits(Nod, HandOfNod, nil, function() return NodUnits end, after)
end
BuildAuto = function()
local after = function(team)
Utils.Do(team, function(actor)
Trigger.OnIdle(actor, actor.Hunt)
Trigger.OnKilled(actor, NodUnitKilled)
end)
end
local delay = function() return DateTime.Seconds(5) end
ProduceUnits(Nod, HandOfNod, delay, function() return AutoUnits end, after)
end
Tick = function()
Nod.Cash = 1000
if (GDIReinforcementsLeft == 0 or not GDI.IsObjectiveCompleted(ReinforcementsObjective)) and GDI.HasNoRequiredUnits() then
GDI.MarkFailedObjective(GDIObjective)
end
end
SetupWorld = function()
Utils.Do(Nod.GetGroundAttackers(), function(unit)
Trigger.OnKilled(unit, NodUnitKilled)
end)
Hunter1.Hunt()
Hunter2.Hunt()
Trigger.OnRemovedFromWorld(crate, function() GDI.MarkCompletedObjective(GDIObjective) end)
end
WorldLoaded = function()
GDI = Player.GetPlayer("GDI")
Nod = Player.GetPlayer("Nod")
SetupWorld()
InitObjectives(GDI)
GDIObjective = AddPrimaryObjective(GDI, "retrieve-rods")
local eliminateReinforcements = UserInterface.GetFluentMessage("eliminate-reinforcements", { ["kills"] = KillsUntilReinforcements })
ReinforcementsObjective = AddSecondaryObjective(GDI, eliminateReinforcements)
BuildNod()
Utils.Do(NodHelis, function(heli)
Trigger.AfterDelay(heli.delay, function() SendHeli(heli) end)
end)
Trigger.OnEnteredFootprint(AutoTrigger, function(a, id)
if not AutoTriggered and a.Owner == GDI then
AutoTriggered = true
Trigger.RemoveFootprintTrigger(id)
BuildAuto()
end
end)
Trigger.OnEnteredFootprint(GDIHeliTrigger, function(a, id)
if not GDIHeliTriggered and a.Owner == GDI then
GDIHeliTriggered = true
Trigger.RemoveFootprintTrigger(id)
Reinforcements.ReinforceWithTransport(GDI, "tran", nil, { GDIHeliEntry.Location, GDIHeliLZ.Location })
end
end)
Camera.Position = Actor56.CenterPosition
end