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OpenRA/mods/cnc/maps/gdi08b/gdi08b.lua

192 lines
7.6 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.
]]
SamSites = { sam1, sam2, sam3, sam4, sam5 }
NodRetaliateIfDestroyedUnits = { harv1, bggy, ltnk1, ltnk2, ltnk3, arty1, arty2, arty3}
Arty1Delay = { hard = 0, normal = 8, easy = 20 }
Arty2Delay = { hard = 10, normal = 20, easy = 40 }
TerrorTankDelay = { hard = 40, normal = 50, easy = 75 }
TerrorHeliDelay = { hard = 130, normal = 170, easy = 210 }
BaseHeliDelay = { hard = 100, normal = 130, easy = 160 }
NodHelis =
{
{ delay = DateTime.Seconds(TerrorHeliDelay[Difficulty]), entry = { DefaultChinookTarget.Location, waypoint14.Location }, types = { "e1", "e1", "e4", "e4", "e4" } }, --TERROR, wp14, attack civilians - all 170 timeunits
{ delay = DateTime.Seconds(0), entry = { DefaultChinookTarget.Location, waypoint13.Location }, types = { "e3", "e3", "e3", "e4", "e4" } }, --Air1, wp13, attack base - triggered on killed units, Harv, some tanks and some buggys...
{ delay = DateTime.Seconds(BaseHeliDelay[Difficulty]), entry = { DefaultChinookTarget.Location, waypoint0.Location }, types = { "e1", "e3", "e3", "e4", "e4" } } --Air2, wp0, attack base - all 130 timeunits
}
CivilianCasualties = 0
CiviliansKilledThreshold = { hard = 5, normal = 9, easy = 13 } --total 14
Civilians = { civ1, civ2, civ3, civ4, civ5, civ6, civ7, civ8, civ9, civ10, civ11, civ12, civ13, civ14 }
WaypointGroupVillageRight = { waypoint17, waypoint3, waypoint0 }
WaypointGroupVillageLeft = { waypoint17, waypoint14 }
WaypointGroupBaseFrontal = { waypoint7, waypoint11, waypoint31 }
WaypointGroupRightFlankInf = { waypoint7, waypoint8, waypoint10, waypoint8, waypoint9, waypoint31 }
WaypointGroupRightFlank = { waypoint7, waypoint8, waypoint13, waypoint31 }
ArtyWaypoints1 = { waypoint1 }
ArtyWaypoints2 = { waypoint2 }
ArtyWaypoints3 = { waypoint6, waypoint2 }
AutocreateDelay = { hard = 60, normal = 80, easy = 100 }
Auto2 = { units = { ['e4'] = 3, ['e3'] = 4 }, waypoints = WaypointGroupVillageLeft, delay = AutocreateDelay[Difficulty] }
Auto3 = { units = { ['ltnk'] = 1, ['arty'] = 2 }, waypoints = WaypointGroupBaseFrontal, delay = AutocreateDelay[Difficulty] }
Auto4 = { units = { ['arty'] = 2 }, waypoints = ArtyWaypoints1, delay = AutocreateDelay[Difficulty] }
Auto1 = { units = { ['e4'] = 3, ['e3'] = 4 }, waypoints = WaypointGroupBaseFrontal, delay = AutocreateDelay[Difficulty] }
Auto5 = { units = { ['arty'] = 1 }, waypoints = ArtyWaypoints2, delay = AutocreateDelay[Difficulty] }
Auto6 = { units = { ['ltnk'] = 1, ['e4'] = 2 }, waypoints = WaypointGroupBaseFrontal, delay = AutocreateDelay[Difficulty] }
Auto7 = { units = { ['ltnk'] = 1, ['bggy'] = 3 }, waypoints = WaypointGroupBaseFrontal, delay = AutocreateDelay[Difficulty] }
Auto8 = { units = { ['e4'] = 3, ['e3'] = 5 }, waypoints = WaypointGroupRightFlankInf, delay = AutocreateDelay[Difficulty] }
AutoAttackWaves = { Auto2, Auto3, Auto4, Auto1, Auto5, Auto6, Auto7, Auto8 }
StationaryGuardUnits = { Actor237, Actor238, Actor231, ltnk1, ltnk2, Actor233, ltnk3, arty1, arty2, arty3, bggy, Actor240, Actor242, Actor243, Actor227, Actor228, Actor229 }
StartStationaryGuards = function(StationaryGuards)
Utils.Do(StationaryGuards, function(unit)
if not unit.IsDead then
unit.Patrol( { unit.Location } , true, 20)
end
end)
end
SendWaves = function(counter, Waves)
if counter <= #Waves then
local team = Waves[counter]
for type, amount in pairs(team.units) do
MoveAndHunt(Utils.Take(amount, Nod.GetActorsByType(type)), team.waypoints)
end
Trigger.AfterDelay(DateTime.Seconds(team.delay), function() SendWaves(counter + 1, Waves) end)
end
end
SendHeli = function(heli)
local units = Reinforcements.ReinforceWithTransport(Nod, "tran", heli.types, heli.entry, { heli.entry[1] })
Utils.Do(units[2], function(actor)
actor.Hunt()
Trigger.OnIdle(actor, actor.Hunt)
end)
if heli.delay == DateTime.Seconds(0) then
return
end
Trigger.AfterDelay(heli.delay, function() SendHeli(heli) end)
end
MoveInitialArty = function(arty, waypoints)
local units = { arty }
MoveAndIdle(units, waypoints)
end
TankTerror = function(tank)
local units = { tank }
MoveAndHunt(units, WaypointGroupVillageLeft)
end
WorldLoaded = function()
GDI = Player.GetPlayer("GDI")
Nod = Player.GetPlayer("Nod")
Camera.Position = DefaultCameraPosition.CenterPosition
StartStationaryGuards(StationaryGuardUnits)
StartAI()
InitObjectives(GDI)
ProtectMoebius = AddPrimaryObjective(GDI, "protect-mobius")
Trigger.OnKilled(DrMoebius, function()
GDI.MarkFailedObjective(ProtectMoebius)
end)
ProtectHospital = AddPrimaryObjective(GDI, "protect-hospital")
Trigger.OnKilled(Hospital, function()
GDI.MarkFailedObjective(ProtectHospital)
end)
CiviliansKilledThreshold = CiviliansKilledThreshold[Difficulty]
local civilians = 14 - CiviliansKilledThreshold
local keepCiviliansAlive = UserInterface.GetFluentMessage("keep-civilians-alive", { ["civilians"] = civilians })
ProtectCivilians = AddPrimaryObjective(GDI, keepCiviliansAlive)
Utils.Do(Civilians, function(civilian)
Trigger.OnKilled(civilian, function()
CivilianCasualties = CivilianCasualties + 1
if CiviliansKilledThreshold < CivilianCasualties then
GDI.MarkFailedObjective(ProtectCivilians)
end
end)
end)
SecureArea = AddPrimaryObjective(GDI, "destroy-nod-bases")
KillGDI = AddPrimaryObjective(Nod, "")
AirSupport = AddSecondaryObjective(GDI, "destroy-sams")
Trigger.OnAllKilled(SamSites, function()
GDI.MarkCompletedObjective(AirSupport)
Actor.Create("airstrike.proxy", true, { Owner = GDI })
end)
Actor.Create("flare", true, { Owner = GDI, Location = DefaultFlareLocation.Location })
Trigger.AfterDelay(DateTime.Minutes(1), function() SendWaves(1, AutoAttackWaves) end)
Trigger.AfterDelay(DateTime.Minutes(2), function() ProduceInfantry(handofnod) end)
Trigger.AfterDelay(DateTime.Minutes(3), function() ProduceVehicle(nodairfield) end)
local InitialArrivingUnits =
{
{ units = { Actor252, Actor253, Actor223, Actor225, Actor222, Actor258, Actor259, Actor260, Actor261, Actor254, Actor255, Actor256, Actor257 }, distance = -1 },
{ units = { Actor218, Actor220, Actor224, Actor226 }, distance = -2 },
{ units = { gdiAPC1 }, distance = -3 }
}
Utils.Do(InitialArrivingUnits, function(group)
Utils.Do(group.units, function(unit)
unit.Move(unit.Location + CVec.New(0, group.distance), 0)
end)
end)
Utils.Do(NodHelis, function(heli)
if heli.delay == DateTime.Seconds(0) then -- heli1 comes only when specific units are killed, see below
return
end
Trigger.AfterDelay(heli.delay, function() SendHeli(heli) end)
end)
-- units destroyed, send heli, eg. harv, tnk, bggy,...
Utils.Do(NodRetaliateIfDestroyedUnits, function(unit)
Trigger.OnKilled(unit, function()
SendHeli(NodHelis[2])
end)
end)
Trigger.AfterDelay(DateTime.Seconds(Arty1Delay[Difficulty]), function() MoveInitialArty(earlyarty1, ArtyWaypoints1) end)
Trigger.AfterDelay(DateTime.Seconds(Arty2Delay[Difficulty]), function() MoveInitialArty(earlyarty2, ArtyWaypoints2) end)
Trigger.AfterDelay(DateTime.Seconds(TerrorTankDelay[Difficulty]), function() TankTerror(terrortank) end)
end
Tick = function()
if DateTime.GameTime > DateTime.Seconds(5) then
if GDI.HasNoRequiredUnits() then
Nod.MarkCompletedObjective(KillGDI)
end
if Nod.HasNoRequiredUnits() then
GDI.MarkCompletedObjective(SecureArea)
GDI.MarkCompletedObjective(ProtectMoebius)
GDI.MarkCompletedObjective(ProtectHospital)
GDI.MarkCompletedObjective(ProtectCivilians)
end
end
end