192 lines
8.5 KiB
Lua
192 lines
8.5 KiB
Lua
--[[
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Copyright (c) The OpenRA Developers and Contributors
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This file is part of OpenRA, which is free software. It is made
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available to you under the terms of the GNU General Public License
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as published by the Free Software Foundation, either version 3 of
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the License, or (at your option) any later version. For more
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information, see COPYING.
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]]
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WaypointGroup1 = { waypoint0, waypoint15 }
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WaypointGroup2 = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, waypoint5, waypoint8 }
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WaypointGroup3 = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint9, waypoint10, waypoint11, waypoint6, waypoint7 }
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WaypointGroup4 = { waypoint9, waypoint10, waypoint11, waypoint6, waypoint7, waypoint14 }
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GDI1 = { units = { "e2", "e2", "e6", "e6", "e6" }, waypoints = WaypointGroup4, delay = 40 }
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GDI2 = { units = { "e1", "e2" }, waypoints = WaypointGroup3, delay = 40 }
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GDI3 = { units = { "e2", "e3", "jeep" }, waypoints = WaypointGroup2, delay = 40 }
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GDI4 = { units = { "mtnk" }, waypoints = WaypointGroup3, delay = 40 }
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GDI5 = { units = { "e1", "e2" }, waypoints = WaypointGroup2, delay = 40 }
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GDI6 = { units = { "e2", "e2", "e2", "e2", "e2" }, waypoints = WaypointGroup1, delay = 40 }
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Auto1 = { units = { "e1", "e1", "e1", "e2", "e2" }, waypoints = WaypointGroup3, delay = 40 }
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Auto2 = { units = { "e1", "e2", "e2" }, waypoints = WaypointGroup2, delay = 40 }
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Auto3 = { units = { "e1", "e3", "e3" }, waypoints = WaypointGroup2, delay = 40 }
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Auto4 = { units = { "e2", "e2", "e3", "e3" }, waypoints = WaypointGroup3, delay = 40 }
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Auto5 = { units = { "jeep" }, waypoints = WaypointGroup2, delay = 50 }
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Auto6 = { units = { "jeep" }, waypoints = WaypointGroup3, delay = 40 }
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Auto7 = { units = { "mtnk" }, waypoints = WaypointGroup2, delay = 50 }
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Auto8 = { units = { "mtnk" }, waypoints = WaypointGroup3, delay = 30 }
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AirstrikeDelay = DateTime.Minutes(2) + DateTime.Seconds(10)
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AutoAttackWaves = { Auto1, Auto2, Auto3, Auto4, Auto5, Auto6, Auto7, Auto8 }
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WhitelistedStructures = { "afld", "hand", "hq", "nuke", "silo", "proc", "sam" }
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NodUnitsTanks = { "ltnk", "ltnk", "ltnk" }
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NodUnitsBikes = { "bike", "bike", "bike" }
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NodUnitsBuggys = { "bggy", "bggy", "bggy" }
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NodUnitsRockets = { "e3", "e3", "e3" }
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NodUnitsGunners = { "e1", "e1", "e1" }
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Atk1 = { CPos.New(11, 43), CPos.New(10, 43), CPos.New(9, 43), CPos.New(8, 43), CPos.New(7, 43), CPos.New(6, 43), CPos.New(5, 43), CPos.New(11, 42), CPos.New(10, 42), CPos.New(9, 42), CPos.New(8, 42), CPos.New(7, 42), CPos.New(6, 42), CPos.New(5, 42), CPos.New(23, 38), CPos.New(22, 38), CPos.New(21, 38), CPos.New(20, 38), CPos.New(19, 38), CPos.New(24, 37), CPos.New(23, 37), CPos.New(22, 37), CPos.New(21, 37), CPos.New(20, 37), CPos.New(19, 37) }
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Atk2 = { CPos.New(16, 52), CPos.New(15, 52), CPos.New(14, 52), CPos.New(13, 52), CPos.New(12, 52), CPos.New(11, 52), CPos.New(10, 52), CPos.New(9, 52), CPos.New(8, 52), CPos.New(16, 51), CPos.New(15, 51), CPos.New(14, 51), CPos.New(13, 51), CPos.New(12, 51), CPos.New(11, 51), CPos.New(10, 51), CPos.New(9, 51), CPos.New(8, 51), CPos.New(31, 44), CPos.New(30, 44), CPos.New(29, 44), CPos.New(28, 44), CPos.New(27, 44), CPos.New(26, 44), CPos.New(25, 44), CPos.New(24, 44), CPos.New(23, 44), CPos.New(22, 44), CPos.New(21, 44), CPos.New(31, 43), CPos.New(30, 43), CPos.New(29, 43), CPos.New(28, 43), CPos.New(27, 43), CPos.New(26, 43), CPos.New(25, 43), CPos.New(24, 43), CPos.New(23, 43), CPos.New(22, 43), CPos.New(21, 43) }
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Atk3 = { CPos.New(53, 58), CPos.New(52, 58), CPos.New(51, 58), CPos.New(53, 57), CPos.New(52, 57), CPos.New(51, 57), CPos.New(53, 56), CPos.New(52, 56), CPos.New(51, 56), CPos.New(53, 55), CPos.New(52, 55), CPos.New(51, 55) }
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Atk4 = { CPos.New(54, 47), CPos.New(53, 47), CPos.New(52, 47), CPos.New(51, 47), CPos.New(43, 47), CPos.New(54, 46), CPos.New(53, 46), CPos.New(52, 46), CPos.New(51, 46), CPos.New(50, 46), CPos.New(43, 46), CPos.New(42, 46), CPos.New(41, 46), CPos.New(43, 45), CPos.New(42, 45), CPos.New(41, 45), CPos.New(43, 44), CPos.New(42, 44), CPos.New(41, 44), CPos.New(43, 43), CPos.New(42, 43), CPos.New(41, 43), CPos.New(43, 42) }
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SamSiteGoal = 3
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CaptureStructures = function(actor)
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for i = 1, #WhitelistedStructures do
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local structures = Nod.GetActorsByType(WhitelistedStructures[i])
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if #structures > 0 and not actor.IsDead and not structures[1].IsDead then
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actor.Capture(structures[1])
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return
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end
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end
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end
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CheckForSams = function()
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local sams = Nod.GetActorsByType("sam")
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return #sams >= SamSiteGoal
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end
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InsertNodUnits = function()
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Media.PlaySpeechNotification(Nod, "Reinforce")
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Reinforcements.Reinforce(Nod, NodUnitsBikes, { ReinforcementsSpawnLeft.Location, ReinforcementsBikesRally.Location }, 1)
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Reinforcements.Reinforce(Nod, NodUnitsBuggys, { ReinforcementsSpawnRight.Location, ReinforcementsBuggyRally.Location }, 50)
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Reinforcements.Reinforce(Nod, NodUnitsGunners, { ReinforcementsSpawnLeft.Location, ReinforcementsGunnersRally.Location }, 50)
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Reinforcements.Reinforce(Nod, NodUnitsRockets, { ReinforcementsSpawnRight.Location, ReinforcementsRocketsRally.Location }, 50)
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Trigger.AfterDelay(DateTime.Seconds(6), function()
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Reinforcements.Reinforce(Nod, { "mcv" }, { ReinforcementsSpawnCenter.Location, ReinforcementsMCVRally.Location })
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Reinforcements.Reinforce(Nod, NodUnitsTanks, { ReinforcementsSpawnCenter.Location, ReinforcementsTanksRally.Location }, 50)
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end)
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end
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SendAttackWave = function(team)
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Utils.Do(team.units, function(unitType)
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local actors = Utils.Where(GDI.GetActorsByType(unitType), function(unit) return unit.IsIdle end)
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MoveAndHunt(Utils.Take(1, actors), team.waypoints)
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end)
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end
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SendGDIAirstrike = function(hq, delay)
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if not hq.IsDead and hq.Owner == GDI then
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local target = GetAirstrikeTarget(Nod)
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if target then
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hq.TargetAirstrike(target, Angle.NorthEast + Angle.New(16))
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Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end)
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else
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Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end)
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end
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end
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end
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SendWaves = function(counter, Waves)
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if counter <= #Waves then
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local team = Waves[counter]
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SendAttackWave(team)
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Trigger.AfterDelay(DateTime.Seconds(team.delay), function() SendWaves(counter + 1, Waves) end)
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end
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end
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SendReinforcementsWave = function(team)
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Reinforcements.ReinforceWithTransport(GDI, "apc", team.units, { ReinforcementsGDISpawn.Location, waypoint12.Location}, nil, function(transport, passengers)
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Utils.Do(team.waypoints, function(waypoint)
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transport.Move(waypoint.Location)
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end)
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transport.UnloadPassengers()
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Trigger.OnPassengerExited(transport, function(_, passenger)
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if passenger.Type == "e6" then
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Trigger.OnIdle(passenger, CaptureStructures)
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else
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IdleHunt(passenger)
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end
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if not transport.HasPassengers then
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IdleHunt(transport)
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end
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end)
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end)
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end
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Trigger.OnEnteredFootprint(Atk1, function(a, id)
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if not Atk1Triggered and a.Owner == Nod then
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Atk1Triggered = true
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SendAttackWave(GDI5)
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.OnEnteredFootprint(Atk2, function(a, id)
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if not Atk2Triggered and a.Owner == Nod then
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Atk2Triggered = true
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SendAttackWave(GDI4)
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.OnEnteredFootprint(Atk3, function(a, id)
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if not Atk3Triggered and a.Owner == Nod then
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Atk3Triggered = true
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SendAttackWave(GDI6)
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.OnEnteredFootprint(Atk4, function(a, id)
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if not Atk4Triggered and a.Owner == Nod then
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Atk4Triggered = true
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SendReinforcementsWave(GDI1)
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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WorldLoaded = function()
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Nod = Player.GetPlayer("Nod")
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GDI = Player.GetPlayer("GDI")
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Camera.Position = waypoint26.CenterPosition
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InsertNodUnits()
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StartAI()
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Trigger.AfterDelay(DateTime.Seconds(10), function() SendAttackWave(GDI2) end)
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Trigger.AfterDelay(DateTime.Seconds(55), function() SendAttackWave(GDI2) end)
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Trigger.AfterDelay(DateTime.Seconds(85), function() SendAttackWave(GDI3) end)
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Trigger.AfterDelay(AirstrikeDelay, function() SendGDIAirstrike(GDIHQ, AirstrikeDelay) end)
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Trigger.OnPlayerDiscovered(GDI, function() SendWaves(1, AutoAttackWaves) end)
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InitObjectives(Nod)
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EliminateGDI = AddPrimaryObjective(Nod, "eliminate-gdi-forces")
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local buildSAMs = UserInterface.GetFluentMessage("build-sams", { ["sams"] = SamSiteGoal })
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BuildSAMs = AddSecondaryObjective(Nod, buildSAMs)
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end
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Tick = function()
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if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then
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Nod.MarkFailedObjective(EliminateGDI)
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end
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if DateTime.GameTime > 2 and GDI.HasNoRequiredUnits() then
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Nod.MarkCompletedObjective(EliminateGDI)
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end
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if not Nod.IsObjectiveCompleted(BuildSAMs) and CheckForSams() then
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Nod.MarkCompletedObjective(BuildSAMs)
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end
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end
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