Files
OpenRA/mods/cnc/maps/nod09/nod09.lua

217 lines
8.5 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.
]]
if Difficulty == "easy" then
Rambo = "rmbo.easy"
elseif Difficulty == "hard" then
Rambo = "rmbo.hard"
else
Rambo = "rmbo"
end
SamSiteGoal = 3
WaypointGroup1 = { waypoint0, waypoint3, waypoint2, waypoint4, waypoint5, waypoint7 }
WaypointGroup2 = { waypoint0, waypoint3, waypoint2, waypoint4, waypoint5, waypoint6 }
WaypointGroup3 = { waypoint0, waypoint8, waypoint9, waypoint10, waypoint11, waypoint12, waypoint6, waypoint13 }
Patrol1Waypoints = { waypoint0.Location, waypoint8.Location, waypoint9.Location, waypoint10.Location }
Patrol2Waypoints = { waypoint0.Location, waypoint3.Location, waypoint2.Location, waypoint4.Location }
GDI1 = { units = { ['e2'] = 3, ['e3'] = 2 }, waypoints = WaypointGroup1, delay = 40 }
GDI2 = { units = { ['e1'] = 2, ['e2'] = 4 }, waypoints = WaypointGroup2, delay = 50 }
GDI4 = { units = { ['jeep'] = 2 }, waypoints = WaypointGroup1, delay = 50 }
GDI5 = { units = { ['mtnk'] = 1 }, waypoints = WaypointGroup1, delay = 40 }
Auto1 = { units = { ['e1'] = 2, ['e3'] = 3 }, waypoints = WaypointGroup3, delay = 40 }
Auto2 = { units = { ['e2'] = 2, ['e3'] = 2 }, waypoints = WaypointGroup3, delay = 50 }
Auto3 = { units = { ['e1'] = 3, ['e2'] = 2 }, waypoints = WaypointGroup2, delay = 60 }
Auto4 = { units = { ['mtnk'] = 1 }, waypoints = WaypointGroup1, delay = 50 }
Auto5 = { units = { ['mtnk'] = 1 }, waypoints = WaypointGroup3, delay = 50 }
Auto6 = { units = { ['e1'] = 2, ['e3'] = 2 }, waypoints = WaypointGroup3, delay = 50 }
Auto7 = { units = { ['msam'] = 1 }, waypoints = WaypointGroup1, delay = 40 }
Auto8 = { units = { ['msam'] = 1 }, waypoints = WaypointGroup3, delay = 50 }
RmboReinforcements = { Rambo }
EngineerReinforcements = { "e6", "e6" }
RocketReinforcements = { "e3", "e3", "e3", "e3" }
AutoAttackWaves = { GDI1, GDI2, GDI4, GDI5, Auto1, Auto2, Auto3, Auto4, Auto5, Auto6, Auto7, Auto8 }
NodBaseTrigger = { CPos.New(9, 52), CPos.New(9, 51), CPos.New(9, 50), CPos.New(9, 49), CPos.New(9, 48), CPos.New(9, 47), CPos.New(9, 46), CPos.New(10, 46), CPos.New(11, 46), CPos.New(12, 46), CPos.New(13, 46), CPos.New(14, 46), CPos.New(15, 46), CPos.New(16, 46), CPos.New(17, 46), CPos.New(18, 46), CPos.New(19, 46), CPos.New(20, 46), CPos.New(21, 46), CPos.New(22, 46), CPos.New(23, 46), CPos.New(24, 46), CPos.New(25, 46), CPos.New(25, 47), CPos.New(25, 48), CPos.New(25, 49), CPos.New(25, 50), CPos.New(25, 51), CPos.New(25, 52) }
EngineerTrigger = { CPos.New(5, 13), CPos.New(6, 13), CPos.New(7, 13), CPos.New(8, 13), CPos.New(9, 13), CPos.New(10, 13), CPos.New(16, 7), CPos.New(16, 6), CPos.New(16, 5), CPos.New(16, 4), CPos.New(16, 3)}
RocketTrigger = { CPos.New(20, 15), CPos.New(21, 15), CPos.New(22, 15), CPos.New(23, 15), CPos.New(24, 15), CPos.New(25, 15), CPos.New(26, 15), CPos.New(32, 15), CPos.New(32, 14), CPos.New(32, 13), CPos.New(32, 12), CPos.New(32, 11)}
AirstrikeDelay = DateTime.Minutes(2) + DateTime.Seconds(30)
CheckForSams = function(Nod)
local sams = Nod.GetActorsByType("sam")
return #sams >= SamSiteGoal
end
SendGDIAirstrike = function(hq, delay)
if not hq.IsDead and hq.Owner == GDI then
local target = GetAirstrikeTarget(Nod)
if target then
hq.TargetAirstrike(target, Angle.NorthEast + Angle.New(16))
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]
for type, amount in pairs(team.units) do
MoveAndHunt(Utils.Take(amount, GDI.GetActorsByType(type)), team.waypoints)
end
Trigger.AfterDelay(DateTime.Seconds(team.delay), function() SendWaves(counter + 1, Waves) end)
end
end
StartPatrols = function()
local mtnks = GDI.GetActorsByType("mtnk")
local msams = GDI.GetActorsByType("msam")
if #mtnks >= 1 then
mtnks[1].Patrol(Patrol1Waypoints, true, 20)
end
if #msams >= 1 then
msams[1].Patrol(Patrol2Waypoints, true, 20)
end
end
Trigger.OnEnteredFootprint(NodBaseTrigger, function(a, id)
if not Nod.IsObjectiveCompleted(LocateNodBase) and a.Owner == Nod then
Trigger.RemoveFootprintTrigger(id)
Nod.MarkCompletedObjective(LocateNodBase)
NodCYard.Owner = Nod
local walls = NodBase.GetActorsByType("brik")
Utils.Do(walls, function(actor)
actor.Owner = Nod
end)
Trigger.AfterDelay(DateTime.Seconds(2), function()
Media.PlaySpeechNotification(Nod, "NewOptions")
end)
end
end)
Trigger.OnEnteredFootprint(RocketTrigger, function(a, id)
if not Nod.IsObjectiveCompleted(SecureFirstLanding) and a.Owner == Nod then
Trigger.RemoveFootprintTrigger(id)
Nod.MarkCompletedObjective(SecureFirstLanding)
Trigger.AfterDelay(DateTime.Seconds(5), function()
Media.PlaySpeechNotification(Nod, "Reinforce")
Reinforcements.ReinforceWithTransport(Nod, "tran.in", RocketReinforcements, { HelicopterEntryRocket.Location, HelicopterGoalRocket.Location }, { HelicopterEntryRocket.Location }, nil, nil)
end)
Trigger.AfterDelay(DateTime.Seconds(10), function()
EngineerFlareCamera1 = Actor.Create("camera", true, { Owner = Nod, Location = FlareEngineer.Location })
EngineerFlareCamera2 = Actor.Create("camera", true, { Owner = Nod, Location = CameraEngineerPath.Location })
EngineerFlare = Actor.Create("flare", true, { Owner = Nod, Location = FlareEngineer.Location })
end)
Trigger.AfterDelay(DateTime.Minutes(1), function()
RocketFlareCamera.Destroy()
RocketFlare.Destroy()
end)
end
end)
Trigger.OnEnteredFootprint(EngineerTrigger, function(a, id)
if not Nod.IsObjectiveCompleted(SecureSecondLanding) and a.Owner == Nod then
Trigger.RemoveFootprintTrigger(id)
Nod.MarkCompletedObjective(SecureSecondLanding)
Trigger.AfterDelay(DateTime.Seconds(5), function()
Media.PlaySpeechNotification(Nod, "Reinforce")
Reinforcements.ReinforceWithTransport(Nod, "tran.in", EngineerReinforcements, { HelicopterEntryEngineer.Location, HelicopterGoalEngineer.Location }, { HelicopterEntryEngineer.Location }, nil, nil)
end)
Trigger.AfterDelay(DateTime.Minutes(1), function()
if EngineerFlareCamera1 then
EngineerFlareCamera1.Destroy()
EngineerFlareCamera2.Destroy()
EngineerFlare.Destroy()
end
end)
end
end)
Trigger.OnKilledOrCaptured(OutpostProc, function()
if not Nod.IsObjectiveCompleted(CaptureRefinery) then
if OutpostProc.IsDead then
Nod.MarkFailedObjective(CaptureRefinery)
else
Nod.MarkCompletedObjective(CaptureRefinery)
Nod.Cash = 1000
end
StartPatrols()
Trigger.AfterDelay(DateTime.Minutes(1), function() SendWaves(1, AutoAttackWaves) end)
Trigger.AfterDelay(AirstrikeDelay, function() SendGDIAirstrike(GDIHQ, AirstrikeDelay) end)
Trigger.AfterDelay(DateTime.Minutes(3), function() ProduceInfantry(GDIPyle) end)
Trigger.AfterDelay(DateTime.Minutes(3), function() ProduceVehicle(GDIWeap) end)
end
end)
WorldLoaded = function()
Nod = Player.GetPlayer("Nod")
GDI = Player.GetPlayer("GDI")
NodBase = Player.GetPlayer("NodBase")
Camera.Position = CameraIntro.CenterPosition
Media.PlaySpeechNotification(Nod, "Reinforce")
Reinforcements.ReinforceWithTransport(Nod, "tran.in", RmboReinforcements, { HelicopterEntryRmbo.Location, HelicopterGoalRmbo.Location }, { HelicopterEntryRmbo.Location })
RocketFlareCamera = Actor.Create("camera", true, { Owner = Nod, Location = FlareRocket.Location })
RocketFlare = Actor.Create("flare", true, { Owner = Nod, Location = FlareRocket.Location })
StartAI()
AutoGuard(GDI.GetGroundAttackers())
InitObjectives(Nod)
SecureFirstLanding = AddPrimaryObjective(Nod, "secure-first-landing-zone")
SecureSecondLanding = AddPrimaryObjective(Nod, "secure-second-landing-zone")
LocateNodBase = AddPrimaryObjective(Nod, "locate-nod-base")
CaptureRefinery = AddPrimaryObjective(Nod, "capture-refinery")
EliminateGDI = AddPrimaryObjective(Nod, "eliminate-gdi-forces")
local buildSAMs = UserInterface.GetFluentMessage("build-sams", { ["sams"] = SamSiteGoal })
BuildSAMs = AddSecondaryObjective(Nod, buildSAMs)
GDIObjective = AddPrimaryObjective(GDI, "")
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(Nod) then
Nod.MarkCompletedObjective(BuildSAMs)
end
end