Files
OpenRA/mods/cnc/maps/gdi08a/gdi08a.lua
2023-01-23 20:51:45 +01:00

131 lines
5.3 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 }
WaypointGroup1 = { waypoint4, waypoint5, waypoint6, waypoint7, waypoint10, waypoint11, waypoint12 }
WaypointGroup2 = { waypoint4, waypoint5, waypoint13, waypoint16 }
WaypointGroup3 = { waypoint4, waypoint5, waypoint6, waypoint8 }
WaypointGroup4 = { waypoint4, waypoint5, waypoint6, waypoint7, waypoint9 }
WaypointGroup5 = { waypoint4, waypoint5, waypoint6 }
WaypointGroup6 = { waypoint4, waypoint5, waypoint6, waypoint7, waypoint14, waypoint15 }
WaypointGroup7 = { waypoint4, waypoint5 }
WaypointGroupCiv = { waypoint0, waypoint1, waypoint2, waypoint3 }
Atk1 = { units = { ['ltnk'] = 1 }, waypoints = WaypointGroup1, delay = 0 }
Atk2 = { units = { ['ltnk'] = 1 }, waypoints = WaypointGroup2, delay = 0 }
Civ1 = { units = { ['c3'] = 1 }, waypoints = WaypointGroupCiv, delay = 0 }
Nod1 = { units = { ['e1'] = 2, ['e2'] = 2, ['e4'] = 2 }, waypoints = WaypointGroup3, delay = 90 }
Nod2 = { units = { ['e3'] = 2, ['e4'] = 2 }, waypoints = WaypointGroup3, delay = 130 }
Nod3 = { units = { ['e1'] = 2, ['e3'] = 3 }, waypoints = WaypointGroup3, delay = 50 }
Nod4 = { units = { ['bggy'] = 2 }, waypoints = WaypointGroup3, delay = 200 }
Nod5 = { units = { ['e4'] = 2, ['ltnk'] = 1 }, waypoints = WaypointGroup1, delay = 250 }
Nod6 = { units = { ['arty'] = 1 }, waypoints = WaypointGroup4, delay = 40 }
Nod7 = { units = { ['e3'] = 2, ['e4'] = 2 }, waypoints = WaypointGroup4, delay = 40 }
Nod8 = { units = { ['ltnk'] = 1, ['bggy'] = 1 }, waypoints = WaypointGroup3, delay = 170 }
Auto1 = { units = { ['e1'] = 2, ['e2'] = 2 }, waypoints = WaypointGroup5, delay = 50 }
Auto2 = { units = { ['e3'] = 3, ['e4'] = 2 }, waypoints = WaypointGroup3, delay = 50 }
Auto3 = { units = { ['ltnk'] = 1, ['bggy'] = 1 }, waypoints = WaypointGroup3, delay = 50 }
Auto4 = { units = { ['bggy'] = 2 }, waypoints = WaypointGroup7, delay = 50 }
Auto5 = { units = { ['ltnk'] = 1 }, waypoints = WaypointGroup6, delay = 50 }
Auto6 = { units = { ['arty'] = 1 }, waypoints = WaypointGroup4, delay = 50 }
Auto7 = { units = { ['e3'] = 3, ['e4'] = 2 }, waypoints = WaypointGroup6, delay = 50 }
AutoAttackWaves = { Atk1, Atk2, Nod1, Nod2, Nod3, Nod4, Nod5, Nod6, Nod7, Nod8, Auto1, Auto2, Auto3, Auto4, Auto5, Auto6, Auto7 }
StationaryGuardUnits = { Actor181, Actor182, Actor183, Actor184, Actor198, Actor199, Actor157, Actor175, Actor176, Actor173, Actor174, Actor158, Actor200, Actor159, Actor179, Actor180, Actor184, Actor185, Actor216, Actor217, Actor153, Actor215, Actor214, Actor213}
DamagedGDIAssets = { Actor126, Actor127, Actor128, Actor129, Actor130,Actor131, Actor132, Actor133, Actor134, Actor135, Actor136, Actor137, Actor138, Actor160, Actor161, Actor162, Actor163, Actor164, Actor165, Actor166, Actor168, Actor169, Actor170}
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
CheckRepairGDIAssetsObjective = function()
local failed = false
local repaired = true
Utils.Do(DamagedGDIAssets, function(actor)
if actor.IsDead then
failed = true
elseif actor.Health < actor.MaxHealth then
repaired = false
end
end)
if failed then
GDI.MarkFailedObjective(RepairAssets)
return
elseif repaired then
GDI.MarkCompletedObjective(RepairAssets)
return
end
Trigger.AfterDelay(DateTime.Seconds(3), function() CheckRepairGDIAssetsObjective() end)
end
WorldLoaded = function()
GDI = Player.GetPlayer("GDI")
Nod = Player.GetPlayer("Nod")
Camera.Position = DefaultCameraPosition.CenterPosition
StartStationaryGuards(StationaryGuardUnits)
StartAI()
InitObjectives(GDI)
SecureArea = AddPrimaryObjective(GDI, "destroy-nod-force")
KillGDI = AddPrimaryObjective(Nod, "")
RepairAssets = AddSecondaryObjective(GDI, "repair-base-vehicles")
Trigger.AfterDelay(DateTime.Seconds(5), function() CheckRepairGDIAssetsObjective() end)
AirSupport = AddSecondaryObjective(GDI, "destroy-sams")
Trigger.OnAllKilled(SamSites, function()
GDI.MarkCompletedObjective(AirSupport)
Actor.Create("airstrike.proxy", true, { Owner = GDI })
end)
local InitialArrivingUnits = { Actor166 }
Utils.Do(InitialArrivingUnits, function(unit)
unit.Move(unit.Location + CVec.New(1, 1), 0)
end)
Trigger.AfterDelay(DateTime.Minutes(1), function() SendWaves(1, AutoAttackWaves) end)
Trigger.AfterDelay(DateTime.Minutes(2), function() ProduceInfantry(handofnod) end)
Trigger.AfterDelay(DateTime.Minutes(2), function() ProduceVehicle(nodairfield) 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)
end
end
end