Files
OpenRA/mods/cnc/maps/gdi04c/gdi04c.lua
2014-05-24 14:35:45 +02:00

120 lines
3.9 KiB
Lua

LoseTriggerHouses = { TrigLos2Farm1, TrigLos2Farm2, TrigLos2Farm3, TrigLos2Farm4 }
GDIReinforcementsPart1 = { "jeep", "jeep" }
GDIReinforcementsPart2 = { "e2", "e2", "e2", "e2", "e2" }
TownAttackWave1 = { "bggy", "bggy" }
TownAttackWave2 = { "ltnk", "ltnk" }
TownAttackWave3 = { "e1", "e1", "e1", "e1", "e3", "e3", "e3", "e3" }
TownAttackWpts = { waypoint1, waypoint2 }
Civvie1Wpts = { waypoint3, waypoint17 }
Civvie2Wpts = { waypoint26, waypoint3, waypoint9, waypoint4, waypoint5, waypoint6, waypoint8, waypoint7, waypoint1, waypoint2 }
FollowCivvieWpts = function(actor, wpts)
Utils.Do(wpts, function(wpt)
Actor.MoveNear(actor, wpt.Location, 2)
Actor.Wait(actor, Utils.Seconds(2))
end)
end
FollowWaypoints = function(actor, wpts)
Utils.Do(wpts, function(wpt)
Actor.AttackMove(actor, wpt.Location, 2)
end)
end
TownAttackersIdleAction = function(actor)
Actor.AttackMove(actor, TownAttackWpt.Location, 2)
Actor.Hunt(actor)
end
TownAttackAction = function(actor)
Actor.OnIdle(actor, TownAttackersIdleAction)
FollowWaypoints(actor, TownAttackWpts)
end
AttackTown = function()
TownAttackTriggered = true
Reinforcements.Reinforce(nod, TownAttackWave1, NodReinfEntry.Location, waypoint0.Location, Utils.Seconds(0.25), TownAttackAction)
OpenRA.RunAfterDelay(Utils.Seconds(2), function()
Reinforcements.Reinforce(nod, TownAttackWave2, NodReinfEntry.Location, waypoint0.Location, Utils.Seconds(1), TownAttackAction)
end)
OpenRA.RunAfterDelay(Utils.Seconds(4), function()
Reinforcements.Reinforce(nod, TownAttackWave3, NodReinfEntry.Location, waypoint0.Location, Utils.Seconds(1), TownAttackAction)
end)
end
SendGDIReinforcements = function()
GDIReinforcementsTriggered = true
Reinforcements.Reinforce(player, GDIReinforcementsPart1, GDIReinfEntry1.Location, waypoint12.Location, Utils.Seconds(1), function(actor)
Media.PlaySpeechNotification("Reinforce")
Actor.Move(actor, waypoint10.Location)
Actor.SetStance(actor, "Defend")
end)
OpenRA.RunAfterDelay(Utils.Seconds(5), function()
Reinforcements.ReinforceWithCargo(player, "apc", { GDIReinfEntry2, waypoint13 }, GDIReinforcementsPart2, function(apc, team)
Media.PlaySpeechNotification("Reinforce")
Actor.Move(apc, GDIUnloadWpt.Location)
Actor.UnloadCargo(apc, true)
Team.Do(team, function(unit) Actor.SetStance(unit, "Defend") end)
end)
end)
end
-- FIXME: replace with real cell trigger when available
CellTrigger = function(player, trigger, radius, func)
local units = Map.FindUnitsInCircle(player, trigger, radius)
if #units > 0 then
func()
end
end
TownAttackTriggered = false
GDIReinforcementsTriggered = false
Tick = function()
if Mission.RequiredUnitsAreDestroyed(player) then
OpenRA.RunAfterDelay(Utils.Seconds(1), MissionFailed)
end
if Mission.RequiredUnitsAreDestroyed(nod) then
OpenRA.RunAfterDelay(Utils.Seconds(1), MissionAccomplished)
end
if not TownAttackTriggered then
CellTrigger(player, TownAttackTrigger, 2, AttackTown)
elseif not GDIReinforcementsTriggered then
CellTrigger(player, GDIReinfTrigger, 2, SendGDIReinforcements)
end
end
WorldLoaded = function()
Media.PlayMovieFullscreen("bkground.vqa", function() Media.PlayMovieFullscreen("gdi4a.vqa", function() Media.PlayMovieFullscreen("nodsweep.vqa") end) end)
player = OpenRA.GetPlayer("GDI")
nod = OpenRA.GetPlayer("Nod")
LoseTriggerTeam = Team.New(LoseTriggerHouses)
Team.AddEventHandler(LoseTriggerTeam.OnAllKilled, MissionFailed)
Utils.Do(Mission.GetGroundAttackersOf(player), function(unit)
Actor.SetStance(unit, "Defend")
end)
OpenRA.RunAfterDelay(1, function()
FollowCivvieWpts(civvie1, Civvie1Wpts)
FollowCivvieWpts(civvie2, Civvie2Wpts)
end)
OpenRA.SetViewportCenterPosition(Actor141.CenterPosition)
end
MissionAccomplished = function()
Mission.MissionOver({ player }, nil, false)
Media.PlayMovieFullscreen("burdet1.vqa")
end
MissionFailed = function()
Mission.MissionOver(nil, { player }, false)
Media.PlayMovieFullscreen("gameover.vqa")
end