Files
OpenRA/mods/cnc/maps/nod05/nod05.lua
2020-06-19 17:28:01 +02:00

200 lines
7.1 KiB
Lua

--[[
Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
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.
]]
NodUnitsVehicle = { 'bike', 'bike', 'bggy', 'ltnk', 'bike', 'bike' }
NodUnitsRocket = { 'e1', 'e1', 'e1', 'e1' }
NodUnitsGunner = { 'e3', 'e3', 'e3', 'e3' }
GDIReinforceUnits = { 'e2', 'e2', 'e2', 'e2', 'e2' }
GDI1Units = { ['e1'] = 3, ['e2'] = 1 }
GDI2Units = { ['e1'] = 2, ['e2'] = 1 }
GDI3Units = { ['jeep'] = 1 }
GDI4Units = { ['mtnk'] = 1 }
GDI5Units = { ['e1'] = 1, ['e2'] = 2 }
GDI6Units = { ['e1'] = 3 }
GDI7Units = { ['e2'] = 2 }
GDI8Units = { ['e2'] = 5 }
AllUnits = { GDI1Units, GDI2Units, GDI3Units, GDI4Units, GDI5Units, GDI6Units, GDI7Units, GDI8Units }
AirstrikeDelay = DateTime.Minutes(1) + DateTime.Seconds(40)
DelyCellTriggerActivator = { CPos.New(29,30), CPos.New(28,30), CPos.New(27,30), CPos.New(26,30), CPos.New(25,30), CPos.New(24,30), CPos.New(23,30), CPos.New(22,30), CPos.New(21,30), CPos.New(29,29), CPos.New(28,29), CPos.New(27,29), CPos.New(26,29), CPos.New(25,29), CPos.New(24,29), CPos.New(23,29), CPos.New(22,29) }
DelzCellTriggerActivator = { CPos.New(29,27), CPos.New(28,27), CPos.New(27,27), CPos.New(26,27), CPos.New(25,27), CPos.New(24,27), CPos.New(29,26), CPos.New(28,26), CPos.New(27,26), CPos.New(26,26), CPos.New(25,26), CPos.New(24,26) }
Atk5CellTriggerActivator = { CPos.New(10,33), CPos.New(9,33), CPos.New(8,33), CPos.New(9,32), CPos.New(8,32), CPos.New(7,32), CPos.New(8,31), CPos.New(7,31), CPos.New(6,31) }
Atk1CellTriggerActivator = { CPos.New(10,33), CPos.New(9,33), CPos.New(8,33), CPos.New(9,32), CPos.New(8,32), CPos.New(7,32), CPos.New(8,31), CPos.New(7,31), CPos.New(6,31) }
GDI1Waypoints = { waypoint0, waypoint1, waypoint3, waypoint4 }
GDI2Waypoints = { waypoint0, waypoint1, waypoint3, waypoint4, waypoint5 }
GDI3Waypoints = { waypoint0, waypoint1, waypoint2 }
GDI5Waypoints = { waypoint0, waypoint1, waypoint3, waypoint1, waypoint6 }
GDI11Waypoints = { waypoint0, waypoint1, waypoint3, waypoint4, waypoint7, waypoint8 }
GDI12Waypoints = { waypoint0, waypoint1, waypoint3, waypoint11, waypoint12 }
AllWaypoints = { GDI1Waypoints, GDI2Waypoints, GDI3Waypoints, GDI5Waypoints, GDI11Waypoints, GDI12Waypoints }
PrimaryTargets = { Tower1, Tower2, CommCenter, Silo1, Silo2, Silo3, Refinery, Barracks, Plant1, Plant2, Yard, Factory }
SendGDIAirstrike = function()
if not CommCenter.IsDead and CommCenter.Owner == GDI then
local target = GetAirstrikeTarget(Nod)
if target then
CommCenter.TargetAirstrike(target, Angle.NorthEast + Angle.New(16))
Trigger.AfterDelay(AirstrikeDelay, SendGDIAirstrike)
else
Trigger.AfterDelay(AirstrikeDelay/4, SendGDIAirstrike)
end
end
end
SendGDI2Units = function()
if DontSendGDI2 then
return
end
for type, count in pairs(GDI2Units) do
MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), GDI2Waypoints)
end
end
SendGDI1Units = function()
if DontSendGDI1 then
return
end
for type, count in pairs(GDI1Units) do
MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), GDI1Waypoints)
end
end
AutoPatrol = function()
local units = AllUnits[DateTime.GameTime % #AllUnits + 1]
local waypoints = AllWaypoints[DateTime.GameTime % #AllWaypoints + 1]
for type, count in pairs(units) do
MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), waypoints)
end
Trigger.AfterDelay(DateTime.Seconds(45), AutoPatrol)
end
RebuildStartUnits = function()
local types = { "e1", "e2", "jeep", "mtnk" }
local factories = { Barracks, Barracks, Factory, Factory }
for i = 1, 4 do
Utils.Do(GDI.GetActorsByType(types[i]), function(actor)
RebuildUnit({ actor }, GDI, factories[i])
end)
end
end
WorldLoaded = function()
Nod = Player.GetPlayer("Nod")
GDI = Player.GetPlayer("GDI")
Camera.Position = UnitsEntry.CenterPosition
Media.PlaySpeechNotification(Nod, "Reinforce")
Reinforcements.Reinforce(Nod, NodUnitsVehicle, { UnitsEntry.Location, UnitsRallyVehicle.Location }, 1)
Reinforcements.Reinforce(Nod, NodUnitsRocket, { UnitsEntry.Location, UnitsRallyRocket.Location }, 50)
Reinforcements.Reinforce(Nod, NodUnitsGunner, { UnitsEntry.Location, UnitsRallyGunner.Location }, 50)
Trigger.AfterDelay(DateTime.Seconds(6), function()
Reinforcements.Reinforce(Nod, { 'mcv' }, { UnitsEntry.Location, UnitsRallyMCV.Location })
end)
InitObjectives(Nod)
BuildSAMObjective = Nod.AddObjective("Build 3 SAMs.")
DestroyGDI = Nod.AddObjective("Destroy the GDI base.")
GDIObjective = GDI.AddObjective("Kill all enemies.")
Trigger.AfterDelay(AirstrikeDelay, SendGDIAirstrike)
Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(30), SendGDI2Units)
Trigger.AfterDelay(DateTime.Minutes(2) + DateTime.Seconds(30), SendGDI1Units)
Trigger.OnEnteredFootprint(DelyCellTriggerActivator, function(a, id)
if a.Owner == Nod then
DontSendGDI2 = true
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnEnteredFootprint(DelzCellTriggerActivator, function(a, id)
if a.Owner == Nod then
DontSendGDI1 = true
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnEnteredFootprint(Atk5CellTriggerActivator, function(a, id)
if a.Owner == Nod then
MoveAndHunt(Utils.Take(1, GDI.GetActorsByType("mtnk")), GDI12Waypoints)
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.AfterDelay(DateTime.Seconds(3), function()
MoveAndHunt(Utils.Take(2, GDI.GetActorsByType("jeep")), GDI5Waypoints)
end)
Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(10), function()
for type, count in pairs(GDI1Units) do
MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), GDI1Waypoints)
end
end)
Trigger.AfterDelay(DateTime.Minutes(3) + DateTime.Seconds(10), function()
for type, count in pairs(GDI2Units) do
MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), GDI2Waypoints)
end
end)
Trigger.AfterDelay(DateTime.Minutes(4) + DateTime.Seconds(40), function()
MoveAndHunt(Utils.Take(1, GDI.GetActorsByType("jeep")), GDI3Waypoints)
end)
Trigger.AfterDelay(DateTime.Minutes(2) + DateTime.Seconds(30), function()
MoveAndHunt(Utils.Take(1, GDI.GetActorsByType("mtnk")), GDI1Waypoints)
end)
Trigger.OnEnteredFootprint(Atk1CellTriggerActivator, function(a, id)
if a.Owner == Nod then
local cargo = Reinforcements.ReinforceWithTransport(GDI, "tran", GDIReinforceUnits, { waypoint9.Location, waypoint26.Location }, { waypoint9.Location })[2]
Utils.Do(cargo, IdleHunt)
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnAllKilledOrCaptured(PrimaryTargets, function()
Nod.MarkCompletedObjective(DestroyGDI)
Utils.Do(GDI.GetGroundAttackers(), IdleHunt)
end)
Trigger.AfterDelay(0, RebuildStartUnits)
AutoPatrol()
end
Tick = function()
if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then
GDI.MarkCompletedObjective(GDIObjective)
end
if not Nod.IsObjectiveCompleted(BuildSAMObjective) and CheckForSams(Nod) then
Nod.MarkCompletedObjective(BuildSAMObjective)
end
end
CheckForSams = function(Nod)
local sams = Nod.GetActorsByType("sam")
return #sams >= 3
end