Files
OpenRA/mods/cnc/maps/gdi04c/gdi04c.lua
2023-01-23 20:51:45 +01:00

114 lines
3.8 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.
]]
LoseTriggerHouses = { TrigLos2Farm1, TrigLos2Farm2, TrigLos2Farm3, TrigLos2Farm4 }
TownAttackTrigger = { CPos.New(54, 38), CPos.New(55, 38), CPos.New(56, 38), CPos.New(57, 38) }
GDIReinforcementsTrigger = { CPos.New(32, 51), CPos.New(32, 52), CPos.New(33, 52) }
GDIReinforcementsPart1 = { "jeep", "jeep" }
GDIReinforcementsPart2 = { "e2", "e2", "e2", "e2", "e2" }
TownAttackWave1 = { "bggy", "bggy" }
TownAttackWave2 = { "ltnk", "ltnk" }
TownAttackWave3 = { "e1", "e1", "e1", "e3", "e3", "e3" }
Civvie1Wpts = { CivvieWpts1, CivvieWpts2 }
Civvie2Wpts = { CivvieWpts3, CivvieWpts1, CivvieWpts4, CivvieWpts5, CivvieWpts6, CivvieWpts7, CivvieWpts8, CivvieWpts9, CivvieWpts10, CivvieWpts11 }
FollowCivvieWpts = function(actor, wpts)
Utils.Do(wpts, function(wpt)
actor.Move(wpt.Location, 2)
actor.Wait(DateTime.Seconds(2))
end)
end
FollowWaypoints = function(actor, wpts)
Utils.Do(wpts, function(wpt)
actor.AttackMove(wpt.Location, 2)
end)
end
TownAttackersIdleAction = function(actor)
actor.AttackMove(TownAttackWpt.Location, 2)
actor.Hunt()
end
TownAttackAction = function(actor)
Trigger.OnIdle(actor, TownAttackersIdleAction)
end
AttackTown = function()
Reinforcements.Reinforce(Nod, TownAttackWave1, { NodReinfEntry.Location, NodReinfRally.Location }, DateTime.Seconds(0.25), TownAttackAction)
Trigger.AfterDelay(DateTime.Seconds(2), function()
Reinforcements.Reinforce(Nod, TownAttackWave2, { NodReinfEntry.Location, NodReinfRally.Location }, DateTime.Seconds(1), TownAttackAction)
end)
Trigger.AfterDelay(DateTime.Seconds(4), function()
Reinforcements.Reinforce(Nod, TownAttackWave3, { NodReinfEntry.Location, NodReinfRally.Location }, DateTime.Seconds(1), TownAttackAction)
end)
end
SendGDIReinforcements = function()
Media.PlaySpeechNotification(GDI, "Reinforce")
Reinforcements.Reinforce(GDI, GDIReinforcementsPart1, { GDIReinfEntry1.Location, GDIReinfRally1.Location, GDIReinfRally3.Location }, DateTime.Seconds(1))
Trigger.AfterDelay(DateTime.Seconds(5), function()
Media.PlaySpeechNotification(GDI, "Reinforce")
local apc = Reinforcements.ReinforceWithTransport(GDI, "apc", GDIReinforcementsPart2, { GDIReinfEntry2.Location, GDIReinfRally2.Location, GDIUnloadWpt.Location })[1]
apc.UnloadPassengers()
end)
end
WorldLoaded = function()
GDI = Player.GetPlayer("GDI")
Nod = Player.GetPlayer("Nod")
InitObjectives(GDI)
Trigger.OnAllKilled(LoseTriggerHouses, function()
GDI.MarkFailedObjective(DefendTown)
end)
NodObjective = AddPrimaryObjective(Nod, "")
DefendTown = AddPrimaryObjective(GDI, "defend-bialystok")
EliminateNod = AddPrimaryObjective(GDI, "eliminate-nod")
Trigger.OnExitedFootprint(TownAttackTrigger, function(a, id)
if not TownAttackTriggered and a.Owner == GDI then
TownAttackTriggered = true
Trigger.RemoveFootprintTrigger(id)
AttackTown()
end
end)
Trigger.OnEnteredFootprint(GDIReinforcementsTrigger, function(a, id)
if not GDIReinforcementsTriggered and a.Owner == GDI then
GDIReinforcementsTriggered = true
Trigger.RemoveFootprintTrigger(id)
SendGDIReinforcements()
end
end)
Trigger.AfterDelay(1, function()
FollowCivvieWpts(civvie1, Civvie1Wpts)
FollowCivvieWpts(civvie2, Civvie2Wpts)
end)
Camera.Position = Actor141.CenterPosition
end
Tick = function()
if GDI.HasNoRequiredUnits() then
Nod.MarkCompletedObjective(NodObjective)
end
if Nod.HasNoRequiredUnits() then
GDI.MarkCompletedObjective(DefendTown)
GDI.MarkCompletedObjective(EliminateNod)
end
end