Files
OpenRA/mods/cnc/maps/gdi04c/gdi04c.lua
2017-04-10 21:13:51 +02:00

141 lines
4.8 KiB
Lua

--[[
Copyright 2007-2017 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.
]]
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" }
TownAttackWpts = { waypoint1, waypoint2 }
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)
FollowWaypoints(actor, TownAttackWpts)
end
AttackTown = function()
Reinforcements.Reinforce(enemy, TownAttackWave1, { NodReinfEntry.Location, NodReinfRally.Location }, DateTime.Seconds(0.25), TownAttackAction)
Trigger.AfterDelay(DateTime.Seconds(2), function()
Reinforcements.Reinforce(enemy, TownAttackWave2, { NodReinfEntry.Location, NodReinfRally.Location }, DateTime.Seconds(1), TownAttackAction)
end)
Trigger.AfterDelay(DateTime.Seconds(4), function()
Reinforcements.Reinforce(enemy, TownAttackWave3, { NodReinfEntry.Location, NodReinfRally.Location }, DateTime.Seconds(1), TownAttackAction)
end)
end
SendGDIReinforcements = function()
Reinforcements.Reinforce(player, GDIReinforcementsPart1, { GDIReinfEntry1.Location, GDIReinfRally1.Location }, DateTime.Seconds(1), function(actor)
Media.PlaySpeechNotification(player, "Reinforce")
actor.Move(GDIReinfRally3.Location)
actor.Stance = "Defend"
end)
Trigger.AfterDelay(DateTime.Seconds(5), function()
Reinforcements.ReinforceWithTransport(player, "apc", GDIReinforcementsPart2, { GDIReinfEntry2.Location, GDIReinfRally2.Location }, nil, function(apc, team)
Media.PlaySpeechNotification(player, "Reinforce")
apc.Move(GDIUnloadWpt.Location)
apc.UnloadPassengers()
Utils.Do(team, function(unit) unit.Stance = "Defend" end)
end)
end)
end
WorldLoaded = function()
player = Player.GetPlayer("GDI")
enemy = Player.GetPlayer("Nod")
Trigger.OnObjectiveAdded(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
Trigger.OnObjectiveCompleted(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
end)
Trigger.OnObjectiveFailed(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
end)
Trigger.OnAllKilled(LoseTriggerHouses, function()
player.MarkFailedObjective(gdiObjective1)
end)
Trigger.OnPlayerWon(player, function()
Media.PlaySpeechNotification(player, "Win")
end)
Trigger.OnPlayerLost(player, function()
Media.PlaySpeechNotification(player, "Lose")
end)
nodObjective = enemy.AddPrimaryObjective("Destroy all GDI troops.")
gdiObjective1 = player.AddPrimaryObjective("Defend the town of Białystok.")
gdiObjective2 = player.AddPrimaryObjective("Eliminate all Nod forces in the area.")
townAttackTrigger = false
Trigger.OnExitedFootprint(TownAttackTrigger, function(a, id)
if not townAttackTrigger and a.Owner == player then
townAttackTrigger = true
Trigger.RemoveFootprintTrigger(id)
AttackTown()
end
end)
gdiReinforcementsTrigger = false
Trigger.OnEnteredFootprint(GDIReinforcementsTrigger, function(a, id)
if not gdiReinforcementsTrigger and a.Owner == player then
gdiReinforcementsTrigger = true
Trigger.RemoveFootprintTrigger(id)
SendGDIReinforcements()
end
end)
Utils.Do(player.GetGroundAttackers(), function(unit)
unit.Stance = "Defend"
end)
Trigger.AfterDelay(1, function()
FollowCivvieWpts(civvie1, Civvie1Wpts)
FollowCivvieWpts(civvie2, Civvie2Wpts)
end)
Camera.Position = Actor141.CenterPosition
end
Tick = function()
if player.HasNoRequiredUnits() then
enemy.MarkCompletedObjective(nodObjective)
end
if enemy.HasNoRequiredUnits() then
player.MarkCompletedObjective(gdiObjective1)
player.MarkCompletedObjective(gdiObjective2)
end
end