Files
OpenRA/mods/cnc/maps/nod07a/nod07a.lua
2017-04-10 21:13:51 +02:00

279 lines
11 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.
]]
GDI1 = { teamType = "atk", units = { ['e2'] = 3 }, waypoints = { waypoint0, waypoint1, waypoint2, waypoint14 }, delay = 40 }
GDI2 = { teamType = "atk", units = { ['mtnk'] = 2 }, waypoints = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, waypoint9 }, delay = 30 }
GDI3 = { teamType = "atk", units = { ['e2'] = 4 }, waypoints = { waypoint0, waypoint4, waypoint5, waypoint6, waypoint7, waypoint8 }, delay = 40 }
GDI4 = { teamType = "atk", units = { ['e1'] = 1, ['e2'] = 2 }, waypoints = { waypoint0, waypoint4, waypoint9 }, delay = 30 }
GDI5 = { teamType = "atk", units = { ['mtnk'] = 1 }, waypoints = { waypoint0, waypoint4, waypoint10, waypoint11, waypoint12, waypoint13 }, delay = 80 }
GDI6 = { teamType = "atk", units = { ['mtnk'] = 1 }, waypoints = { waypoint0, waypoint4, waypoint9 }, delay = 50 }
GDI7 = { teamType = "atk", units = { ['jeep'] = 1 }, waypoints = { waypoint0, waypoint4, waypoint5, waypoint6, waypoint7, waypoint8 }, delay = 40 }
GDI8 = { teamType = "rei", units = { ['e2'] = 3, ['e6'] = 2 }, waypoints = { waypoint12, waypoint11, waypoint10, waypoint4, waypoint5, waypoint8 }, delay = 8 }
GDI9 = { teamType = "atk", units = { ['e2'] = 4 }, waypoints = { waypoint8 }, delay = 80 }
GDI10 = { teamType = "atk", units = { ['e2'] = 4 }, waypoints = { waypoint14 }, delay = 0 }
AirstrikeDelay = DateTime.Minutes(2) + DateTime.Seconds(20)
AutoAttackWaves = { GDI3, GDI4, GDI5, GDI6, GDI7, GDI8, GDI9, GDI10 }
IntroAttackWaves = { GDI1, GDI2 }
WhitelistedStructures = { 'afld', 'hand', 'hq', 'nuke', 'silo', 'proc', 'sam' }
NodUnitsBikes = { 'bike', 'bike', 'bike' }
NodUnitsEngineers = { 'e6', 'e6' }
NodUnitsRockets = { 'e3', 'e3', 'e3', 'e3' }
NodUnitsGunners = { 'e1', 'e1', 'e1', 'e1' }
NodUnitsFlamers = { 'e4', 'e4', 'e4', 'e4' }
ReinforcementsRockets = { 'e3', 'e3', 'e3', 'e3', 'e3' }
NodBase = { NodBuilding1, NodBuilding2, NodBuilding3, NodHarvester }
AbandonedBaseTrigger = { CPos.New(12, 42), CPos.New(11, 42), CPos.New(10, 42), CPos.New(13, 41), CPos.New(12, 41), CPos.New(11, 41), CPos.New(14, 40), CPos.New(13, 40), CPos.New(12, 40), CPos.New(6, 40), CPos.New(5, 40), CPos.New(4, 40), CPos.New(6, 39), CPos.New(5, 39), CPos.New(4, 39), CPos.New(6, 38), CPos.New(5, 38), CPos.New(4, 38) }
ReinforcementsTrigger = { CPos.New(35, 23), CPos.New(34, 23), CPos.New(35, 22), CPos.New(34, 22), CPos.New(35, 21), CPos.New(34, 21), CPos.New(35, 20), CPos.New(34, 20), CPos.New(35, 19), CPos.New(34, 19), CPos.New(35, 18), CPos.New(34, 18), CPos.New(35, 17), CPos.New(34, 17), CPos.New(35, 16), CPos.New(34, 16), CPos.New(35, 15), CPos.New(34, 15), CPos.New(35, 14), CPos.New(34, 14), CPos.New(35, 13), CPos.New(34, 13), CPos.New(35, 12), CPos.New(34, 12), CPos.New(47, 11), CPos.New(46, 11), CPos.New(57, 19), CPos.New(56, 19), CPos.New(55, 19), CPos.New(54, 19), CPos.New(53, 19), CPos.New(52, 19), CPos.New(51, 19), CPos.New(50, 19), CPos.New(49, 19), CPos.New(48, 19), CPos.New(47, 19), CPos.New(46, 19), CPos.New(57, 18), CPos.New(56, 18), CPos.New(55, 18), CPos.New(54, 18), CPos.New(53, 18), CPos.New(52, 18), CPos.New(51, 18), CPos.New(50, 18), CPos.New(49, 18), CPos.New(48, 18), CPos.New(47, 18), CPos.New(46, 18), CPos.New(47, 17), CPos.New(46, 17), CPos.New(47, 16), CPos.New(46, 16), CPos.New(47, 15), CPos.New(46, 15), CPos.New(47, 14), CPos.New(46, 14), CPos.New(47, 13), CPos.New(46, 13), CPos.New(47, 12), CPos.New(46, 12) }
CaptureStructures = function(actor)
for i = 1, #WhitelistedStructures do
structures = player.GetActorsByType(WhitelistedStructures[i])
if #structures > 0 then
if not actor.IsDead and not structures[1].IsDead then
actor.Capture(structures[1])
return
end
end
end
end
CheckForSams = function()
local sams = player.GetActorsByType("sam")
return #sams >= 3
end
searches = 0
getAirstrikeTarget = function()
local list = player.GetGroundAttackers()
if #list == 0 then
return
end
local target = list[DateTime.GameTime % #list + 1].CenterPosition
local sams = Map.ActorsInCircle(target, WDist.New(8 * 1024), function(actor)
return actor.Type == "sam" end)
if #sams == 0 then
searches = 0
return target
elseif searches < 6 then
searches = searches + 1
return getAirstrikeTarget()
else
searches = 0
return nil
end
end
GetCargo = function(team)
cargo = { }
for type, count in pairs(team.units) do
for i = 1, count, 1 do
cargo[#cargo + 1] = type
end
end
return cargo
end
InsertNodUnits = function()
Media.PlaySpeechNotification(player, "Reinforce")
Reinforcements.Reinforce(player, { 'ltnk'}, { ReinforcementsTopSpawn.Location, ReinforcementsTank1Rally.Location }, 1)
Reinforcements.Reinforce(player, NodUnitsEngineers, { ReinforcementsTopSpawn.Location, ReinforcementsEngineersRally.Location }, 10)
Reinforcements.Reinforce(player, NodUnitsRockets, { ReinforcementsTopSpawn.Location, ReinforcementsRocketsRally.Location }, 10)
Trigger.AfterDelay(DateTime.Seconds(3), function()
Reinforcements.Reinforce(player, NodUnitsGunners, { ReinforcementsBottomSpawn.Location, ReinforcementsGunnersRally.Location }, 10)
Reinforcements.Reinforce(player, NodUnitsFlamers, { ReinforcementsTopSpawn.Location, ReinforcementsFlamersRally.Location }, 10)
Reinforcements.Reinforce(player, { 'ltnk'}, { ReinforcementsBottomSpawn.Location, ReinforcementsTank2Rally.Location }, 10)
end)
end
SendAttackWave = function(team)
for type, amount in pairs(team.units) do
count = 0
actors = enemy.GetActorsByType(type)
Utils.Do(actors, function(actor)
if actor.IsIdle and count < amount then
SetAttackWaypoints(actor, team.waypoints)
if actor.Type == "e6" then
CaptureStructures(actor)
else
IdleHunt(actor)
end
count = count + 1
end
end)
end
end
SetAttackWaypoints = function(actor, waypoints)
if not actor.IsDead then
Utils.Do(waypoints, function(waypoint)
actor.AttackMove(waypoint.Location)
end)
end
end
SendGDIAirstrike = function(hq, delay)
if not hq.IsDead and hq.Owner == enemy then
local target = getAirstrikeTarget()
if target then
hq.SendAirstrike(target, false, Facing.NorthEast + 4)
Trigger.AfterDelay(delay, function() SendGDIAirstrike(hq, delay) end)
else
Trigger.AfterDelay(delay/4, function() SendGDIAirstrike(hq, delay) end)
end
end
end
SendWaves = function(counter, Waves)
if counter <= #Waves then
local team = Waves[counter]
if team.teamType == "atk" then
SendAttackWave(team)
elseif team.teamType == "rei" then
SendReinforcementsWave(team)
end
Trigger.AfterDelay(DateTime.Seconds(team.delay), function() SendWaves(counter + 1, Waves) end)
end
end
SendReinforcementsWave = function(team)
Reinforcements.ReinforceWithTransport(enemy, "apc", GetCargo(team), { ReinforcementsGDISpawn.Location, waypoint12.Location}, nil, function(transport, passengers)
SetReinforcementsWaypoints(transport, team.waypoints)
transport.UnloadPassengers()
Trigger.OnPassengerExited(transport, function(_, passenger)
Utils.Do(passengers, function(actor)
if actor.Type == "e6" then
CaptureStructures(actor)
else
IdleHunt(actor)
end
end)
if not transport.HasPassengers then
IdleHunt(transport)
end
end)
end)
end
SetReinforcementsWaypoints = function(actor, waypoints)
if not actor.IsDead then
Utils.Do(waypoints, function(waypoint)
actor.Move(waypoint.Location)
end)
end
end
StartWaves = function(Waves)
SendWaves(1, Waves)
end
Trigger.OnEnteredFootprint(AbandonedBaseTrigger, function(a, id)
if not abandonedBaseTrigger and a.Owner == player then
abandonedBaseTrigger = true
FlareCamera = Actor.Create("camera", true, { Owner = player, Location = waypoint25.Location })
Flare = Actor.Create("flare", true, { Owner = player, Location = waypoint25.Location })
Utils.Do(NodBase, function(actor)
if not actor.IsDead then
actor.Owner = player
end
end)
player.MarkCompletedObjective(NodObjective1)
Trigger.AfterDelay(DateTime.Seconds(3), function()
Media.PlaySpeechNotification(player, "NewOptions")
end)
end
end)
Trigger.OnEnteredFootprint(ReinforcementsTrigger, function(a, id)
if not reinforcementsTrigger and a.Owner == player and a.Type ~= 'harv' then
reinforcementsTrigger = true
Trigger.AfterDelay(DateTime.Seconds(5), function()
Media.PlaySpeechNotification(player, "Reinforce")
Reinforcements.ReinforceWithTransport(player, 'tran.in', ReinforcementsRockets, { ReinforcementsHelicopterSpawn.Location, waypoint24.Location }, { ReinforcementsHelicopterSpawn.Location }, nil, nil)
end)
StartWaves(IntroAttackWaves)
Trigger.AfterDelay(AirstrikeDelay, function() SendGDIAirstrike(GDIHQ, AirstrikeDelay) end)
Trigger.AfterDelay(DateTime.Minutes(2), function() ProduceInfantry(GDIPyle) end)
Trigger.AfterDelay(DateTime.Minutes(3), function() ProduceVehicle(GDIWeap) end)
Trigger.AfterDelay(DateTime.Minutes(3), function()StartWaves(AutoAttackWaves) end)
Trigger.AfterDelay(DateTime.Minutes(2), function()
Flare.Destroy()
FlareCamera.Destroy()
end)
end
end)
WorldLoaded = function()
player = Player.GetPlayer("Nod")
enemy = Player.GetPlayer("GDI")
Camera.Position = waypoint26.CenterPosition
InsertNodUnits()
StartAI(GDICYard)
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.OnPlayerWon(player, function()
Media.PlaySpeechNotification(player, "Win")
end)
Trigger.OnPlayerLost(player, function()
Media.PlaySpeechNotification(player, "Lose")
end)
NodObjective1 = player.AddPrimaryObjective("Find the Nod base.")
NodObjective2 = player.AddPrimaryObjective("Eliminate all GDI forces in the area.")
NodObjective3 = player.AddSecondaryObjective("Build 3 SAMs to fend off the GDI bombers.")
GDIObjective = enemy.AddPrimaryObjective("Eliminate all Nod forces in the area.")
end
Tick = function()
if DateTime.GameTime > 2 and player.HasNoRequiredUnits() then
enemy.MarkCompletedObjective(GDIObjective)
end
if DateTime.GameTime > 2 and enemy.HasNoRequiredUnits() then
player.MarkCompletedObjective(NodObjective2)
end
if not player.IsObjectiveCompleted(NodObjective3) and CheckForSams() then
player.MarkCompletedObjective(NodObjective3)
end
end