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OpenRA/mods/cnc/maps/gdi07/gdi07.lua

214 lines
6.8 KiB
Lua

--[[
Copyright 2007-2019 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.
]]
InfantryReinforcements = { "e1", "e1", "e2" }
JeepReinforcements = { "jeep" }
TankReinforcements = { "mtnk" }
BaseReinforcements = { "mcv" }
GDIBaseBuildings = { "pyle", "fact", "nuke", "hq", "weap" }
SamSites = { sam1, sam2, sam3, sam4 }
NodBase = { handofnod, nodpower1, nodpower2, nodpower3, nodairfield, nodrefinery, nodconyard }
HiddenNodUnits = { sleeper1, sleeper2, sleeper3, sleeper4 }
ReinforceWithLandingCraft = function(units, transportStart, transportUnload, rallypoint)
local transport = Actor.Create("oldlst", true, { Owner = GDI, Facing = 0, Location = transportStart })
local subcell = 0
Utils.Do(units, function(a)
transport.LoadPassenger(Actor.Create(a, false, { Owner = transport.Owner, Facing = transport.Facing, Location = transportUnload, SubCell = subcell }))
subcell = subcell + 1
end)
transport.ScriptedMove(transportUnload)
Media.PlaySpeechNotification(player, "Reinforce")
transport.CallFunc(function()
Utils.Do(units, function()
local a = transport.UnloadPassenger()
a.IsInWorld = true
a.MoveIntoWorld(transport.Location - CVec.New(0, 1))
if rallypoint ~= nil then
a.Move(rallypoint)
end
end)
end)
transport.Wait(5)
transport.ScriptedMove(transportStart)
transport.Destroy()
end
CheckForBase = function(player)
local buildings = 0
Utils.Do(GDIBaseBuildings, function(name)
if #GDI.GetActorsByType(name) > 0 then
buildings = buildings + 1
end
end)
return buildings == #GDIBaseBuildings
end
SendReinforcements = function()
Trigger.AfterDelay(DateTime.Seconds(20), function()
ReinforceWithLandingCraft(BaseReinforcements, spawnpoint3.Location - CVec.New(0, -4), spawnpoint3.Location - CVec.New(0, -1), waypoint26.Location)
end)
Trigger.AfterDelay(DateTime.Seconds(10), function()
ReinforceWithLandingCraft(TankReinforcements, spawnpoint2.Location - CVec.New(0, -4), spawnpoint2.Location - CVec.New(0, -1), waypoint10.Location)
ReinforceWithLandingCraft(TankReinforcements, spawnpoint3.Location - CVec.New(0, -4), spawnpoint3.Location - CVec.New(0, -1), waypoint10.Location)
end)
Trigger.AfterDelay(DateTime.Seconds(5), function()
ReinforceWithLandingCraft(JeepReinforcements, spawnpoint1.Location - CVec.New(0, -4), spawnpoint1.Location - CVec.New(0, -1), waypoint10.Location)
end)
ReinforceWithLandingCraft(InfantryReinforcements, spawnpoint2.Location - CVec.New(0, -4), spawnpoint2.Location - CVec.New(0, -1), waypoint10.Location)
ReinforceWithLandingCraft(InfantryReinforcements, spawnpoint3.Location - CVec.New(0, -4), spawnpoint3.Location - CVec.New(0, -1), waypoint10.Location)
end
AttackPlayer = function()
Trigger.AfterDelay(DateTime.Seconds(40), function()
for type, count in pairs({ ['e3'] = 3, ['e4'] = 2 }) do
atk1Actors = Utils.Take(count, Nod.GetActorsByType(type))
Utils.Do(atk1Actors, function(unit)
unit.Move(waypoint6.Location)
unit.Move(waypoint7.Location)
unit.Move(waypoint8.Location)
unit.Move(waypoint9.Location)
unit.Move(waypoint10.Location)
unit.AttackMove(waypoint11.Location)
end)
end
end)
Trigger.AfterDelay(DateTime.Seconds(40), function()
for type, count in pairs({ ['e1'] = 3, ['e3'] = 2 }) do
atk2Actors = Utils.Take(count, Nod.GetActorsByType(type))
Utils.Do(atk2Actors, function(unit)
unit.Move(waypoint11.Location)
unit.Move(waypoint12.Location)
unit.Move(waypoint15.Location)
unit.Move(waypoint16.Location)
unit.Hunt()
end)
end
end)
Trigger.AfterDelay(DateTime.Seconds(80), function()
for type, count in pairs({ ['e3'] = 3, ['e4'] = 2 }) do
atk3Actors = Utils.Take(count, Nod.GetActorsByType(type))
Utils.Do(atk3Actors, function(unit)
unit.Move(waypoint6.Location)
unit.Move(waypoint7.Location)
unit.Move(waypoint8.Location)
unit.Move(waypoint9.Location)
unit.Move(waypoint10.Location)
unit.AttackMove(waypoint11.Location)
end)
end
end)
Trigger.AfterDelay(DateTime.Seconds(80), function()
for type, count in pairs({ ['e1'] = 3, ['e3'] = 2 }) do
atk4Actors = Utils.Take(count, Nod.GetActorsByType(type))
Utils.Do(atk4Actors, function(unit)
unit.Move(waypoint11.Location)
unit.Move(waypoint12.Location)
unit.Move(waypoint15.Location)
unit.Move(waypoint16.Location)
unit.AttackMove(waypoint11.Location)
end)
end
end)
Trigger.AfterDelay(DateTime.Seconds(80), function()
atk5Actors = Utils.Take(2, Nod.GetActorsByType('bggy'))
Utils.Do(atk5Actors, function(unit)
unit.Move(waypoint11.Location)
unit.Move(waypoint12.Location)
unit.Move(waypoint15.Location)
unit.Move(waypoint16.Location)
unit.Hunt()
end)
end)
Utils.Do(NodBase, function(actor)
Trigger.OnRemovedFromWorld(actor, function()
Utils.Do(Nod.GetGroundAttackers(Nod), function(unit)
unit.Hunt()
end)
end)
end)
Utils.Do(HiddenNodUnits, function(actor)
actor.Hunt()
end)
end
WorldLoaded = function()
GDI = Player.GetPlayer("GDI")
Nod = Player.GetPlayer("Nod")
Camera.Position = spawnpoint2.CenterPosition
Trigger.OnObjectiveAdded(GDI, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
Trigger.OnObjectiveCompleted(GDI, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
end)
Trigger.OnObjectiveFailed(GDI, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
end)
Trigger.OnPlayerWon(GDI, function()
Media.PlaySpeechNotification(Nod, "Win")
end)
Trigger.OnPlayerLost(GDI, function()
Media.PlaySpeechNotification(Nod, "Lose")
end)
gdiMainObjective = GDI.AddPrimaryObjective("Destroy remaining Nod structures and units.")
gdiBaseObjective = GDI.AddSecondaryObjective("Construct all available buildings.")
nodObjective = Nod.AddPrimaryObjective("Kill all enemies!")
SendReinforcements()
gdiAirSupportObjective = GDI.AddSecondaryObjective("Destroy the SAM sites to receive air support.")
Trigger.OnAllKilled(SamSites, function()
GDI.MarkCompletedObjective(gdiAirSupportObjective)
Actor.Create("airstrike.proxy", true, { Owner = GDI })
end)
AttackPlayer()
end
Tick = function()
if DateTime.GameTime > DateTime.Seconds(5) then
if GDI.HasNoRequiredUnits() then
Nod.MarkCompletedObjective(nodObjective)
end
if Nod.HasNoRequiredUnits() then
GDI.MarkCompletedObjective(gdiMainObjective)
end
if not GDI.IsObjectiveCompleted(gdiBaseObjective) and DateTime.GameTime % DateTime.Seconds(1) == 0 and CheckForBase() then
GDI.MarkCompletedObjective(gdiBaseObjective)
end
end
end