245 lines
6.5 KiB
Lua
245 lines
6.5 KiB
Lua
--[[
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Copyright 2007-2019 The OpenRA Developers (see AUTHORS)
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This file is part of OpenRA, which is free software. It is made
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available to you under the terms of the GNU General Public License
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as published by the Free Software Foundation, either version 3 of
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the License, or (at your option) any later version. For more
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information, see COPYING.
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]]
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NodUnits = { "bggy", "e1", "e1", "e1", "e1", "e1", "bggy", "e1", "e1", "e1", "bggy" }
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NodBaseBuildings = { "hand", "fact", "nuke" }
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Grd2ActorTriggerActivator = { Refinery, Yard }
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Atk4ActorTriggerActivator = { Guard1 }
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Atk3ActorTriggerActivator = { Guard4 }
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Atk6ActorTriggerActivator = { Guard2, Guard3 }
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HuntActorTriggerActivator = { Refinery, Yard, Barracks, Plant, Silo1, Silo2 }
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Atk8TriggerFunctionTime = DateTime.Minutes(1) + DateTime.Seconds(25)
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Atk7TriggerFunctionTime = DateTime.Minutes(1) + DateTime.Seconds(20)
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Gdi1Waypoints = { waypoint0, waypoint1, waypoint2, waypoint3 }
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Gdi3Waypoints = { waypoint0, waypoint1, waypoint4, waypoint5, waypoint6, waypoint7, waypoint9 }
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UnitToRebuild = 'e1'
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GDIStartUnits = 0
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Grd2TriggerFunction = function()
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if not Grd2TriggerSwitch then
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Grd2TriggerSwitch = true
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MyActors = getActors(enemy, { ['e1'] = 5 })
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Utils.Do(MyActors, function(actor)
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Gdi5Movement(actor)
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end)
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end
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end
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Atk8TriggerFunction = function()
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MyActors = getActors(enemy, { ['e1'] = 2 })
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Utils.Do(MyActors, function(actor)
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Gdi1Movement(actor)
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end)
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end
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Atk7TriggerFunction = function()
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MyActors = getActors(enemy, { ['e1'] = 3 })
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Utils.Do(MyActors, function(actor)
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Gdi3Movement(actor)
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end)
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end
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Atk4TriggerFunction = function()
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MyActors = getActors(enemy, { ['e1'] = 3 })
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Utils.Do(MyActors, function(actor)
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Gdi3Movement(actor)
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end)
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end
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Atk3TriggerFunction = function()
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MyActors = getActors(enemy, { ['e1'] = 2 })
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Utils.Do(MyActors, function(actor)
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Gdi1Movement(actor)
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end)
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end
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Atk6TriggerFunction = function()
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MyActors = getActors(enemy, { ['e1'] = 2 })
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Utils.Do(MyActors, function(actor)
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Gdi1Movement(actor)
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end)
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end
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Atk5TriggerFunction = function()
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if not Atk5TriggerSwitch then
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Atk5TriggerSwitch = true
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MyActors = getActors(enemy, { ['e1'] = 3 })
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Utils.Do(MyActors, function(actor)
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Gdi3Movement(actor)
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end)
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end
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end
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HuntTriggerFunction = function()
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local list = enemy.GetGroundAttackers()
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Utils.Do(list, function(unit)
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IdleHunt(unit)
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end)
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end
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Gdi5Movement = function(unit)
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IdleHunt(unit)
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end
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Gdi1Movement = function(unit)
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Utils.Do(Gdi1Waypoints, function(waypoint)
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unit.AttackMove(waypoint.Location)
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end)
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IdleHunt(unit)
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end
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Gdi3Movement = function(unit)
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Utils.Do(Gdi3Waypoints, function(waypoint)
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unit.AttackMove(waypoint.Location)
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end)
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IdleHunt(unit)
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end
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WorldLoaded = function()
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player = Player.GetPlayer("Nod")
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enemy = Player.GetPlayer("GDI")
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Trigger.OnObjectiveAdded(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
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end)
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Trigger.OnObjectiveCompleted(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
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end)
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Trigger.OnObjectiveFailed(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
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end)
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Trigger.OnPlayerWon(player, function()
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Media.PlaySpeechNotification(player, "Win")
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end)
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Trigger.OnPlayerLost(player, function()
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Media.PlaySpeechNotification(player, "Lose")
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end)
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GDIObjective = enemy.AddPrimaryObjective("Kill all enemies.")
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NodObjective1 = player.AddPrimaryObjective("Build a base.")
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NodObjective2 = player.AddPrimaryObjective("Destroy all GDI units.")
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OnAnyDamaged(Grd2ActorTriggerActivator, Grd2TriggerFunction)
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Trigger.AfterDelay(Atk8TriggerFunctionTime, Atk8TriggerFunction)
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Trigger.AfterDelay(Atk7TriggerFunctionTime, Atk7TriggerFunction)
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Trigger.OnAllRemovedFromWorld(Atk4ActorTriggerActivator, Atk4TriggerFunction)
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Trigger.OnAllRemovedFromWorld(Atk3ActorTriggerActivator, Atk3TriggerFunction)
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Trigger.OnDamaged(Harvester, Atk5TriggerFunction)
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Trigger.OnAllRemovedFromWorld(HuntActorTriggerActivator, HuntTriggerFunction)
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Trigger.AfterDelay(0, getStartUnits)
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Harvester.FindResources()
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InsertNodUnits()
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end
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Tick = function()
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if player.HasNoRequiredUnits() then
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if DateTime.GameTime > 2 then
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enemy.MarkCompletedObjective(GDIObjective)
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end
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end
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if enemy.HasNoRequiredUnits() then
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player.MarkCompletedObjective(NodObjective2)
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end
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if DateTime.GameTime % DateTime.Seconds(1) == 0 and not player.IsObjectiveCompleted(NodObjective1) and CheckForBase(player) then
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player.MarkCompletedObjective(NodObjective1)
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end
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if DateTime.GameTime % DateTime.Seconds(3) == 0 and Barracks.IsInWorld and Barracks.Owner == enemy then
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checkProduction(enemy)
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end
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end
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CheckForBase = function(player)
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local buildings = 0
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Utils.Do(NodBaseBuildings, function(name)
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if #player.GetActorsByType(name) > 0 then
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buildings = buildings + 1
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end
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end)
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return buildings == #NodBaseBuildings
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end
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OnAnyDamaged = function(actors, func)
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Utils.Do(actors, function(actor)
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Trigger.OnDamaged(actor, func)
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end)
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end
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getActors = function(owner, units)
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local maxUnits = 0
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local actors = { }
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for type, count in pairs(units) do
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local globalActors = Utils.Where(Map.ActorsInWorld, function(actor)
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return actor.Owner == owner and actor.Type == type and not actor.IsDead
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end)
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if #globalActors < count then
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maxUnits = #globalActors
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else
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maxUnits = count
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end
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for i = 1, maxUnits, 1 do
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actors[#actors + 1] = globalActors[i]
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end
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end
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return actors
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end
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checkProduction = function(player)
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local Units = Utils.Where(Map.ActorsInWorld, function(actor)
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return actor.Owner == player and actor.Type == UnitToRebuild
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end)
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if #Units < GDIStartUnits then
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local unitsToProduce = GDIStartUnits - #Units
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if Barracks.IsInWorld and unitsToProduce > 0 then
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local UnitsType = { }
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for i = 1, unitsToProduce, 1 do
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UnitsType[i] = UnitToRebuild
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end
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Barracks.Build(UnitsType)
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end
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end
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end
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getStartUnits = function()
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local Units = Utils.Where(Map.ActorsInWorld, function(actor)
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return actor.Owner == enemy
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end)
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Utils.Do(Units, function(unit)
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if unit.Type == UnitToRebuild then
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GDIStartUnits = GDIStartUnits + 1
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end
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end)
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end
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InsertNodUnits = function()
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Media.PlaySpeechNotification(player, "Reinforce")
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Reinforcements.Reinforce(player, NodUnits, { UnitsEntry.Location, UnitsRally.Location }, 15)
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Reinforcements.Reinforce(player, { "mcv" }, { McvEntry.Location, McvRally.Location })
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end
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IdleHunt = function(unit)
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if not unit.IsDead then
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Trigger.OnIdle(unit, unit.Hunt)
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end
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end
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