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OpenRA/mods/cnc/maps/nod04b/nod04b.lua

174 lines
6.3 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.
]]
NodUnitsBuggy = { 'bggy', 'bggy', 'bike', 'bike' }
NodUnitsRocket = { 'e3', 'e3', 'e3', 'e3', 'e3', 'e3' }
NodUnitsGunner = { 'e1', 'e1', 'e1', 'e1', 'e1', 'e1' }
Apc3CellTriggerActivator = { CPos.New(28,58), CPos.New(27,58), CPos.New(28,57), CPos.New(27,57), CPos.New(28,56), CPos.New(27,56), CPos.New(28,55), CPos.New(27,55), CPos.New(28,54), CPos.New(27,54), CPos.New(28,53), CPos.New(27,53) }
Civ1CellTriggerActivator = { CPos.New(24,52), CPos.New(23,52), CPos.New(22,52), CPos.New(23,51), CPos.New(22,51), CPos.New(21,51) }
Civ2CellTriggerActivator = { CPos.New(26,54), CPos.New(25,54), CPos.New(24,54), CPos.New(25,53), CPos.New(24,53), CPos.New(23,53) }
Apc1Units = { 'c2', 'c3', 'c4', 'c5' }
WinActorTriggerActivator = { Civilian1, Civilian2, Civilian3, Civilian4, Civilian5, Civilian6, Civilian7, Civilian8, CivBuilding1, CivBuilding2, CivBuilding3, CivBuilding4, CivBuilding5, CivBuilding6, CivBuilding7, CivBuilding8, CivBuilding9, CivBuilding10, CivBuilding11, CivBuilding12, CivBuilding13, CivBuilding14 }
Apc2ActorTriggerActivator = { NodGunner1, NodGunner2, NodGunner3 }
Apc1Waypoints = { waypoint0.Location, waypoint11.Location, waypoint10.Location, waypoint8.Location, waypoint9.Location }
Apc2Waypoints = { waypoint8, waypoint7, waypoint6, waypoint5, waypoint4 }
Apc3Waypoints = { waypoint3, waypoint2, waypoint1, waypoint0, waypoint11, waypoint10, waypoint8, waypoint9 }
Civ1Waypoints = { waypoint3, waypoint2, waypoint3, waypoint1, waypoint2, waypoint11, waypoint10, waypoint8, waypoint9 }
Civ2Waypoints = { waypoint3, waypoint2, waypoint1, waypoint11, waypoint10, waypoint8, waypoint9 }
Hummer1Waypoints = { waypoint8, waypoint7, waypoint6, waypoint5, waypoint4, waypoint3, waypoint2, waypoint1, waypoint0, waypoint11, waypoint10, waypoint8 }
Apc1TriggerFunctionTime = DateTime.Seconds(3)
Apc1TriggerFunction = function()
Reinforcements.ReinforceWithTransport(enemy, 'apc', Apc1Units, Apc1Waypoints, nil,
function(transport, cargo)
Utils.Do(cargo, function(actor)
IdleHunt(actor)
end)
end,
nil)
end
Hum1TriggerFunction = function(actor, discoverer)
MyActors = Utils.Take(2, enemy.GetActorsByType('jeep'))
Utils.Do(MyActors, function(actor)
MoveAndHunt(actor, Hummer1Waypoints)
end)
end
Movement = function(unit)
if unit ~= nil then
Utils.Do(Civ1Waypoints, function(waypoint)
unit.AttackMove(waypoint.Location)
end)
end
end
MoveAndHunt = function(unit)
if unit ~= nil then
Utils.Do(Apc2Waypoints, function(waypoint)
unit.AttackMove(waypoint.Location)
end)
IdleHunt(unit)
end
end
Apc2TriggerFunction = function()
MyActors = Utils.Take(1, enemy.GetActorsByType('apc'))
Utils.Do(MyActors, function(actor)
MoveAndHunt(actor, Apc2Waypoints)
end)
end
WinTriggerFunction = function()
player.MarkCompletedObjective(NodObjective1)
end
InsertNodUnits = function()
Camera.Position = CameraPoint.CenterPosition
Media.PlaySpeechNotification(player, "Reinforce")
Trigger.AfterDelay(DateTime.Seconds(1), function()
Reinforcements.ReinforceWithTransport(player, 'tran', NodUnitsBuggy, { EntryPointVehicle.Location, RallyPointVehicle.Location }, { EntryPointVehicle.Location }, nil, nil)
end)
Reinforcements.ReinforceWithTransport(player, 'tran', NodUnitsRocket, { EntryPointRocket.Location, RallyPointRocket.Location }, { EntryPointRocket.Location }, nil, nil)
Reinforcements.ReinforceWithTransport(player, 'tran', NodUnitsGunner, { EntryPointGunner.Location, RallyPointGunner.Location }, { EntryPointGunner.Location }, nil, nil)
end
WorldLoaded = function()
player = Player.GetPlayer("Nod")
enemy = Player.GetPlayer("GDI")
Trigger.AfterDelay(Apc1TriggerFunctionTime, Apc1TriggerFunction)
Trigger.OnEnteredFootprint(Civ2CellTriggerActivator, function(a, id)
if a.Owner == player then
for type, count in pairs({ ['c6'] = 1, ['c7'] = 1, ['c8'] = 1, ['c9'] = 1 }) do
MyActors = Utils.Take(count, enemy.GetActorsByType(type))
Utils.Do(MyActors, function(actor)
Movement(actor, Civ2Waypoints)
end)
end
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnEnteredFootprint(Civ1CellTriggerActivator, function(a, id)
if a.Owner == player then
for type, count in pairs({ ['c2'] = 1, ['c3'] = 1, ['c4'] = 1, ['c5'] = 1 }) do
MyActors = Utils.Take(count, enemy.GetActorsByType(type))
Utils.Do(MyActors, function(actor)
Movement(actor, Civ1Waypoints)
end)
end
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnDiscovered(Convoi, Hum1TriggerFunction)
Trigger.OnAllRemovedFromWorld(Apc2ActorTriggerActivator, Apc2TriggerFunction)
Trigger.OnEnteredFootprint(Apc3CellTriggerActivator, function(a, id)
if a.Owner == player then
MoveAndHunt(enemy.GetActorsByType('apc')[1], Apc3Waypoints)
Trigger.RemoveFootprintTrigger(id)
end
end)
Trigger.OnAllRemovedFromWorld(WinActorTriggerActivator, WinTriggerFunction)
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)
GDIObjective = enemy.AddPrimaryObjective("Kill all enemies.")
NodObjective1 = player.AddPrimaryObjective("Destroy the village and kill all civilians.")
NodObjective2 = player.AddSecondaryObjective("Kill all GDI units in the area.")
InsertNodUnits()
end
Tick = function()
if player.HasNoRequiredUnits() then
if DateTime.GameTime > 2 then
enemy.MarkCompletedObjective(GDIObjective)
end
end
if enemy.HasNoRequiredUnits() then
player.MarkCompletedObjective(NodObjective2)
end
end
IdleHunt = function(unit)
if not unit.IsDead then
Trigger.OnIdle(unit, unit.Hunt)
end
end