Files
OpenRA/mods/cnc/maps/nod07c/nod07c.lua

203 lines
6.9 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.
]]
NodUnitsVehicles1 = { 'bggy', 'bggy', 'bike', 'bike' }
NodUnitsVehicles2 = { 'ltnk', 'ltnk' }
NodUnitsEngineers = { 'e6', 'e6', 'e6', 'e6' }
NodUnitsRockets = { 'e3', 'e3', 'e3', 'e3' }
NodUnitsGunners = { 'e1', 'e1', 'e1', 'e1' }
NodUnitsFlamers = { 'e4', 'e4', 'e4', 'e4' }
GDI1 = { units = { ['e1'] = 2 }, waypoints = { waypoint0.Location, waypoint1.Location, waypoint2.Location, waypoint8.Location, waypoint2.Location, waypoint9.Location, waypoint2.Location } }
GDI2 = { units = { ['e1'] = 10, ['e2'] = 8, ['mtnk'] = 1, ['jeep'] = 1 }, waypoints = { waypoint12.Location, waypoint15.Location, waypoint0.Location } }
GDI3 = { units = { ['jeep'] = 1 }, waypoints = { waypoint0.Location, waypoint1.Location, waypoint3.Location, waypoint4.Location, waypoint3.Location, waypoint2.Location, waypoint5.Location, waypoint6.Location, waypoint2.Location, waypoint7.Location } }
MTANK = { units = { ['mtnk'] = 1 }, waypoints = { waypoint14.Location, waypoint5.Location } }
targetsKilled = 0
AutoGuard = function(guards)
Utils.Do(guards, function(guard)
Trigger.OnDamaged(guard, function(guard, attacker)
if not guard.IsDead then
guard.Hunt()
end
end)
end)
end
InsertNodUnits = function()
Media.PlaySpeechNotification(player, "Reinforce")
Reinforcements.Reinforce(player, { 'ltnk' }, { ReinforcementsTopSpawn.Location, ReinforcementsTankRally.Location }, 1)
local Engineers = Reinforcements.Reinforce(player, NodUnitsEngineers, { ReinforcementsTopSpawn.Location, ReinforcementsEngineersRally.Location }, 10)
Reinforcements.Reinforce(player, NodUnitsRockets, { ReinforcementsBottomSpawn.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)
end)
Trigger.AfterDelay(DateTime.Seconds(5), function()
local unitsA = Reinforcements.ReinforceWithTransport(player, 'tran.in', NodUnitsVehicles1, { GunboatRight.Location, ReinforcementsHelicopter1Rally.Location }, { GunboatRight.Location })[2]
Trigger.AfterDelay(DateTime.Seconds(3), function()
local unitsB = Reinforcements.ReinforceWithTransport(player, 'tran.in', NodUnitsVehicles2, { GunboatRight.Location, ReinforcementsHelicopter2Rally.Location }, { GunboatRight.Location })[2]
Utils.Do(unitsB, function(unit)
unitsA[#unitsA + 1] = unit
end)
Trigger.OnAllKilled(unitsA, function()
if not defendersActive then
defendersActive = true
player.MarkFailedObjective(NodObjective4)
end
end)
end)
end)
Trigger.OnAllRemovedFromWorld(Engineers, function()
if not player.IsObjectiveCompleted(NodObjective1) then
player.MarkFailedObjective(NodObjective1)
end
end)
end
DiscoveredSideEntrance = function(_,discoverer)
if not defendersActive then
defendersActive = true
player.MarkFailedObjective(NodObjective4)
end
end
DiscoveredMainEntrance = function(_,discoverer)
if not defendersActive then
SendDefenders(GDI2)
end
end
SendDefenders = function(team)
defendersActive = true
player.MarkCompletedObjective(NodObjective4)
Trigger.AfterDelay(DateTime.Seconds(3), function()
for type, amount in pairs(team.units) do
local actors = Utils.Take(amount, enemy.GetActorsByType(type))
Utils.Do(actors, function(actor)
if actor.IsIdle then
actor.AttackMove(waypoint0.Location)
end
end)
end
end)
end
SendGuards = function(team)
for type, amount in pairs(team.units) do
local actors = Utils.Take(amount, enemy.GetActorsByType(type))
Utils.Do(actors, function(actor)
if actor.IsIdle then
actor.Patrol(team.waypoints, true, DateTime.Seconds(25))
end
end)
end
end
Trigger.OnKilled(GDIHpad, function()
if not player.IsObjectiveCompleted(NodObjective1) then
player.MarkFailedObjective(NodObjective1)
end
end)
Trigger.OnKilled(GDIOrca, function()
if not player.IsObjectiveCompleted(NodObjective3) then
player.MarkFailedObjective(NodObjective3)
end
end)
Trigger.OnDamaged(GDIBuilding11, function()
SendGuards(MTANK)
end)
Utils.Do(Map.ActorsWithTag("Village"), function(actor)
Trigger.OnKilled(actor, function()
targetsKilled = targetsKilled + 1
end)
end)
Utils.Do(Map.ActorsWithTag("GDIBuilding"), function(actor)
Trigger.OnKilledOrCaptured(actor, function()
player.MarkFailedObjective(NodObjective2)
end)
end)
Trigger.OnCapture(GDIHpad, function()
hpadCaptured = true
player.MarkCompletedObjective(NodObjective1)
if not GDIOrca.IsDead then
GDIOrca.Owner = player
end
Actor.Create("camera", true, { Owner = player, Location = waypoint25.Location })
Actor.Create("flare", true, { Owner = player, Location = waypoint25.Location })
end)
WorldLoaded = function()
player = Player.GetPlayer("Nod")
enemy = Player.GetPlayer("GDI")
Camera.Position = waypoint26.CenterPosition
InsertNodUnits()
SendGuards(GDI1)
SendGuards(GDI3)
AutoGuard(enemy.GetGroundAttackers())
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)
Trigger.OnDiscovered(GDIBuilding9, DiscoveredMainEntrance)
Trigger.OnDiscovered(GDIBuilding10, DiscoveredMainEntrance)
Trigger.OnDiscovered(GDIBuilding11, DiscoveredSideEntrance)
NodObjective1 = player.AddPrimaryObjective("Capture the GDI helipad.")
NodObjective2 = player.AddPrimaryObjective("Don't capture or destroy any other\nGDI main building.")
NodObjective3 = player.AddPrimaryObjective("Use the GDI orca to wreak havoc at the village.")
NodObjective4 = player.AddSecondaryObjective("Distract the guards by attacking the\nmain entrance with your vehicles.")
GDIObjective = enemy.AddPrimaryObjective("Kill all enemies.")
end
Tick = function()
if DateTime.GameTime > 2 and player.HasNoRequiredUnits() then
enemy.MarkCompletedObjective(GDIObjective)
end
if targetsKilled >= 15 then
player.MarkCompletedObjective(NodObjective2)
player.MarkCompletedObjective(NodObjective3)
end
if enemy.Resources >= enemy.ResourceCapacity * 0.75 then
enemy.Resources = enemy.ResourceCapacity * 0.25
end
end