Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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103
mods/cnc/maps/nod02a/nod02a.lua
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103
mods/cnc/maps/nod02a/nod02a.lua
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--[[
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Copyright (c) The OpenRA Developers and Contributors
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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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GDIBase = { Refinery, Yard, Barracks, Plant, Silo1, Silo2 }
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GDIWaypoints1 = { waypoint0, waypoint1, waypoint2, waypoint3 }
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GDIWaypoints2 = { waypoint0, waypoint1, waypoint4, waypoint5, waypoint6, waypoint7, waypoint9 }
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GetAttackers = function(amount)
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local units = GDI.GetActorsByType("e1")
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if amount > #units then
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return units
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end
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return Utils.Take(amount, units)
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end
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WorldLoaded = function()
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Nod = Player.GetPlayer("Nod")
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GDI = Player.GetPlayer("GDI")
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InitObjectives(Nod)
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GDIObjective = AddPrimaryObjective(GDI, "")
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BuildBaseObjective = AddPrimaryObjective(Nod, "build-base")
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DestroyGDI = AddPrimaryObjective(Nod, "destroy-gdi-units")
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Utils.Do({ Refinery, Yard }, function(actor)
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Trigger.OnDamaged(actor, function()
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if not Grd2TriggerSwitch then
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Grd2TriggerSwitch = true
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Utils.Do(GetAttackers(5), IdleHunt)
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end
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end)
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end)
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Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(25), function()
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MoveAndHunt(GetAttackers(2), GDIWaypoints1)
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end)
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Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(20), function()
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MoveAndHunt(GetAttackers(3), GDIWaypoints2)
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end)
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Trigger.OnKilled(Guard1, function()
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MoveAndHunt(GetAttackers(3), GDIWaypoints2)
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end)
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Trigger.OnKilled(Guard4, function()
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MoveAndHunt(GetAttackers(2), GDIWaypoints1)
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end)
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Trigger.OnAllKilled({ Guard2, Guard3 }, function()
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MoveAndHunt(GetAttackers(2), GDIWaypoints1)
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end)
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Trigger.OnDamaged(Harvester, function()
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if Atk5TriggerSwitch then
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return
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end
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Atk5TriggerSwitch = true
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MoveAndHunt(GetAttackers(3), GDIWaypoints2)
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end)
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Trigger.OnAllRemovedFromWorld(GDIBase, function()
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Utils.Do(GDI.GetGroundAttackers(), IdleHunt)
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end)
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Trigger.AfterDelay(0, function()
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Utils.Do(GDI.GetActorsByType("e1"), function(unit)
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RebuildUnit({ unit }, GDI, Barracks)
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end)
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end)
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Media.PlaySpeechNotification(Nod, "Reinforce")
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Reinforcements.Reinforce(Nod, NodUnits, { UnitsEntry.Location, UnitsRally.Location }, 15)
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Reinforcements.Reinforce(Nod, { "mcv" }, { McvEntry.Location, McvRally.Location })
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end
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Tick = function()
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if DateTime.GameTime > 2 and Nod.HasNoRequiredUnits() then
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GDI.MarkCompletedObjective(GDIObjective)
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end
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if GDI.HasNoRequiredUnits() then
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Nod.MarkCompletedObjective(DestroyGDI)
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end
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if DateTime.GameTime % DateTime.Seconds(1) == 0 and not Nod.IsObjectiveCompleted(BuildBaseObjective) and CheckForBase(Nod, NodBaseBuildings) then
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Nod.MarkCompletedObjective(BuildBaseObjective)
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end
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end
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