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>
This commit is contained in:
187
mods/cnc/maps/nod06a/nod06a.lua
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187
mods/cnc/maps/nod06a/nod06a.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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NodStartUnitsRight =
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{
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tough = { 'ltnk', 'bike', 'e1', 'e1', 'e3', 'e3' },
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hard = { 'ltnk', 'bike', 'e1', 'e1', 'e3', 'e3', 'e3' },
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normal = { 'ltnk', 'bike', 'bike', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3', 'e3' },
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easy = { 'ltnk', 'ltnk', 'bike', 'bike', 'e1', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3', 'e3' }
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}
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NodStartUnitsLeft =
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{
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tough = { 'ltnk', 'ltnk', 'bggy', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3' },
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hard = { 'ltnk', 'ltnk', 'bggy', 'e1', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3' },
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normal = { 'ltnk', 'ltnk', 'bggy', 'bggy', 'e1', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3', 'e3', 'e3' },
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easy = { 'ltnk', 'ltnk', 'ltnk', 'bggy', 'e1', 'e1', 'e1', 'e1', 'e1', 'e1', 'e3', 'e3', 'e3', 'e3', 'e3' }
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}
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Chn1Units = { 'e1', 'e1', 'e1', 'e1', 'e1' }
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Chn2Units = { 'e2', 'e2', 'e2', 'e2', 'e2' }
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Obj2Units = { 'ltnk', 'bike', 'e1', 'e1', 'e1' }
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Chn3CellTriggerActivator = { CPos.New(49,58), CPos.New(48,58), CPos.New(49,57), CPos.New(48,57), CPos.New(49,56), CPos.New(48,56), CPos.New(49,55), CPos.New(48,55) }
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DzneCellTriggerActivator = { CPos.New(61,45), CPos.New(60,45), CPos.New(59,45), CPos.New(58,45), CPos.New(57,45), CPos.New(61,44), CPos.New(60,44), CPos.New(59,44), CPos.New(58,44), CPos.New(57,44), CPos.New(61,43), CPos.New(60,43), CPos.New(58,43), CPos.New(57,43), CPos.New(61,42), CPos.New(60,42), CPos.New(59,42), CPos.New(58,42), CPos.New(57,42), CPos.New(61,41), CPos.New(60,41), CPos.New(59,41), CPos.New(58,41), CPos.New(57,41) }
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DetonatorArea = { CPos.New(59,43) }
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EvacuationArea = { CPos.New(54,58), CPos.New(53,58), CPos.New(52,58), CPos.New(54,57), CPos.New(53,57), CPos.New(52,57), CPos.New(54,56), CPos.New(53,56), CPos.New(52,56), CPos.New(54,55), CPos.New(53,55), CPos.New(52,55) }
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Grd2ActorTriggerActivator = { Guard1, Guard2, Guard3 }
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Atk1ActorTriggerActivator = { Atk1Activator1, Atk1Activator2 }
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Atk2ActorTriggerActivator = { Atk2Activator1, Atk2Activator2 }
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Chn1ActorTriggerActivator = { Chn1Activator1, Chn1Activator2, Chn1Activator3, Chn1Activator4, Chn1Activator5 }
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Chn2ActorTriggerActivator = { Chn2Activator1, Chn2Activator2, Chn2Activator3 }
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GDIVillage = { Chn1Activator1, Chn1Activator2, Chn1Activator3, Chn1Activator4, Chn1Activator5, Chn2Activator1, Chn2Activator2, Chn2Activator3, Atk3Activator }
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Chn1Waypoints = { ChnEntry.Location, waypoint5.Location }
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Chn2Waypoints = { ChnEntry.Location, waypoint6.Location }
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Gdi3Waypoints = { waypoint1, waypoint3, waypoint7, waypoint8, waypoint9 }
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Gdi4Waypoints = { waypoint4, waypoint10, waypoint9, waypoint11, waypoint9, waypoint10 }
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Gdi5Waypoints = { waypoint1, waypoint4 }
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Gdi6Waypoints = { waypoint2, waypoint3 }
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Grd2TriggerFunction = function()
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if not Grd2Switch then
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for type, count in pairs({ ['e1'] = 2, ['e2'] = 1, ['jeep'] = 1 }) do
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MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), Gdi4Waypoints)
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end
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Grd2Switch = true
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end
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end
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Atk1TriggerFunction = function()
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if not Atk1Switch then
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for type, count in pairs({ ['e1'] = 3, ['e2'] = 3, ['jeep'] = 1 }) do
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MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), Gdi5Waypoints)
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end
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Atk1Switch = true
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end
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end
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Atk2TriggerFunction = function()
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if not Atk2Switch then
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for type, count in pairs({ ['mtnk'] = 1, ['jeep'] = 1 }) do
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MoveAndHunt(Utils.Take(count, GDI.GetActorsByType(type)), Gdi6Waypoints)
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end
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Atk2Switch = true
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end
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end
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Atk3TriggerFunction = function()
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if not Atk3Switch then
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Atk3Switch = true
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if not CommCenter.IsDead then
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local targets = Nod.GetGroundAttackers()
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local target = targets[DateTime.GameTime % #targets + 1].CenterPosition
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if target then
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CommCenter.TargetAirstrike(target, Angle.NorthEast + Angle.New(16))
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end
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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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NodStartUnitsRight = NodStartUnitsRight[Difficulty]
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NodStartUnitsLeft = NodStartUnitsLeft[Difficulty]
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Camera.Position = UnitsRallyRight.CenterPosition
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Media.PlaySpeechNotification(Nod, "Reinforce")
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Reinforcements.Reinforce(Nod, NodStartUnitsLeft, { UnitsEntryLeft.Location, UnitsRallyLeft.Location }, 15)
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Reinforcements.Reinforce(Nod, NodStartUnitsRight, { UnitsEntryRight.Location, UnitsRallyRight.Location }, 15)
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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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StealDetonator = AddPrimaryObjective(Nod, "steal-nuclear-detonator")
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DestroyVillage = AddSecondaryObjective(Nod, "destroy-gdi-supporter-houses")
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InsertNodUnits()
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Trigger.AfterDelay(DateTime.Seconds(3), function()
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MoveAndHunt(Utils.Take(2, GDI.GetActorsByType("mtnk")), Gdi3Waypoints)
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end)
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Utils.Do(Grd2ActorTriggerActivator, function(actor)
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Trigger.OnDiscovered(actor, Grd2TriggerFunction)
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end)
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Utils.Do(Atk1ActorTriggerActivator, function(actor)
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Trigger.OnDamaged(actor, Atk1TriggerFunction)
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end)
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Utils.Do(Atk2ActorTriggerActivator, function(actor)
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Trigger.OnDamaged(actor, Atk2TriggerFunction)
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end)
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if Difficulty == "tough" then
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Trigger.OnDamaged(Atk3Activator, Atk3TriggerFunction)
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end
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Trigger.OnAllKilled(Chn1ActorTriggerActivator, function()
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local cargo = Reinforcements.ReinforceWithTransport(GDI, 'tran', Chn1Units, Chn1Waypoints, { waypoint14.Location })[2]
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Utils.Do(cargo, IdleHunt)
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end)
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Trigger.OnAllKilled(Chn2ActorTriggerActivator, function()
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local cargo = Reinforcements.ReinforceWithTransport(GDI, 'tran', Chn2Units, Chn2Waypoints, { waypoint14.Location })[2]
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Utils.Do(cargo, IdleHunt)
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end)
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Trigger.OnEnteredFootprint(Chn3CellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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Media.PlaySpeechNotification(Nod, "Reinforce")
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Reinforcements.ReinforceWithTransport(Nod, 'tran', nil, { ChnEntry.Location, waypoint17.Location })
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.OnEnteredFootprint(DzneCellTriggerActivator, function(a, id)
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if a.Owner == Nod then
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Actor.Create('flare', true, { Owner = Nod, Location = waypoint17.Location })
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.OnAllRemovedFromWorld(GDIVillage, function()
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Nod.MarkCompletedObjective(DestroyVillage)
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Media.PlaySpeechNotification(Nod, "Reinforce")
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Reinforcements.Reinforce(Nod, Obj2Units, { Obj2UnitsEntry.Location, waypoint13.Location }, 15)
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end)
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Trigger.OnEnteredFootprint(DetonatorArea, function(a, id)
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if a.Owner == Nod then
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EvacuateObjective = AddPrimaryObjective(Nod, "move-to-evacuation-point")
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Nod.MarkCompletedObjective(StealDetonator)
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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Trigger.OnEnteredFootprint(EvacuationArea, function(a, id)
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if a.Owner == Nod and EvacuateObjective then
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Nod.MarkCompletedObjective(EvacuateObjective)
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Trigger.RemoveFootprintTrigger(id)
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end
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end)
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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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Nod.MarkFailedObjective(StealDetonator)
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if EvacuateObjective then
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Nod.MarkFailedObjective(EvacuateObjective)
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end
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end
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end
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