--[[ Copyright (c) The OpenRA Developers and Contributors 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. ]] AllToHuntTrigger = { Silo1, Proc1, Silo2, Silo3, Silo4, Afld1, Hand1, Nuke1, Nuke2, Nuke3, Fact1 } AtkRoute1 = { waypoint4, waypoint5, waypoint6, waypoint7, waypoint8, GDIBaseCenter } AtkRoute2 = { waypoint0, waypoint1, waypoint2, waypoint3, GDIBaseCenter } AutoCreateTeams = { { types = { e1 = 1, e3 = 3 }, route = AtkRoute2 }, { types = { e1 = 3, e3 = 1 }, route = AtkRoute2 }, { types = { e3 = 4 } , route = AtkRoute1 }, { types = { e1 = 4 } , route = AtkRoute1 }, { types = { bggy = 1 } , route = AtkRoute1 }, { types = { bggy = 1 } , route = AtkRoute2 }, { types = { ltnk = 1 } , route = AtkRoute1 }, { types = { ltnk = 1 } , route = AtkRoute2 } } RepairThreshold = 0.6 Atk1Delay = DateTime.Seconds(40) Atk2Delay = DateTime.Seconds(60) Atk3Delay = DateTime.Seconds(70) Atk4Delay = DateTime.Seconds(90) AutoAtkStartDelay = DateTime.Seconds(115) AutoAtkMinDelay = DateTime.Seconds(45) AutoAtkMaxDelay = DateTime.Seconds(90) Atk5CellTriggers = { CPos.New(17,55), CPos.New(16,55), CPos.New(15,55), CPos.New(50,54), CPos.New(49,54), CPos.New(48,54), CPos.New(16,54), CPos.New(15,54), CPos.New(14,54), CPos.New(50,53), CPos.New(49,53), CPos.New(48,53), CPos.New(50,52), CPos.New(49,52) } GDIBase = { GdiNuke1, GdiProc1, GdiWeap1, GdiNuke2, GdiPyle1, GdiSilo1, GdiSilo2 } GDIUnits = { "e2", "e2", "e2", "e2", "e1", "e1", "e1", "e1", "mtnk", "mtnk", "jeep", "jeep", "apc" } NodSams = { Sam1, Sam2, Sam3, Sam4 } NodAttackers = { } EarlyAttackTimer = 0 SendAttackers = function(actors, path) Utils.Do(actors, function(actor) local id = #NodAttackers + 1 NodAttackers[id] = actor Trigger.OnKilled(actor, function() NodAttackers[id] = nil end) end) MoveAndHunt(actors, path) end AutoCreateTeam = function() local team = Utils.Random(AutoCreateTeams) for type, count in pairs(team.types) do SendAttackers(Utils.Take(count, Nod.GetActorsByType(type)), team.route) end Trigger.AfterDelay(Utils.RandomInteger(AutoAtkMinDelay, AutoAtkMaxDelay), AutoCreateTeam) end DiscoverGDIBase = function(_, discoverer) if BaseDiscovered or not discoverer == GDI then return end Utils.Do(GDIBase, function(actor) actor.Owner = GDI end) BaseDiscovered = true EliminateNod = AddPrimaryObjective(GDI, "eliminate-nod") GDI.MarkCompletedObjective(FindBase) -- Delay spawn to avoid wasted tiberium and enemy attention. if not GdiProc1.IsDead then local origin = GdiProc1.Location + CVec.New(2, 3) Reinforcements.Reinforce(GDI, { "harv" }, { origin, origin + CVec.New(-2, 0) }) end end LoseGDIBase = function(location) if BaseDiscovered then return end GDI.MarkFailedObjective(FindBase) Actor.Create("camera", true, { Owner = GDI, Location = location }) Camera.Position = Map.CenterOfCell(location) end Atk1TriggerFunction = function() SendAttackers(Utils.Take(2, Nod.GetActorsByType('e1')), AtkRoute1) SendAttackers(Utils.Take(3, Nod.GetActorsByType('e3')), AtkRoute1) end Atk2TriggerFunction = function() SendAttackers(Utils.Take(3, Nod.GetActorsByType('e1')), AtkRoute2) SendAttackers(Utils.Take(3, Nod.GetActorsByType('e3')), AtkRoute2) end Atk3TriggerFunction = function() SendAttackers(Utils.Take(1, Nod.GetActorsByType('bggy')), AtkRoute1) end Atk4TriggerFunction = function() SendAttackers(Utils.Take(1, Nod.GetActorsByType('bggy')), AtkRoute2) end Atk5TriggerFunction = function() SendAttackers(Utils.Take(1, Nod.GetActorsByType('ltnk')), AtkRoute2) end InsertGDIUnits = function() Media.PlaySpeechNotification(GDI, "Reinforce") Reinforcements.Reinforce(GDI, GDIUnits, { UnitsEntry.Location, UnitsRally.Location }, 15) end ScheduleNodAttacks = function() Trigger.AfterDelay(Atk1Delay, Atk1TriggerFunction) Trigger.AfterDelay(Atk2Delay, Atk2TriggerFunction) Trigger.AfterDelay(Atk3Delay, Atk3TriggerFunction) Trigger.AfterDelay(Atk4Delay, Atk4TriggerFunction) Trigger.OnEnteredFootprint(Atk5CellTriggers, function(a, id) if a.Owner == GDI then Atk5TriggerFunction() Trigger.RemoveFootprintTrigger(id) end end) Trigger.AfterDelay(AutoAtkStartDelay, AutoCreateTeam) Trigger.AfterDelay(DateTime.Seconds(40), function() local delay = function() return DateTime.Seconds(30) end local toBuild = function() return { "e1" } end ProduceUnits(Nod, Hand1, delay, toBuild) end) Trigger.OnAllRemovedFromWorld(AllToHuntTrigger, function() Utils.Do(Nod.GetGroundAttackers(), IdleHunt) end) local baseDefenses = Nod.GetActorsByTypes({ "sam", "gun" }) local pullBuildings = Utils.Concat(AllToHuntTrigger, baseDefenses) Utils.Do(pullBuildings, function(building) -- Skip the lone SAM that is not part of the Nod base. if building == Sam4 then return end Trigger.OnDamaged(building, OnNodBaseDamaged) end) end OnNodBaseDamaged = function(building, attacker) if BaseDiscovered then return end if EarlyAttackTimer > 0 or attacker.Owner ~= GDI then return end EarlyAttackTimer = DateTime.Seconds(10) if attacker.IsDead then PullAttackers(building.Location) return end PullAttackers(attacker.Location) end PullAttackers = function(location) Utils.Do(NodAttackers, function(attacker) if attacker.IsDead or attacker.Stance == "Defend" then return end -- Ignore structures. attacker.Stance = "Defend" attacker.Stop() attacker.AttackMove(location, 2) attacker.CallFunc(function() -- No targets nearby. Reset stance for IdleHunt. attacker.Stance = "AttackAnything" end) end) end WorldLoaded = function() GDI = Player.GetPlayer("GDI") AbandonedBase = Player.GetPlayer("AbandonedBase") Nod = Player.GetPlayer("Nod") InitObjectives(GDI) RepairNamedActors(Nod, RepairThreshold) FindBase = AddPrimaryObjective(GDI, "find-gdi-base") DestroySAMs = AddSecondaryObjective(GDI, "destroy-sams") NodObjective = AddPrimaryObjective(Nod, "") Trigger.OnPlayerDiscovered(AbandonedBase, DiscoverGDIBase) local revealCell = GdiNuke1.Location Trigger.OnAllKilled(GDIBase, function() LoseGDIBase(revealCell) end) Trigger.OnAllKilled(NodSams, function() GDI.MarkCompletedObjective(DestroySAMs) Actor.Create("airstrike.proxy", true, { Owner = GDI }) end) Camera.Position = UnitsRally.CenterPosition InsertGDIUnits() ScheduleNodAttacks() end Tick = function() if DateTime.GameTime > 2 and GDI.HasNoRequiredUnits() then Nod.MarkCompletedObjective(NodObjective) end if not BaseDiscovered then EarlyAttackTimer = EarlyAttackTimer - 1 return end if Nod.HasNoRequiredUnits() then GDI.MarkCompletedObjective(EliminateNod) end end