--[[ 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. ]] RepairThreshold = { easy = 0.3, normal = 0.6, hard = 0.9 } ActorRemovals = { easy = { Actor197, Actor198, Actor199, Actor162, Actor178, Actor181, Actor171, Actor163 }, normal = { Actor197, Actor162 }, hard = { }, } AllToHuntTrigger = { Silo1, Proc1, Silo2, Radar1, Afld1, Hand1, Nuke1, Nuke2, Nuke3, Fact1 } AtkRoute1 = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, GDIBaseCenter } AtkRoute2 = { waypoint0, waypoint8, waypoint4, GDIBaseCenter } AtkRoute3 = { waypoint0, waypoint1, waypoint2, waypoint5, waypoint6, waypoint7, GDIBaseCenter } AtkRoute4 = { waypoint0, waypoint8, waypoint9, waypoint10, waypoint11, GDIBaseCenter } AutoCreateTeams = { { types = { e1 = 2, e3 = 2 }, route = AtkRoute1 }, { types = { e1 = 1, e3 = 2 }, route = AtkRoute2 }, { types = { ltnk = 1 } , route = AtkRoute2 }, { types = { bggy = 1 } , route = AtkRoute2 }, { types = { bggy = 1 } , route = AtkRoute1 }, { types = { ltnk = 1 } , route = AtkRoute3 }, { types = { bggy = 1 } , route = AtkRoute4 } } Atk1Delay = { easy = DateTime.Seconds(60), normal = DateTime.Seconds(50), hard = DateTime.Seconds(40) } Atk2Delay = { easy = DateTime.Seconds(90), normal = DateTime.Seconds(70), hard = DateTime.Seconds(50) } Atk3Delay = { easy = DateTime.Seconds(120), normal = DateTime.Seconds(90), hard = DateTime.Seconds(70) } Atk4Delay = { easy = DateTime.Seconds(150), normal = DateTime.Seconds(110), hard = DateTime.Seconds(90) } AutoAtkStartDelay = { easy = DateTime.Seconds(150), normal = DateTime.Seconds(120), hard = DateTime.Seconds(90) } AutoAtkMinDelay = { easy = DateTime.Minutes(1), normal = DateTime.Seconds(45), hard = DateTime.Seconds(30) } AutoAtkMaxDelay = { easy = DateTime.Minutes(2), normal = DateTime.Seconds(90), hard = DateTime.Minutes(1) } GDIBase = { GdiNuke1, GdiProc1, GdiWeap1, GdiNuke2, GdiNuke3, GdiPyle1, GdiSilo1, GdiRadar1 } GDIUnits = { "e2", "e2", "e2", "e2", "e1", "e1", "e1", "e1", "mtnk", "mtnk", "jeep", "apc", "apc" } GDIHarvester = { "harv" } NodSams = { Sam1, Sam2, Sam3 } 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[Difficulty], AutoAtkMaxDelay[Difficulty]), AutoCreateTeam) end DiscoverGDIBase = function(_, discoverer) if BaseDiscovered or not discoverer == GDI then return end --Spawn harv only when base is discovered, otherwise it will waste tiberium and might get killed before the player arrives if not GdiProc1.IsDead then Reinforcements.Reinforce(GDI, GDIHarvester, { GdiProc1.Location + CVec.New(0, 2), GdiProc1.Location + CVec.New(-1, 3) }, 1) end Utils.Do(GDIBase, function(actor) actor.Owner = GDI end) BaseDiscovered = true EliminateNod = AddPrimaryObjective(GDI, "eliminate-nod") GDI.MarkCompletedObjective(FindBase) 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(2, Nod.GetActorsByType('e3')), AtkRoute1) end Atk2TriggerFunction = function() SendAttackers(Utils.Take(4, Nod.GetActorsByType('e3')), AtkRoute2) end Atk3TriggerFunction = function() SendAttackers(Utils.Take(1, Nod.GetActorsByType('bggy')), AtkRoute2) end Atk4TriggerFunction = function() SendAttackers(Utils.Take(2, Nod.GetActorsByType('e1')), AtkRoute1) SendAttackers(Utils.Take(1, Nod.GetActorsByType('ltnk')), AtkRoute1) end InsertGDIUnits = function() Media.PlaySpeechNotification(GDI, "Reinforce") Reinforcements.Reinforce(GDI, GDIUnits, { UnitsEntry.Location, UnitsRally.Location }, 15) end ScheduleNodAttacks = function() Trigger.AfterDelay(Atk1Delay[Difficulty], Atk1TriggerFunction) Trigger.AfterDelay(Atk2Delay[Difficulty], Atk2TriggerFunction) Trigger.AfterDelay(Atk3Delay[Difficulty], Atk3TriggerFunction) Trigger.AfterDelay(Atk4Delay[Difficulty], Atk4TriggerFunction) Trigger.AfterDelay(AutoAtkStartDelay[Difficulty], AutoCreateTeam) Trigger.OnAllKilledOrCaptured(AllToHuntTrigger, function() Utils.Do(Nod.GetGroundAttackers(), IdleHunt) end) 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) local baseDefenses = Nod.GetActorsByTypes({ "sam", "gun" }) local pullBuildings = Utils.Concat(AllToHuntTrigger, baseDefenses) Utils.Do(pullBuildings, function(building) Trigger.OnDamaged(building, OnNodBaseDamaged) end) end OnNodBaseDamaged = function(building, attacker) if BaseDiscovered then Trigger.Clear(building, "OnDamaged") 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[Difficulty]) FindBase = AddPrimaryObjective(GDI, "find-gdi-base") DestroySAMs = AddSecondaryObjective(GDI, "destroy-sams") NodObjective = AddPrimaryObjective(Nod, "") Utils.Do(ActorRemovals[Difficulty], function(unit) unit.Destroy() end) Trigger.OnPlayerDiscovered(AbandonedBase, DiscoverGDIBase) local revealCell = GdiRadar1.Location + CVec.New(0, 5) 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