Add atreides03b

This commit is contained in:
abcdefg30
2016-08-20 22:55:59 +02:00
parent 1cdc169ad0
commit fa1f569d19
8 changed files with 500 additions and 0 deletions

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@@ -106,6 +106,8 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Dune 2000 Lua scripts", "Du
mods\d2k\maps\atreides-02b\atreides02b.lua = mods\d2k\maps\atreides-02b\atreides02b.lua
mods\d2k\maps\atreides-03a\atreides03a-AI.lua = mods\d2k\maps\atreides-03a\atreides03a-AI.lua
mods\d2k\maps\atreides-03a\atreides03a.lua = mods\d2k\maps\atreides-03a\atreides03a.lua
mods\d2k\maps\atreides-03b\atreides03b-AI.lua = mods\d2k\maps\atreides-03b\atreides03b-AI.lua
mods\d2k\maps\atreides-03b\atreides03b.lua = mods\d2k\maps\atreides-03b\atreides03b.lua
EndProjectSection
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "System Lua scripts", "System Lua scripts", "{A4D6AEA4-8009-4256-903B-8D227E50452B}"

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@@ -0,0 +1,132 @@
IdlingUnits = { }
AttackGroupSize =
{
easy = 6,
normal = 8,
hard = 10
}
AttackDelays =
{
easy = { DateTime.Seconds(4), DateTime.Seconds(7) },
normal = { DateTime.Seconds(2), DateTime.Seconds(5) },
hard = { DateTime.Seconds(1), DateTime.Seconds(3) }
}
OrdosInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" }
AttackOnGoing = false
HoldProduction = false
HarvesterKilled = true
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
SetupAttackGroup = function()
local units = { }
for i = 0, AttackGroupSize[Difficulty], 1 do
if #IdlingUnits == 0 then
return units
end
local number = Utils.RandomInteger(1, #IdlingUnits + 1)
if IdlingUnits[number] and not IdlingUnits[number].IsDead then
units[i] = IdlingUnits[number]
table.remove(IdlingUnits, number)
end
end
return units
end
SendAttack = function()
if Attacking then
return
end
Attacking = true
HoldProduction = true
local units = SetupAttackGroup()
Utils.Do(units, IdleHunt)
Trigger.OnAllRemovedFromWorld(units, function()
Attacking = false
HoldProduction = false
end)
end
ProtectHarvester = function(unit)
DefendActor(unit)
Trigger.OnKilled(unit, function() HarvesterKilled = true end)
end
DefendActor = function(unit)
Trigger.OnDamaged(unit, function(self, attacker)
if AttackOnGoing then
return
end
AttackOnGoing = true
local Guards = SetupAttackGroup()
if #Guards <= 0 then
AttackOnGoing = false
return
end
Utils.Do(Guards, function(unit)
if not self.IsDead then
unit.AttackMove(self.Location)
end
IdleHunt(unit)
end)
Trigger.OnAllRemovedFromWorld(Guards, function() AttackOnGoing = false end)
end)
end
InitAIUnits = function()
IdlingUnits = Reinforcements.Reinforce(ordos, InitialOrdosReinforcements, OrdosPaths[2])
Utils.Do(OrdosBase, function(actor)
DefendActor(actor)
Trigger.OnDamaged(actor, function(building)
if building.Health < building.MaxHealth * 3/4 then
building.StartBuildingRepairs()
end
end)
end)
end
ProduceInfantry = function()
if OBarracks.IsDead then
return
end
if HoldProduction then
Trigger.AfterDelay(DateTime.Seconds(30), ProduceInfantry)
return
end
local delay = Utils.RandomInteger(AttackDelays[Difficulty][1], AttackDelays[Difficulty][2] + 1)
local toBuild = { Utils.Random(OrdosInfantryTypes) }
ordos.Build(toBuild, function(unit)
IdlingUnits[#IdlingUnits + 1] = unit[1]
Trigger.AfterDelay(delay, ProduceInfantry)
if #IdlingUnits >= (AttackGroupSize[Difficulty] * 2.5) then
SendAttack()
end
end)
end
ActivateAI = function()
Trigger.AfterDelay(0, InitAIUnits)
OConyard.Produce(AtreidesUpgrades[1])
-- Finish the upgrades first before trying to build something
Trigger.AfterDelay(DateTime.Seconds(14), ProduceInfantry)
end

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@@ -0,0 +1,173 @@
OrdosBase = { OBarracks, OWindTrap1, OWindTrap2, OOutpost, OConyard, ORefinery, OSilo }
OrdosReinforcements =
{
easy =
{
{ "light_inf", "raider", "trooper" },
{ "light_inf", "raider", "quad" },
{ "light_inf", "light_inf", "trooper", "raider", "raider", "quad" }
},
normal =
{
{ "light_inf", "raider", "trooper" },
{ "light_inf", "raider", "raider" },
{ "light_inf", "light_inf", "trooper", "raider", "raider", "quad" },
{ "light_inf", "light_inf", "trooper", "trooper" },
{ "light_inf", "light_inf", "light_inf", "light_inf" },
{ "light_inf", "raider", "quad", "quad" }
},
hard =
{
{ "raider", "raider", "quad" },
{ "light_inf", "raider", "raider" },
{ "trooper", "trooper", "light_inf", "raider" },
{ "light_inf", "light_inf", "light_inf", "raider", "raider" },
{ "light_inf", "light_inf", "trooper", "trooper" },
{ "raider", "raider", "quad", "quad", "quad", "raider" },
{ "light_inf", "light_inf", "light_inf", "raider", "raider" },
{ "light_inf", "raider", "light_inf", "trooper", "trooper", "quad" },
{ "raider", "raider", "quad", "quad", "quad", "raider" }
}
}
OrdosAttackDelay =
{
easy = DateTime.Minutes(5),
normal = DateTime.Minutes(2) + DateTime.Seconds(40),
hard = DateTime.Minutes(1) + DateTime.Seconds(20)
}
OrdosAttackWaves =
{
easy = 3,
normal = 6,
hard = 9
}
ToHarvest =
{
easy = 5000,
normal = 6000,
hard = 7000
}
InitialOrdosReinforcements = { "light_inf", "light_inf", "quad", "quad", "raider", "raider", "trooper", "trooper" }
OrdosPaths =
{
{ OrdosEntry1.Location, OrdosRally1.Location },
{ OrdosEntry2.Location, OrdosRally2.Location }
}
AtreidesReinforcements = { "quad", "quad", "trike", "trike" }
AtreidesPath = { AtreidesEntry.Location, AtreidesRally.Location }
AtreidesBaseBuildings = { "barracks", "light_factory" }
AtreidesUpgrades = { "upgrade.barracks", "upgrade.light" }
wave = 0
SendOrdos = function()
Trigger.AfterDelay(OrdosAttackDelay[Difficulty], function()
if player.IsObjectiveCompleted(KillOrdos) then
return
end
wave = wave + 1
if wave > OrdosAttackWaves[Difficulty] then
return
end
local units = Reinforcements.ReinforceWithTransport(ordos, "carryall.reinforce", OrdosReinforcements[Difficulty][wave], OrdosPaths[1], { OrdosPaths[1][1] })[2]
Utils.Do(units, IdleHunt)
SendOrdos()
end)
end
MessageCheck = function(index)
return #player.GetActorsByType(AtreidesBaseBuildings[index]) > 0 and not player.HasPrerequisites({ AtreidesUpgrades[index] })
end
Tick = function()
if player.HasNoRequiredUnits() then
ordos.MarkCompletedObjective(KillAtreides)
end
if ordos.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillOrdos) then
Media.DisplayMessage("The Ordos have been annihilated!", "Mentat")
player.MarkCompletedObjective(KillOrdos)
end
if DateTime.GameTime % DateTime.Seconds(30) and HarvesterKilled then
local units = ordos.GetActorsByType("harvester")
if #units > 0 then
HarvesterKilled = false
ProtectHarvester(units[1])
end
end
if player.Resources > SpiceToHarvest - 1 then
player.MarkCompletedObjective(GatherSpice)
end
if DateTime.GameTime % DateTime.Seconds(32) == 0 and (MessageCheck(1) or MessageCheck(2)) then
Media.DisplayMessage("Upgrade barracks and light factory to produce more advanced units.", "Mentat")
end
UserInterface.SetMissionText("Harvested resources: " .. player.Resources .. "/" .. SpiceToHarvest, player.Color)
end
WorldLoaded = function()
ordos = Player.GetPlayer("Ordos")
player = Player.GetPlayer("Atreides")
Difficulty = Map.LobbyOption("difficulty")
SpiceToHarvest = ToHarvest[Difficulty]
InitObjectives()
Camera.Position = AConyard.CenterPosition
Trigger.OnAllKilled(OrdosBase, function()
Utils.Do(ordos.GetGroundAttackers(), IdleHunt)
end)
SendOrdos()
ActivateAI()
Trigger.AfterDelay(DateTime.Minutes(2) + DateTime.Seconds(30), function()
Reinforcements.ReinforceWithTransport(player, "carryall.reinforce", AtreidesReinforcements, AtreidesPath, { AtreidesPath[1] })
end)
end
InitObjectives = function()
Trigger.OnObjectiveAdded(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
KillAtreides = ordos.AddPrimaryObjective("Kill all Atreides units.")
GatherSpice = player.AddPrimaryObjective("Harvest " .. tostring(SpiceToHarvest) .. " Solaris worth of Spice.")
KillOrdos = player.AddSecondaryObjective("Eliminate all Ordos units and reinforcements\nin the area.")
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.OnPlayerLost(player, function()
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.PlaySpeechNotification(player, "Lose")
end)
end)
Trigger.OnPlayerWon(player, function()
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.PlaySpeechNotification(player, "Win")
end)
end)
end

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@@ -0,0 +1,135 @@
MapFormat: 11
RequiresMod: d2k
Title: Atreides 03b
Author: Westwood Studios
Tileset: ARRAKIS
MapSize: 68,68
Bounds: 2,2,64,64
Visibility: MissionSelector
Categories: Campaign
LockPreview: True
Players:
PlayerReference@Neutral:
Name: Neutral
OwnsWorld: True
NonCombatant: True
PlayerReference@Creeps:
Name: Creeps
NonCombatant: True
Enemies: Atreides, Ordos
PlayerReference@Atreides:
Name: Atreides
Playable: True
LockFaction: True
Faction: atreides
LockColor: True
Color: 9191FF
Enemies: Ordos, Creeps
PlayerReference@Ordos:
Name: Ordos
LockFaction: True
Faction: ordos
LockColor: True
Color: B3EAA5
Enemies: Atreides, Creeps
Actors:
Actor3: wormspawner
Location: 27,14
Owner: Creeps
Actor8: light_inf
Location: 48,24
Owner: Ordos
Actor9: light_inf
Location: 19,34
Owner: Ordos
Actor10: light_inf
Location: 35,34
Owner: Ordos
Actor11: trooper
Location: 18,35
Owner: Ordos
Actor12: light_inf
Location: 18,37
Owner: Ordos
Actor13: trooper
Location: 19,39
Owner: Ordos
Actor14: light_inf
Location: 34,50
Owner: Ordos
Actor20: light_inf
Location: 34,54
Owner: Ordos
Actor15: light_inf
Location: 50,50
Owner: Atreides
Actor16: quad
Location: 47,51
Owner: Atreides
Actor18: trike
Location: 46,53
Owner: Atreides
Actor19: quad
Location: 53,53
Owner: Atreides
Actor21: trooper
Location: 50,55
Owner: Atreides
Actor22: trike
Location: 52,55
Owner: Atreides
OWindTrap1: wind_trap
Location: 12,9
Owner: Ordos
OWindTrap2: wind_trap
Location: 18,9
Owner: Ordos
OConyard: construction_yard
Location: 15,12
Owner: Ordos
OBarracks: barracks
Location: 13,15
Owner: Ordos
ORefinery: refinery
Location: 14,18
Owner: Ordos
OSilo: silo
Location: 18,20
Owner: Ordos
OOutpost: outpost
Location: 18,23
Owner: Ordos
AConyard: construction_yard
Location: 49,52
Owner: Atreides
AtreidesEntry: waypoint
Owner: Neutral
Location: 65,53
AtreidesRally: waypoint
Owner: Neutral
Location: 45,55
OrdosEntry1: waypoint
Owner: Neutral
Location: 41,65
OrdosRally1: waypoint
Owner: Neutral
Location: 46,62
OrdosEntry2: waypoint
Owner: Neutral
Location: 6,2
OrdosRally2: waypoint
Owner: Neutral
Location: 15,34
Rules: d2k|rules/campaign-rules.yaml, rules.yaml

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@@ -0,0 +1,57 @@
Player:
PlayerResources:
DefaultCash: 3000
World:
LuaScript:
Scripts: atreides03b.lua, atreides03b-AI.lua
MissionData:
Briefing: Bring the Atreides forces up to combat strength - quickly. Guard against surprise attacks and ensure Spice production.\n\nThe Ordos forces are light but numerous. To combat the Ordos, you have been granted license to produce Quads, which have a greater anti-vehicle capability than Trikes. Upgrade your Light Factories to allow production of these units.\n\nMeet any agression with overwhelming force.\n\nGood luck.\n
BriefingVideo: A_BR03_E.VQA
MapOptions:
TechLevel: low
ScriptLobbyDropdown@difficulty:
ID: difficulty
Label: Difficulty
Values:
easy: Easy
normal: Normal
hard: Hard
Default: easy
carryall.reinforce:
Cargo:
MaxWeight: 10
concreteb:
Buildable:
Prerequisites: ~disabled
heavy_factory:
Buildable:
Prerequisites: ~disabled
medium_gun_turret:
Buildable:
Prerequisites: ~disabled
outpost:
Buildable:
Prerequisites: barracks
quad:
Buildable:
Prerequisites: upgrade.light
trooper:
Buildable:
Prerequisites: upgrade.barracks
upgrade.conyard:
Buildable:
Prerequisites: ~disabled
upgrade.heavy:
Buildable:
Prerequisites: ~disabled

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@@ -4,3 +4,4 @@ Atreides Campaign:
./mods/d2k/maps/atreides-02a
./mods/d2k/maps/atreides-02b
./mods/d2k/maps/atreides-03a
./mods/d2k/maps/atreides-03b