--[[ 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. ]] AtreidesMainBase = { AConYard1, AOutpost1, ARefinery1, ARefinery2, AHeavyFactory1, ALightFactory1, ALightFactory2, AHiTechFactory, AResearch, ARepair, AStarport, AGunt1, AGunt2, AGunt3, AGunt4, AGunt5, AGunt6, ARock1, ARock2, ARock3, ARock4, ARock5, ARock6, APower1, APower2, APower3, APower4, APower5, APower6, APower7, APower8, APower9, APower10, APower11, APower12, APower13, APower14, APower15, APower16, APower17, APower18, APower19, APower20, APower21, APower22, ASilo1, ASilo2, ASilo3 } AtreidesSmallBase = { AOutpost2, ARefinery3, ABarracks, AHeavyFactory2, AGunt7, AGunt8, APower23, APower24, APower25, APower26, ASilo4, ASilo5, ASilo6, ASilo7 } CorrinoBase = { CBarracks, COutpost, CPower1, CPower2, CPower3, CRock1, CRock2 } EarlyGameStage = DateTime.Minutes(7) AtreidesReinforcements = { easy = { "sonic_tank" }, normal = { "sonic_tank", "trooper" }, hard = { "sonic_tank", "quad" } } CorrinoReinforcements = { easy = { { "sardaukar", "sardaukar", "sardaukar", "quad", "quad", "trike" }, { "sardaukar", "sardaukar", "combat_tank_h", "trike" } }, normal = { { "sardaukar", "sardaukar", "sardaukar", "combat_tank_h", "quad", "trike" }, { "sardaukar", "sardaukar", "combat_tank_h", "siege_tank" } }, hard = { { "sardaukar", "sardaukar", "sardaukar", "combat_tank_h", "quad", "quad", "trike" }, { "sardaukar", "sardaukar", "sardaukar", "combat_tank_h", "siege_tank" } } } EnemyAttackDelay = { easy = 7000 , normal = 6500 , hard = 6000 } CorrinoInitialAttackDelay = { easy = DateTime.Minutes(4) , normal = DateTime.Minutes(3) , hard = DateTime.Minutes(2) } InitialAtreidesReinforcements = { easy = { { "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" }, { "combat_tank_a", "quad", "quad", "trike", "trike" }, { "trooper", "trooper", "quad", "quad" } }, normal = { { "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" }, { "combat_tank_a", "combat_tank_a", "quad", "trike", "trike" }, { "trooper", "trooper", "trooper", "quad", "quad" } }, hard = { { "trooper", "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" }, { "combat_tank_a", "combat_tank_a", "quad", "quad", "trike", "trike" }, { "trooper", "trooper", "trooper", "trooper", "quad", "quad" } } } InitialCorrinoReinforcements = { "trooper", "trooper", "trooper", "trooper", "trooper" } AtreidesPath = { AtreidesEntry1.Location, AtreidesRally1.Location } CorrinoPaths = { { CorrinoEntry1.Location, CorrinoRally1.Location }, { CorrinoEntry1.Location, CorrinoRally2.Location } } InitialAtreidesPaths = { { AtreidesEntry2.Location, AtreidesRally2.Location }, { AtreidesEntry3.Location, AtreidesRally3.Location }, { AtreidesEntry4.Location, AtreidesRally4.Location } } InitialCorrinoPath = { CorrinoEntry2.Location, CorrinoRally3.Location } HarkonnenReinforcements = { easy = { { "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" }, { "quad", "trike", "trike", "siege_tank", "combat_tank_h", "combat_tank_h" } }, normal = { { "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf" }, { "quad", "trike", "siege_tank", "combat_tank_h", "combat_tank_h" } }, hard = { { "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf" }, { "quad", "trike", "trike", "combat_tank_h", "combat_tank_h", "siege_tank" } }, } HarkonnenPaths = { { HarkonnenEntry1.Location, HarkonnenRally1.Location }, { HarkonnenEntry2.Location, HarkonnenRally2.Location } } SendHarkonnenReinforcements = function(number) Reinforcements.ReinforceWithTransport(Harkonnen, "carryall.reinforce", HarkonnenReinforcements[Difficulty][number], HarkonnenPaths[number], { HarkonnenPaths[number][1] }) Trigger.AfterDelay(DateTime.Seconds(9), function() Media.PlaySpeechNotification(Harkonnen, "Reinforce") end) end SendEnemyReinforcements = function(player, delay, path, unitTypes, customCondition, customHuntFunction) Trigger.AfterDelay(delay, function() if customCondition and customCondition() then return end local units = Reinforcements.ReinforceWithTransport(player, "carryall.reinforce", unitTypes, path, { path[1] })[2] if not customHuntFunction then customHuntFunction = IdleHunt end Utils.Do(units, customHuntFunction) SendEnemyReinforcements(player, delay, path, unitTypes, customCondition, customHuntFunction) end) end AirStrikeTimer = 7500 AirStrikeChargeTime = 7500 AirstrikeLogic = function(airstrikeProvider) if airstrikeProvider.IsDead then return end if DateTime.GameTime <= AirStrikeTimer then Trigger.AfterDelay(AirStrikeTimer - DateTime.GameTime + 1, function() AirstrikeLogic(airstrikeProvider) end) return end -- randomly choose if wait again or strike. During waiting Airstrike can still be used by DefensiveAirStrike if Utils.RandomInteger(1, 100) < 30 then Trigger.AfterDelay(1000, function() AirstrikeLogic(airstrikeProvider)end) else AirStrikeVSBuilding(airstrikeProvider) Trigger.AfterDelay(7500, function() AirstrikeLogic(airstrikeProvider) end) IsAirstrikeReady = false end end AirStrikeVSBuilding = function(airstrikeProvider) if airstrikeProvider.IsDead or DateTime.GameTime < AirStrikeTimer then return end local targets = Utils.Where(Harkonnen.GetActors(), function(actor) return actor.HasProperty("Sell") and actor.Type ~= "wall" and actor.Type ~= "medium_gun_turret" and actor.Type ~= "large_gun_turret" and actor.Type ~= "silo" and actor.Type ~= "wind_trap" end) if #targets > 0 then airstrikeProvider.TargetAirstrike(Utils.Random(targets).CenterPosition) AirStrikeTimer = DateTime.GameTime + AirStrikeChargeTime end end DefensiveAirStrike = function(airstrikeProvider, possibleTargets) if airstrikeProvider.IsDead or DateTime.GameTime <= AirStrikeTimer then return end local bestValue = {} local bestIndex = 1 for i = 1, #possibleTargets, 1 do local ActorsInCircle = Map.ActorsInCircle(possibleTargets[i].CenterPosition, WDist.FromCells(4), function(a) return a.Owner == Harkonnen and not a.IsDead and a.HasProperty("Attack") end) bestValue[i] = 0 Utils.Do(ActorsInCircle, function(a) bestValue[i] = bestValue[i] + Actor.Cost(a.Type) end) if bestValue[i] > bestValue[bestIndex] then bestIndex = i end end airstrikeProvider.TargetAirstrike(possibleTargets[bestIndex].CenterPosition) AirStrikeTimer = DateTime.GameTime + AirStrikeChargeTime end Tick = function() if Harkonnen.HasNoRequiredUnits() then AtreidesMain.MarkCompletedObjective(KillHarkonnen1) AtreidesSmall.MarkCompletedObjective(KillHarkonnen2) Corrino.MarkCompletedObjective(KillHarkonnen3) end if AtreidesMain.HasNoRequiredUnits() and AtreidesSmall.HasNoRequiredUnits() and not Harkonnen.IsObjectiveCompleted(KillAtreides) then Media.DisplayMessage(UserInterface.GetFluentMessage("atreides-annihilated"), Mentat) Harkonnen.MarkCompletedObjective(KillAtreides) end if Corrino.HasNoRequiredUnits() and not Harkonnen.IsObjectiveCompleted(KillCorrino) then Media.DisplayMessage(UserInterface.GetFluentMessage("emperor-annihilated"), Mentat) Harkonnen.MarkCompletedObjective(KillCorrino) end if (HEngineer.IsDead or AConYard2.IsDead) and not Harkonnen.IsObjectiveCompleted(CaptureAtreidesConYard) then Harkonnen.MarkFailedObjective(CaptureAtreidesConYard) end if (AHiTechFactory.IsDead or AHiTechFactory.Owner ~= AtreidesMain) and not HiTechIsDead then Media.DisplayMessage(UserInterface.GetFluentMessage("high-tech-factory-neutralized-imperial-reinforcements"), Mentat) HiTechIsDead = true end if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[AtreidesMain] then local units = AtreidesMain.GetActorsByType("harvester") if #units > 0 then LastHarvesterEaten[AtreidesMain] = false ProtectHarvester(units[1], AtreidesMain, AttackGroupSize[Difficulty]) end end if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[OrdosSmall] then local units = OrdosSmall.GetActorsByType("harvester") if #units > 0 then LastHarvesterEaten[OrdosSmall] = false ProtectHarvester(units[1], OrdosSmall, AttackGroupSize[Difficulty]) end end if IdlingUnits[AtreidesMain] == nil then return end end EmergencyBehaviour = function(player, target) if HiTechIsDead or not IsAirstrikeReady or player == Corrino then return end local targets = {} if player == AtreidesMain then targets = Map.ActorsInBox(Map.CenterOfCell(CPos.New(73,9)), Map.CenterOfCell(CPos.New(88,26))) else targets = Map.ActorsInBox(Map.CenterOfCell(CPos.New(5,18)), Map.CenterOfCell(CPos.New(16,32))) end targets = Utils.Where(targets, function(a) return a.Owner == Harkonnen and not a.IsDead and a.HasProperty("Attack") end) if targets[1] == nil then return end DefensiveAirStrike(AHiTechFactory, targets) end WorldLoaded = function() AtreidesMain = Player.GetPlayer("Atreides Main Base") AtreidesSmall = Player.GetPlayer("Atreides Small Base") Corrino = Player.GetPlayer("Corrino") AtreidesMain.Cash = 5000 AtreidesSmall.Cash = 5000 Corrino.Cash = 5000 Harkonnen = Player.GetPlayer("Harkonnen") InitObjectives(Harkonnen) CaptureAtreidesConYard = AddPrimaryObjective(Harkonnen, "capture-atreides-construction-yard-south") KillAtreides = AddPrimaryObjective(Harkonnen, "destroy-atreides") KillCorrino = AddPrimaryObjective(Harkonnen, "destroy-corrino") KillHarkonnen1 = AddPrimaryObjective(AtreidesMain, "") KillHarkonnen2 = AddPrimaryObjective(AtreidesSmall, "") KillHarkonnen3 = AddPrimaryObjective(Corrino, "") Media.DisplayMessage(UserInterface.GetFluentMessage("destroy-atreides-high-tech-factory-imperial-reinforcements"), Mentat) Camera.Position = HEngineer.CenterPosition AtreidesAttackLocation = AConYard2.Location Trigger.AfterDelay(EarlyGameStage,function() AirstrikeLogic(AHiTechFactory) end) Trigger.OnCapture(AConYard2, function() Harkonnen.MarkCompletedObjective(CaptureAtreidesConYard) end) Trigger.OnAllKilledOrCaptured(AtreidesMainBase, function() Utils.Do(AtreidesMain.GetGroundAttackers(), IdleHunt) end) Trigger.OnAllKilledOrCaptured(AtreidesSmallBase, function() Utils.Do(AtreidesSmall.GetGroundAttackers(), IdleHunt) end) Trigger.OnAllKilledOrCaptured(CorrinoBase, function() Utils.Do(Corrino.GetGroundAttackers(), IdleHunt) end) local atreidesWaveCondition = function() return Harkonnen.IsObjectiveCompleted(KillAtreides) or HiTechIsDead end local corrinoWaveCondition = function() return Harkonnen.IsObjectiveCompleted(KillCorrino) or HiTechIsDead end local huntFunction = function(unit) unit.AttackMove(AtreidesAttackLocation) IdleHunt(unit) end SendEnemyReinforcements(AtreidesMain, EnemyAttackDelay[Difficulty], AtreidesPath, AtreidesReinforcements[Difficulty], atreidesWaveCondition, huntFunction) Trigger.AfterDelay(CorrinoInitialAttackDelay[Difficulty], function() SendEnemyReinforcements(Corrino, EnemyAttackDelay[Difficulty], CorrinoPaths[1], CorrinoReinforcements[Difficulty][1], corrinoWaveCondition, huntFunction) SendEnemyReinforcements(Corrino, EnemyAttackDelay[Difficulty], CorrinoPaths[2], CorrinoReinforcements[Difficulty][2], corrinoWaveCondition, huntFunction) end) Actor.Create("upgrade.light", true, { Owner = AtreidesMain }) Actor.Create("upgrade.heavy", true, { Owner = AtreidesMain }) Actor.Create("upgrade.hightech", true, { Owner = AtreidesMain }) Actor.Create("upgrade.barracks", true, { Owner = AtreidesSmall }) Actor.Create("upgrade.heavy", true, { Owner = AtreidesSmall }) Actor.Create("upgrade.barracks", true, { Owner = Corrino }) Trigger.AfterDelay(0, ActivateAI) SendHarkonnenReinforcements(1) SendHarkonnenReinforcements(2) Trigger.AfterDelay(7000, function() SendHarkonnenReinforcements(1) end) Trigger.OnRemovedFromWorld(Crate1, function() VisionPoint.GrantCondition("activate", 100) Media.PlaySound("MULTI1.WAV") Camera.Position = VisionPoint.CenterPosition end) end