--[[ 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. ]] OrdosBase = { OConYard, OOutpost, OPalace, ORefinery1, ORefinery2, OHeavyFactory, OLightFactory, OHiTechFactory, OResearch, ORepair, OStarport, OGunt1, OGunt2, OGunt3, OGunt4, OGunt5, OGunt6, ORock1, ORock2, ORock3, ORock4, OBarracks1, OBarracks2, OPower1, OPower2, OPower3, OPower4, OPower5, OPower6, OPower7, OPower8, OPower9, OPower10, OPower11, OPower12, OPower13 } AtreidesBase = { AConYard,ABarracks1, ABarracks2, AOutpost, ARefinery1, ARefinery2, AHeavyFactory, ALightFactory, AHiTechFactory, ARepair, AStarport, AGunt1, AGunt2, ARock1, ARock2, APower1, APower2, APower3, APower4, APower5, APower6, APower7, APower8, APower9 } MercenaryBase = { MHeavyFactory, MStarport, MGunt, MPower1, MPower2 } OrdosReinforcements = { easy = { { "trooper", "trooper", "quad", "quad" }, { "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" }, { "light_inf", "light_inf", "light_inf", "raider", "raider" }, { "combat_tank_o", "quad" } }, normal = { { "trooper", "trooper", "trooper", "quad", "quad" }, { "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" }, { "light_inf", "light_inf", "light_inf", "light_inf", "raider", "raider" }, { "combat_tank_o", "combat_tank_o" }, { "raider", "raider", "quad", "quad", "deviator" } }, hard = { { "trooper", "trooper", "trooper", "trooper", "quad", "quad" }, { "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" }, { "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "raider", "raider" }, { "combat_tank_o", "combat_tank_o", "quad" }, { "raider", "raider", "raider", "quad", "quad", "deviator" }, { "siege_tank", "combat_tank_o", "combat_tank_o", "raider" } } } MercenaryStarportReinforcements = { { "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "quad", "quad" }, { "quad", "combat_tank_o", "trike", "quad", "trooper", "trooper" }, { "trooper", "trooper", "trooper", "trooper", "siege_tank", "siege_tank" }, { "quad", "quad", "combat_tank_o", "combat_tank_o", "combat_tank_o" } } OrdosAttackDelay = { easy = DateTime.Minutes(3), normal = DateTime.Minutes(2) + DateTime.Seconds(20), hard = DateTime.Minutes(1) } MercenaryStarportDelay = 4970 OrdosAttackWaves = { easy = 4, normal = 5, hard = 6 } InitialOrdosReinforcements = { { "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf" }, { "trooper", "trooper", "trooper", "trooper", "trooper", "combat_tank_o", "combat_tank_o" } } InitialAtreidesReinforcements = { "combat_tank_a", "combat_tank_a", "quad", "quad", "trike" } InitialMercenaryReinforcements = { "trooper", "trooper", "trooper", "trooper", "quad", "quad" } OrdosPaths = { { OrdosEntry1.Location, OrdosRally1.Location }, { OrdosEntry2.Location, OrdosRally2.Location }, { OrdosEntry3.Location, OrdosRally3.Location }, { OrdosEntry4.Location, OrdosRally4.Location } } InitialOrdosPaths = { { OLightFactory.Location, OrdosRally5.Location }, { OHiTechFactory.Location, OrdosRally6.Location } } SaboteurPaths = { { SaboteurWaypoint1.Location, SaboteurWaypoint2.Location, SaboteurWaypoint3.Location }, { SaboteurWaypoint4.Location, SaboteurWaypoint5.Location, SaboteurWaypoint6.Location }, { SaboteurWaypoint1.Location, OrdosPatrolPoint2.Location, OrdosRally1.Location, SaboteurWaypoint6.Location }, { OrdosRally4.Location, OrdosPatrolPoint3.Location, OrdosPatrolPoint2.Location} } InitialAtreidesPath = { AStarport.Location, AtreidesRally.Location } InitialMercenaryPath = { MStarport.Location, MercenaryRally.Location } SendStarportReinforcements = function(faction) Trigger.AfterDelay(MercenaryStarportDelay, function() if MStarport.IsDead or MStarport.Owner ~= faction then return end local reinforcements = Utils.Random(MercenaryStarportReinforcements) local units = Reinforcements.ReinforceWithTransport(faction, "frigate", reinforcements, { MercenaryStarportEntry.Location, MStarport.Location + CVec.New(1, 1) }, { MercenaryStarportExit.Location })[2] Utils.Do(units, function(unit) unit.AttackMove(MercenaryAttackLocation) IdleHunt(unit) end) SendStarportReinforcements(faction) 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 GetSaboteurTargets = function(player) return Utils.Where(player.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" end) end BuildSaboteur = function() if OPalace.IsDead or OPalace.Owner ~= Ordos then return end local targets = GetSaboteurTargets(Harkonnen) if #targets > 0 then local saboteur = Actor.Create("saboteur", true, { Owner = Ordos, Location = OPalace.Location + CVec.New(0, 2) }) saboteur.Move(saboteur.Location + CVec.New(0, 1)) saboteur.Wait(DateTime.Seconds(5)) local path = Utils.Random(SaboteurPaths) Utils.Do(path, function(waypoint) saboteur.Move(waypoint) end) SendSaboteur(saboteur) ScanForBetterTargets(saboteur) end Trigger.AfterDelay(DateTime.Minutes(5) + DateTime.Seconds(30), BuildSaboteur) end DemolishType = { "harvester", "mcv", "siege_tank", "missile_tank", "sonic_tank", "devastator", "deviator", "combat_tank_a", "combat_tank_h", "combat_tank_o"} ScanForBetterTargets = function(saboteur) if saboteur.IsDead or not saboteur.IsInWorld then return end local possibleTargets = Map.ActorsInCircle(saboteur.CenterPosition, WDist.FromCells(6), function(a) return not saboteur.Owner.IsAlliedWith(a.Owner) and Utils.Any(DemolishType, function(d) return d == a.Type end) end) if possibleTargets[1] == nil then Trigger.AfterDelay(200, function() ScanForBetterTargets(saboteur) end) return end -- filter out targets where infantry is nearby for index = #possibleTargets, 1, -1 do local infantryunits = Map.ActorsInCircle(possibleTargets[index].CenterPosition, WDist.New(1536), function(u) return u.Type == "light_inf" or u.Type == "trooper" end) if infantryunits[1] ~= nil then table.remove(possibleTargets, index) end end if possibleTargets[1] ~= nil then saboteur.Stop() local dfd = Utils.Random(possibleTargets) saboteur.Demolish(dfd) saboteur.CallFunc(function() ScanForBetterTargets(saboteur) end) else Trigger.AfterDelay(200, function() ScanForBetterTargets(saboteur) end) end end SendSaboteur = function(saboteur) local targets = GetSaboteurTargets(Harkonnen) if #targets < 1 then return end local target = Utils.Random(targets) saboteur.Demolish(target) -- 'target' got removed from the world in the meantime saboteur.CallFunc(function() SendSaboteur(saboteur) end) end CheckAttackToAtreides = function() AtreidesUnits = AtreidesNeutral.GetActors() Utils.Do(AtreidesUnits, function(unit) Trigger.OnDamaged(unit, function(self, attacker) if attacker.Owner == Harkonnen and not Check then ChangeOwner(AtreidesNeutral, AtreidesEnemy) -- Ensure that harvesters that was on a carryall switched sides. Trigger.AfterDelay(DateTime.Seconds(15), function() ChangeOwner(AtreidesNeutral, AtreidesEnemy) end) Check = true Media.DisplayMessage(UserInterface.GetFluentMessage("atreides-hostile"), Mentat) end end) end) end ChangeOwner = function(old_owner, new_owner) local units = old_owner.GetActors() Utils.Do(units, function(unit) if not unit.IsDead then unit.Owner = new_owner end end) end EmergencyBehaviour = function(player, target) HoldProduction[player] = false if player == Ordos and not AtreidesEnemy.HasNoRequiredUnits() then if AHiTechFactory.IsDead then return end local enemyunits = Map.ActorsInCircle(Map.CenterOfCell(target), WDist.FromCells(15), function(a) return a.Owner == Harkonnen and not a.IsDead and a.HasProperty("Attack") end) if enemyunits[1] == nil then return end DefensiveAirStrike(AHiTechFactory, enemyunits) end end Tick = function() if Harkonnen.HasNoRequiredUnits() then Ordos.MarkCompletedObjective(KillHarkonnen1) AtreidesEnemy.MarkCompletedObjective(KillHarkonnen2) end if Ordos.HasNoRequiredUnits() and not Harkonnen.IsObjectiveCompleted(KillOrdos) then Media.DisplayMessage(UserInterface.GetFluentMessage("ordos-annihilated"), Mentat) Harkonnen.MarkCompletedObjective(KillOrdos) end if AtreidesEnemy.HasNoRequiredUnits() and AtreidesNeutral.HasNoRequiredUnits() and not Harkonnen.IsObjectiveCompleted(KillAtreides) then Media.DisplayMessage(UserInterface.GetFluentMessage("atreides-annihilated"), Mentat) Harkonnen.MarkCompletedObjective(KillAtreides) end if MercenaryEnemy.HasNoRequiredUnits() and MercenaryAlly.HasNoRequiredUnits() and not MercenariesDestroyed then Media.DisplayMessage(UserInterface.GetFluentMessage("mercenaries-annihilated"), Mentat) MercenariesDestroyed = true end if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[Ordos] then local units = Ordos.GetActorsByType("harvester") if #units > 0 then LastHarvesterEaten[Ordos] = false ProtectHarvester(units[1], Ordos, AttackGroupSize[Difficulty]) end end if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[AtreidesEnemy] then local units = AtreidesEnemy.GetActorsByType("harvester") if #units > 0 then LastHarvesterEaten[AtreidesEnemy] = false ProtectHarvester(units[1], AtreidesEnemy, AttackGroupSize[Difficulty]) end end end WorldLoaded = function() Ordos = Player.GetPlayer("Ordos") AtreidesEnemy = Player.GetPlayer("Ordos Aligned Atreides") AtreidesNeutral = Player.GetPlayer("Neutral Atreides") MercenaryEnemy = Player.GetPlayer("Ordos Aligned Mercenaries") MercenaryAlly = Player.GetPlayer("Harkonnen Aligned Mercenaries") Harkonnen = Player.GetPlayer("Harkonnen") InitObjectives(Harkonnen) KillOrdos = AddPrimaryObjective(Harkonnen, "destroy-ordos") KillAtreides = AddSecondaryObjective(Harkonnen, "destroy-atreides") AllyWithMercenaries = AddSecondaryObjective(Harkonnen, "ally-mercenaries") KillHarkonnen1 = AddPrimaryObjective(Ordos, "") KillHarkonnen2 = AddPrimaryObjective(AtreidesEnemy, "") Camera.Position = HMCV.CenterPosition OrdosAttackLocation = HMCV.Location MercenaryAttackLocation = HMCV.Location Trigger.AfterDelay(EarlyGameStage, function() AirstrikeLogic(AHiTechFactory) end) Trigger.AfterDelay(EarlyGameStage, BuildSaboteur) Trigger.OnCapture(MHeavyFactory, function() Harkonnen.MarkCompletedObjective(AllyWithMercenaries) Media.DisplayMessage(UserInterface.GetFluentMessage("mercenary-leader-captured-allied"), Mentat) MercenaryAttackLocation = MercenaryAttackPoint.Location ChangeOwner(MercenaryEnemy, MercenaryAlly) SendStarportReinforcements(MercenaryAlly) DefendAndRepairBase(MercenaryAlly, MercenaryBase, 0.75, AttackGroupSize[Difficulty]) IdlingUnits[MercenaryAlly] = IdlingUnits[MercenaryEnemy] end) Trigger.OnKilled(MHeavyFactory, function() if not Harkonnen.IsObjectiveCompleted(AllyWithMercenaries) then Harkonnen.MarkFailedObjective(AllyWithMercenaries) end end) Trigger.OnKilledOrCaptured(OPalace, function() Media.DisplayMessage(UserInterface.GetFluentMessage("cannot-stand-harkonnen-must-become-neutral"), UserInterface.GetFluentMessage("atreides-commander"), HSLColor.FromHex("5A7394")) ChangeOwner(AtreidesEnemy, AtreidesNeutral) DefendAndRepairBase(AtreidesNeutral, AtreidesBase, 0.75, AttackGroupSize[Difficulty]) IdlingUnits[AtreidesNeutral] = IdlingUnits[AtreidesEnemy] -- Ensure that harvesters that was on a carryall switched sides. Trigger.AfterDelay(DateTime.Seconds(15), function() ChangeOwner(AtreidesEnemy, AtreidesNeutral) CheckAttackToAtreides() end) end) Trigger.OnAllKilledOrCaptured(OrdosBase, function() Utils.Do(Ordos.GetGroundAttackers(), IdleHunt) end) Trigger.OnAllKilledOrCaptured(AtreidesBase, function() Utils.Do(AtreidesEnemy.GetGroundAttackers(), IdleHunt) end) Trigger.OnAllKilledOrCaptured(MercenaryBase, function() Utils.Do(MercenaryEnemy.GetGroundAttackers(), IdleHunt) Utils.Do(MercenaryAlly.GetGroundAttackers(), IdleHunt) end) local path = function() return Utils.Random(OrdosPaths) end local waveCondition = function() return Harkonnen.IsObjectiveCompleted(KillOrdos) end local huntFunction = function(unit) unit.AttackMove(OrdosAttackLocation) IdleHunt(unit) end SendCarryallReinforcements(Ordos, 0, OrdosAttackWaves[Difficulty], OrdosAttackDelay[Difficulty], path, OrdosReinforcements[Difficulty], waveCondition, huntFunction) SendStarportReinforcements(MercenaryEnemy) Actor.Create("upgrade.barracks", true, { Owner = Ordos }) Actor.Create("upgrade.light", true, { Owner = Ordos }) Actor.Create("upgrade.heavy", true, { Owner = Ordos }) Actor.Create("upgrade.barracks", true, { Owner = AtreidesEnemy }) Actor.Create("upgrade.light", true, { Owner = AtreidesEnemy }) Actor.Create("upgrade.heavy", true, { Owner = AtreidesEnemy }) Actor.Create("upgrade.hightech", true, { Owner = AtreidesEnemy }) Actor.Create("upgrade.heavy", true, { Owner = MercenaryEnemy }) Trigger.AfterDelay(0, ActivateAI) end