--[[ 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, APalace, ARefinery1, ARefinery2, ARefinery3, AHeavyFactory1, ALightFactory1, AStarport, AHiTechFactory, AResearch, AGunt1, AGunt2, AGunt3, AGunt4, AGunt5, ARock1, ARock2, ARock3, ARock4, ABarracks1, ABarracks2, APower1, APower2, APower3, APower4, APower5, APower6, APower7, APower8, APower9, APower10, APower11, APower12, APower13, APower14 } AtreidesSmall1Base = { AConYard2, ARefinery4, ABarracks3, AHeavyFactory2, ALightFactory2, ARepair, ARock5, ARock6, ARock7, ARock8, ARock9, APower15, APower16, APower17, APower18, APower19, APower20, APower21 } AtreidesSmall2Base = { AOutpost2, ABarracks4, AGunt6, AGunt7, AGunt8, ARock10, APower22, APower23 } CorrinoMainBase = { COutpost, CPalace, CRefinery1, CHeavyFactory1, CLightFactory1, CStarport, CResearch, CGunt1, CGunt2, CRock1, CRock2, CBarracks1, CPower1, CPower2, CPower3, CPower4, CPower5, CPower6, CPower7 } CorrinoSmallBase = { CConYard, CRefinery2, CHeavyFactory2, CLightFactory2, CRock3, CRock4, CBarracks2, CPower8, CPower9, CPower10, CPower11 } AtreidesReinforcements = { easy = { { "missile_tank", "trooper", "light_inf", "light_inf" }, { "quad", "light_inf", "combat_tank_a"}, { "light_inf", "trooper", "missile_tank" }, { "light_inf", "light_inf", "siege_tank" } }, normal = { { "missile_tank", "trooper", "trooper", "light_inf", "light_inf" }, { "quad", "trike", "combat_tank_a"}, { "trooper", "trooper", "missile_tank" }, { "light_inf", "light_inf", "light_inf", "siege_tank" }, { "combat_tank_a", "trike", "trike", "fremen" } }, hard = { { "missile_tank", "trooper", "trooper", "trooper", "light_inf", "light_inf" }, { "quad", "trike", "light_inf", "combat_tank_a"}, { "light_inf", "trooper", "trooper", "missile_tank" }, { "light_inf", "light_inf", "light_inf", "light_inf", "siege_tank" }, { "combat_tank_a", "trike", "trike", "fremen", "fremen" }, { "sonic_tank", "combat_tank_a", "combat_tank_a", "quad" } } } CorrinoStarportReinforcements = { easy = { { "sardaukar", "sardaukar", "missile_tank" }, { "trooper", "trooper", "siege_tank" }, { "sardaukar", "sardaukar", "sardaukar", "trooper", "trooper", "light_inf", "light_inf" } }, normal = { { "sardaukar", "sardaukar", "sardaukar", "missile_tank" }, { "trooper", "trooper", "trooper", "siege_tank" }, { "sardaukar", "sardaukar", "sardaukar", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf" } }, hard = { { "sardaukar", "sardaukar", "sardaukar", "sardaukar", "missile_tank" }, { "trooper", "trooper", "trooper", "trooper", "siege_tank" }, { "sardaukar", "sardaukar", "sardaukar", "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf" } } } AtreidesAttackDelay = { easy = DateTime.Minutes(3) + DateTime.Seconds(30), normal = DateTime.Minutes(2) + DateTime.Seconds(30), hard = DateTime.Minutes(1) + DateTime.Seconds(30) } CorrinoStarportDelay = { easy = DateTime.Minutes(10), normal = DateTime.Minutes(8), hard = DateTime.Minutes(6) } AtreidesAttackWaves = { easy = 4, normal = 5, hard = 6 } FremenGroupSize = { easy = 2, normal = 4, hard = 6 } InitialAtreidesReinforcements = { { "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" }, { "trooper", "trooper", "trooper", "combat_tank_a", "combat_tank_a" }, { "combat_tank_a", "combat_tank_a", "quad", "quad", "trike" }, { "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" }, { "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "combat_tank_a", "combat_tank_a" }, { "combat_tank_a", "quad", "quad", "trike", "trike", "trike" } } InitialCorrinoReinforcements = { "trooper", "trooper", "trooper", "trooper", "quad", "quad" } AtreidesPaths = { { AtreidesEntry1.Location, AtreidesRally1.Location }, { AtreidesEntry2.Location, AtreidesRally2.Location }, { AtreidesEntry3.Location, AtreidesRally3.Location }, { AtreidesEntry4.Location, AtreidesRally4.Location } } InitialAtreidesPaths = { { AtreidesEntry5.Location, AtreidesRally5.Location }, { AtreidesEntry6.Location, AtreidesRally6.Location }, { AtreidesEntry7.Location, AtreidesRally7.Location }, { AtreidesEntry8.Location, AtreidesRally8.Location }, { AtreidesEntry9.Location, AtreidesRally9.Location }, { AtreidesEntry10.Location, AtreidesRally10.Location } } InitialCorrinoPaths = { { CorrinoEntry1.Location, CorrinoRally1.Location }, { CorrinoEntry2.Location, CorrinoRally2.Location } } HarkonnenReinforcements = { { "combat_tank_h", "combat_tank_h", "siege_tank", "siege_tank", "missile_tank" }, { "trooper", "light_inf", "light_inf", "light_inf", "trooper", "light_inf", "trooper", "light_inf", "trooper", "light_inf", "trooper" }, { "trooper", "light_inf", "quad", "trike", "quad" }, { "devastator", "light_inf", "quad", "trike", "quad" }, { "trooper", "combat_tank_h", "combat_tank_h", "combat_tank_h", "quad" } } SendStarportReinforcements = function() Trigger.AfterDelay(CorrinoStarportDelay[Difficulty], function() if CStarport.IsDead or CStarport.Owner ~= CorrinoMain then return end local reinforcements = Utils.Random(CorrinoStarportReinforcements[Difficulty]) local units = Reinforcements.ReinforceWithTransport(CorrinoMain, "frigate", reinforcements, { CorrinoStarportEntry.Location, CStarport.Location + CVec.New(1, 1) }, { CorrinoStarportExit.Location })[2] Utils.Do(units, function(unit) unit.AttackMove(AtreidesAttackLocation) IdleHunt(unit) end) SendStarportReinforcements() end) end HarkonnenPaths = { { HarkonnenEntry.Location, HarkonnenRally.Location }, { AtreidesEntry3.Location, HarkonnenRally1.Location }, { HarkonnenEntry.Location, HarkonnenRally2.Location }, { AtreidesEntry3.Location, AtreidesRally3.Location }, { HarkonnenRally3.Location, AtreidesRally9.Location }, { HarkonnenRally4.Location, AtreidesRally8.Location } } SendHarkonnenReinforcements = function(delay, number) Trigger.AfterDelay(delay, function() Reinforcements.ReinforceWithTransport(Harkonnen, "carryall.reinforce", HarkonnenReinforcements[number], HarkonnenPaths[number], { HarkonnenPaths[number][1] }) Trigger.AfterDelay(DateTime.Seconds(5), function() Media.PlaySpeechNotification(Harkonnen, "Reinforce") end) 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 EmergencyBehaviour = function(player,target) if player == AtreidesMain or player == AtreidesSmall1 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 if player == AtreidesSmall1 and #IdlingUnits[AtreidesMain] > 10 then local reinforcements = SetupAttackGroup(AtreidesMain, Utils.RandomInteger(10, #IdlingUnits[AtreidesMain])) Utils.Do(reinforcements, function(unit) Trigger.ClearAll(unit) Trigger.AfterDelay(1, function() unit.Stop() unit.Move(CorrinoPatrolPoint1.Location,1) unit.AttackMove(target) unit.CallFunc(function() FindTargetsInArea(player, unit) end) end) end) end if player == AtreidesSmall2 and #IdlingUnits[AtreidesMain] > 10 then CheckArea(AtreidesMain, target, 10) end end ReleaseSardaukars = true Trigger.OnDamaged(CPalace, function(self) if self.Health < self.MaxHealth * 0.8 and ReleaseSardaukars then local index = 0 while index < 100 do index = index + 5 Trigger.AfterDelay(index,function() if self.IsDead then return end local actor = Actor.Create("sardaukar", true, { Owner = CorrinoMain, Location = CPalace.Location + CVec.New(1,2) }) actor.Move(CPos.New(3,31)) IdlingUnits[CorrinoMain][#IdlingUnits[CorrinoMain] + 1] = actor end) end ReleaseSardaukars = false end end) BuildFremen = function() if APalace.IsDead or APalace.Owner ~= AtreidesMain then return end APalace.Produce("fremen") APalace.Produce("fremen") Trigger.AfterDelay(DateTime.Seconds(5), function() IdleFremen = Utils.Where(AtreidesMain.GetActorsByType('fremen'), function(actor) return actor.IsIdle end) if #IdleFremen >= FremenGroupSize[Difficulty] then SendFremen() end end) Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds (30), BuildFremen) end SendFremen = function() Utils.Do(IdleFremen, function(freman) freman.AttackMove(AtreidesAttackLocation) IdleHunt(freman) end) end Tick = function() if Harkonnen.HasNoRequiredUnits() then AtreidesMain.MarkCompletedObjective(KillHarkonnen1) AtreidesSmall1.MarkCompletedObjective(KillHarkonnen2) AtreidesSmall2.MarkCompletedObjective(KillHarkonnen3) CorrinoMain.MarkCompletedObjective(KillHarkonnen4) CorrinoSmall.MarkCompletedObjective(KillHarkonnen5) end if AtreidesMain.HasNoRequiredUnits() and AtreidesSmall1.HasNoRequiredUnits() and AtreidesSmall2.HasNoRequiredUnits() and not Harkonnen.IsObjectiveCompleted(KillAtreides) then Media.DisplayMessage(UserInterface.GetFluentMessage("atreides-annihilated"), Mentat) Harkonnen.MarkCompletedObjective(KillAtreides) end if CorrinoMain.HasNoRequiredUnits() and CorrinoSmall.HasNoRequiredUnits() and not Harkonnen.IsObjectiveCompleted(KillCorrino) then Media.DisplayMessage(UserInterface.GetFluentMessage("emperor-annihilated"), Mentat) Harkonnen.MarkCompletedObjective(KillCorrino) 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[AtreidesSmall1] then local units = AtreidesSmall1.GetActorsByType("harvester") if #units > 0 then LastHarvesterEaten[AtreidesSmall1] = false ProtectHarvester(units[1], AtreidesSmall1, AttackGroupSize[Difficulty]) end end if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[CorrinoMain] then local units = CorrinoMain.GetActorsByType("harvester") if #units > 0 then LastHarvesterEaten[CorrinoMain] = false ProtectHarvester(units[1], CorrinoMain, AttackGroupSize[Difficulty]) end end if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[CorrinoSmall] then local units = CorrinoSmall.GetActorsByType("harvester") if #units > 0 then LastHarvesterEaten[CorrinoSmall] = false ProtectHarvester(units[1], CorrinoSmall, AttackGroupSize[Difficulty]) end end end WorldLoaded = function() AtreidesMain = Player.GetPlayer("Atreides Main Base") AtreidesSmall1 = Player.GetPlayer("Atreides Small Base 1") AtreidesSmall2 = Player.GetPlayer("Atreides Small Base 2") CorrinoMain = Player.GetPlayer("Corrino Main Base") CorrinoSmall = Player.GetPlayer("Corrino Small Base") Harkonnen = Player.GetPlayer("Harkonnen") InitObjectives(Harkonnen) KillAtreides = AddPrimaryObjective(Harkonnen, "destroy-atreides") KillCorrino = AddPrimaryObjective(Harkonnen, "destroy-imperial-forces") KillHarkonnen1 = AddPrimaryObjective(AtreidesMain, "") KillHarkonnen2 = AddPrimaryObjective(AtreidesSmall1, "") KillHarkonnen3 = AddPrimaryObjective(AtreidesSmall2, "") KillHarkonnen4 = AddPrimaryObjective(CorrinoMain, "") KillHarkonnen5 = AddPrimaryObjective(CorrinoSmall, "") Camera.Position = HMCV.CenterPosition AtreidesAttackLocation = HarkonnenRally.Location Trigger.AfterDelay(DateTime.Minutes(10), function() AirstrikeLogic(AHiTechFactory) end ) Trigger.AfterDelay(DateTime.Minutes(3) + DateTime.Seconds (30), BuildFremen) Trigger.OnAllKilledOrCaptured(AtreidesMainBase, function() Utils.Do(AtreidesMain.GetGroundAttackers(), IdleHunt) end) Trigger.OnAllKilledOrCaptured(AtreidesSmall1Base, function() Utils.Do(AtreidesSmall1.GetGroundAttackers(), IdleHunt) end) Trigger.OnAllKilledOrCaptured(AtreidesSmall2Base, function() Utils.Do(AtreidesSmall2.GetGroundAttackers(), IdleHunt) end) Trigger.OnAllKilledOrCaptured(CorrinoMainBase, function() Utils.Do(CorrinoMain.GetGroundAttackers(), IdleHunt) end) Trigger.OnAllKilledOrCaptured(CorrinoSmallBase, function() Utils.Do(CorrinoSmall.GetGroundAttackers(), IdleHunt) end) local path = function() return Utils.Random(AtreidesPaths) end local waveCondition = function() return Harkonnen.IsObjectiveCompleted(KillAtreides) end local huntFunction = function(unit) unit.AttackMove(AtreidesAttackLocation) IdleHunt(unit) end SendCarryallReinforcements(AtreidesMain, 0, AtreidesAttackWaves[Difficulty], AtreidesAttackDelay[Difficulty], path, AtreidesReinforcements[Difficulty], waveCondition, huntFunction) SendStarportReinforcements() Actor.Create("upgrade.barracks", true, { Owner = AtreidesMain }) 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 = AtreidesSmall1 }) Actor.Create("upgrade.light", true, { Owner = AtreidesSmall1 }) Actor.Create("upgrade.heavy", true, { Owner = AtreidesSmall1 }) Actor.Create("upgrade.barracks", true, { Owner = AtreidesSmall2 }) Actor.Create("upgrade.barracks", true, { Owner = CorrinoMain }) Actor.Create("upgrade.light", true, { Owner = CorrinoMain }) Actor.Create("upgrade.heavy", true, { Owner = CorrinoMain }) Actor.Create("upgrade.barracks", true, { Owner = CorrinoSmall }) Actor.Create("upgrade.light", true, { Owner = CorrinoSmall }) Actor.Create("upgrade.heavy", true, { Owner = CorrinoSmall }) Trigger.AfterDelay(0, ActivateAI) SendHarkonnenReinforcements(DateTime.Minutes(2) + DateTime.Seconds(30), 1) SendHarkonnenReinforcements(17030,2) SendHarkonnenReinforcements(17020,3) Trigger.OnAllKilled({ARock6, ARock7, ARock8}, function() SendHarkonnenReinforcements(0,4) SendHarkonnenReinforcements(10,5) end) end Trigger.OnDamaged(DebrisHarvester2, function(self) if self.Health < self.MaxHealth * 0.6 then self.Deploy() Trigger.ClearAll(self) end end)