--[[ Copyright 2007-2017 The OpenRA Developers (see AUTHORS) 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. ]] AtreidesBase = { AConyard, AOutpost, ARefinery, AHeavyFactory, ALightFactory, AGunt1, AGunt2, ABarracks, ASilo, APower1, APower2, APower3, APower4, APower5, APower6 } FremenBase = { FGunt1, FGunt2 } BaseAreaTriggers = { { CPos.New(27, 38), CPos.New(26, 38), CPos.New(26, 39), CPos.New(25, 39), CPos.New(25, 40), CPos.New(25, 41), CPos.New(24, 41), CPos.New(24, 42) }, { CPos.New(19, 81), CPos.New(19, 82), CPos.New(19, 83), CPos.New(19, 84), CPos.New(19, 85), CPos.New(19, 86), CPos.New(19, 87), CPos.New(19, 88), CPos.New(19, 89), CPos.New(19, 90), CPos.New(19, 91) }, { CPos.New(10, 78), CPos.New(11, 78), CPos.New(12, 78), CPos.New(13, 78), CPos.New(14, 78), CPos.New(15, 78) } } Sietches = { FSietch1, FSietch2 } FremenReinforcements = { easy = { { "combat_tank_a", "combat_tank_a" }, { "trooper", "trooper", "trooper" }, { "combat_tank_a", "combat_tank_a" }, { "combat_tank_a", "light_inf", "light_inf", "trooper", "trooper" }, { "combat_tank_a", "trike", "trike", "quad", "trooper", "nsfremen" } }, normal = { { "combat_tank_a", "combat_tank_a" }, { "trooper", "trooper", "trooper" }, { "combat_tank_a", "combat_tank_a" }, { "combat_tank_a", "light_inf", "light_inf", "trooper", "trooper" }, { "combat_tank_a", "trike", "trike", "quad", "trooper", "nsfremen" }, { "combat_tank_a", "trike", "combat_tank_a", "quad", "nsfremen", "nsfremen" }, { "fremen", "fremen", "fremen", "fremen", "trooper", "trooper", "trooper", "trooper" } }, hard = { { "combat_tank_a", "combat_tank_a" }, { "trooper", "trooper", "trooper" }, { "combat_tank_a", "combat_tank_a" }, { "combat_tank_a", "light_inf", "light_inf", "trooper", "trooper" }, { "combat_tank_a", "trike", "trike", "quad", "trooper", "nsfremen" }, { "combat_tank_a", "trike", "combat_tank_a", "quad", "nsfremen", "nsfremen" }, { "fremen", "fremen", "fremen", "fremen", "trooper", "trooper", "trooper", "trooper" }, { "combat_tank_a", "combat_tank_a", "combat_tank_a", "combat_tank_a", "missile_tank" }, { "combat_tank_a", "combat_tank_a", "quad", "quad", "trike", "trike", "trooper", "trooper", "light_inf", "light_inf" } } } FremenAttackDelay = { easy = DateTime.Minutes(3), normal = DateTime.Minutes(2) + DateTime.Seconds(20), hard = DateTime.Minutes(1) } FremenAttackWaves = { easy = 5, normal = 7, hard = 9 } AtreidesHunters = { "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper" } FremenHunters = { { "fremen", "fremen", "fremen" }, { "combat_tank_a", "combat_tank_a", "combat_tank_a" }, { "missile_tank", "missile_tank", "missile_tank" } } InitialAtreidesReinforcements = { { "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf" }, { "combat_tank_a", "combat_tank_a", "quad", "trike" } } AtreidesPaths = { { AtreidesEntry1.Location, AtreidesRally1.Location }, { AtreidesEntry2.Location, AtreidesRally2.Location }, { AtreidesEntry3.Location, AtreidesRally3.Location } } FremenPaths = { { FremenEntry4.Location, FremenRally4.Location }, { FremenEntry5.Location, FremenRally5.Location }, { FremenEntry6.Location, FremenRally6.Location } } FremenHunterPaths = { { FremenEntry1.Location, FremenRally1.Location }, { FremenEntry2.Location, FremenRally2.Location }, { FremenEntry3.Location, FremenRally3.Location } } HarkonnenReinforcements = { "combat_tank_h", "combat_tank_h" } HarkonnenPath = { HarkonnenEntry.Location, HarkonnenRally.Location } FremenInterval = { easy = { DateTime.Minutes(1) + DateTime.Seconds(30), DateTime.Minutes(2) }, normal = { DateTime.Minutes(2) + DateTime.Seconds(20), DateTime.Minutes(2) + DateTime.Seconds(40) }, hard = { DateTime.Minutes(3) + DateTime.Seconds(40), DateTime.Minutes(4) } } FremenProduction = function() if SietchesAreDestroyed then return end local delay = Utils.RandomInteger(FremenInterval[Difficulty][1], FremenInterval[Difficulty][2] + 1) fremen.Build({ "nsfremen" }, function() Trigger.AfterDelay(delay, FremenProduction) end) end Tick = function() if player.HasNoRequiredUnits() then atreides.MarkCompletedObjective(KillHarkonnen) end if atreides.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillAtreides) then Media.DisplayMessage("The Atreides have been annihilated!", "Mentat") player.MarkCompletedObjective(KillAtreides) end if fremen.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillFremen) then Media.DisplayMessage("The Fremen have been annihilated!", "Mentat") player.MarkCompletedObjective(KillFremen) end if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[atreides] then local units = atreides.GetActorsByType("harvester") if #units > 0 then LastHarvesterEaten[atreides] = false ProtectHarvester(units[1], atreides, AttackGroupSize[Difficulty]) end end end WorldLoaded = function() atreides = Player.GetPlayer("Atreides") fremen = Player.GetPlayer("Fremen") player = Player.GetPlayer("Harkonnen") InitObjectives(player) KillAtreides = player.AddPrimaryObjective("Destroy the Atreiedes.") KillFremen = player.AddPrimaryObjective("Destroy the Fremen.") KillHarkonnen = atreides.AddPrimaryObjective("Kill all Harkonnen units.") Camera.Position = HConyard.CenterPosition FremenAttackLocation = HConyard.Location Trigger.OnAllKilledOrCaptured(AtreidesBase, function() Utils.Do(atreides.GetGroundAttackers(), IdleHunt) end) Trigger.OnAllKilled(Sietches, function() SietchesAreDestroyed = true end) local path = function() return Utils.Random(FremenPaths) end local waveCondition = function() return player.IsObjectiveCompleted(KillFremen) end local huntFunction = function(unit) unit.AttackMove(FremenAttackLocation) IdleHunt(unit) end SendCarryallReinforcements(fremen, 0, FremenAttackWaves[Difficulty], FremenAttackDelay[Difficulty], path, FremenReinforcements[Difficulty], waveCondition, huntFunction) Actor.Create("upgrade.barracks", true, { Owner = atreides }) Actor.Create("upgrade.light", true, { Owner = atreides }) Trigger.AfterDelay(0, ActivateAI) Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(15), function() Media.PlaySpeechNotification(player, "Reinforce") Reinforcements.Reinforce(player, HarkonnenReinforcements, HarkonnenPath) end) Trigger.AfterDelay(DateTime.Seconds(15), function() Media.DisplayMessage("Fremen concentrations spotted to the North and Southwest.", "Mentat") end) local atreidesCondition = function() return player.IsObjectiveCompleted(KillAtreides) end TriggerCarryallReinforcements(player, atreides, BaseAreaTriggers[1], AtreidesHunters, AtreidesPaths[1], atreidesCondition) local fremenCondition = function() return player.IsObjectiveCompleted(KillFremen) end TriggerCarryallReinforcements(player, fremen, BaseAreaTriggers[1], FremenHunters[1], FremenHunterPaths[3], fremenCondition) TriggerCarryallReinforcements(player, fremen, BaseAreaTriggers[2], FremenHunters[2], FremenHunterPaths[2], fremenCondition) TriggerCarryallReinforcements(player, fremen, BaseAreaTriggers[3], FremenHunters[3], FremenHunterPaths[1], fremenCondition) end