--[[ Copyright 2007-2020 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. ]] 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 } 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 = DateTime.Minutes(3) + DateTime.Seconds(30), normal = DateTime.Minutes(2) + DateTime.Seconds(30), hard = DateTime.Minutes(1) + DateTime.Seconds(30) } CorrinoInitialAttackDelay = { easy = DateTime.Seconds(45), normal = DateTime.Seconds(30), hard = DateTime.Seconds(15) } 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" }, { "quad", "trike", "trike", "combat_tank_h", "combat_tank_h" } }, } HarkonnenPaths = { { HarkonnenEntry1.Location, HarkonnenRally1.Location }, { HarkonnenEntry2.Location, HarkonnenRally2.Location } } SendHarkonnenReinforcements = function(number) Reinforcements.ReinforceWithTransport(player, "carryall.reinforce", HarkonnenReinforcements[Difficulty][number], HarkonnenPaths[number], { HarkonnenPaths[number][1] }) Trigger.AfterDelay(DateTime.Seconds(9), function() Media.PlaySpeechNotification(player, "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 SendAirStrike = function() if HiTechIsDead then return end local targets = 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" and actor.Type ~= "wind_trap" end) if #targets > 0 then AHiTechFactory.TargetAirstrike(Utils.Random(targets).CenterPosition) end Trigger.AfterDelay(DateTime.Minutes(5), SendAirStrike) end Tick = function() if player.HasNoRequiredUnits() then atreides_main.MarkCompletedObjective(KillHarkonnen1) atreides_small.MarkCompletedObjective(KillHarkonnen2) corrino.MarkCompletedObjective(KillHarkonnen3) end if atreides_main.HasNoRequiredUnits() and atreides_small.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillAtreides) then Media.DisplayMessage("The Atreides have been annihilated!", "Mentat") player.MarkCompletedObjective(KillAtreides) end if corrino.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillCorrino) then Media.DisplayMessage("The Emperor have been annihilated!", "Mentat") player.MarkCompletedObjective(KillCorrino) end if (HEngineer.IsDead or AConYard2.IsDead) and not player.IsObjectiveCompleted(CaptureAtreidesConYard) then player.MarkFailedObjective(CaptureAtreidesConYard) end if (AHiTechFactory.IsDead or AHiTechFactory.Owner ~= atreides_main) and not HiTechIsDead then Media.DisplayMessage("High Tech Factory neutralized! Atreides cut off from Imperial reinforcement!", "Mentat") HiTechIsDead = true end if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[ordos_main] then local units = ordos_main.GetActorsByType("harvester") if #units > 0 then LastHarvesterEaten[ordos_main] = false ProtectHarvester(units[1], ordos_main, AttackGroupSize[Difficulty]) end end if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[ordos_small] then local units = ordos_small.GetActorsByType("harvester") if #units > 0 then LastHarvesterEaten[ordos_small] = false ProtectHarvester(units[1], ordos_small, AttackGroupSize[Difficulty]) end end end WorldLoaded = function() atreides_main = Player.GetPlayer("Atreides Main Base") atreides_small = Player.GetPlayer("Atreides Small Base") corrino = Player.GetPlayer("Corrino") player = Player.GetPlayer("Harkonnen") InitObjectives(player) CaptureAtreidesConYard = player.AddPrimaryObjective("Capture the Atreides Construction Yard at the South.") KillAtreides = player.AddPrimaryObjective("Destroy the Atreides.") KillCorrino = player.AddPrimaryObjective("Destroy the Corrino.") KillHarkonnen1 = atreides_main.AddPrimaryObjective("Kill all Harkonnen units.") KillHarkonnen2 = atreides_small.AddPrimaryObjective("Kill all Harkonnen units.") KillHarkonnen3 = corrino.AddPrimaryObjective("Kill all Harkonnen units.") Media.DisplayMessage("Destroy Atreides High Tech Factory to cut off Atreides from Imperial reinforcements.", "Mentat") Camera.Position = HEngineer.CenterPosition AtreidesAttackLocation = AConYard2.Location Trigger.AfterDelay(DateTime.Minutes(5), SendAirStrike) Trigger.OnCapture(AConYard2, function() player.MarkCompletedObjective(CaptureAtreidesConYard) end) Trigger.OnAllKilledOrCaptured(AtreidesMainBase, function() Utils.Do(atreides_main.GetGroundAttackers(), IdleHunt) end) Trigger.OnAllKilledOrCaptured(AtreidesSmallBase, function() Utils.Do(atreides_small.GetGroundAttackers(), IdleHunt) end) Trigger.OnAllKilledOrCaptured(CorrinoBase, function() Utils.Do(corrino.GetGroundAttackers(), IdleHunt) end) local atreidesWaveCondition = function() return player.IsObjectiveCompleted(KillAtreides) or HiTechIsDead end local corrinoWaveCondition = function() return player.IsObjectiveCompleted(KillCorrino) or HiTechIsDead end local huntFunction = function(unit) unit.AttackMove(AtreidesAttackLocation) IdleHunt(unit) end SendEnemyReinforcements(atreides_main, 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 = atreides_main }) Actor.Create("upgrade.heavy", true, { Owner = atreides_main }) Actor.Create("upgrade.hightech", true, { Owner = atreides_main }) Actor.Create("upgrade.barracks", true, { Owner = atreides_small }) Actor.Create("upgrade.heavy", true, { Owner = atreides_small }) Actor.Create("upgrade.barracks", true, { Owner = corrino }) Trigger.AfterDelay(0, ActivateAI) SendHarkonnenReinforcements(1) SendHarkonnenReinforcements(2) end