--[[ 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. ]] 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, 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 = DateTime.Minutes(1) + DateTime.Seconds(20) 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 } } 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 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 SendAirStrike = function() if AHiTechFactory.IsDead or AHiTechFactory.Owner ~= atreides_enemy 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.SendAirstrike(Utils.Random(targets).CenterPosition, true, 0) end Trigger.AfterDelay(DateTime.Minutes(5), SendAirStrike) 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(player) 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) saboteur.Move(path[1]) saboteur.Move(path[2]) saboteur.Move(path[3]) SendSaboteur(saboteur) end Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(30), BuildSaboteur) end SendSaboteur = function(saboteur) local targets = GetSaboteurTargets(player) 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 = atreides_neutral.GetActors() Utils.Do(AtreidesUnits, function(unit) Trigger.OnDamaged(unit, function(self, attacker) if attacker.Owner == player and not check then ChangeOwner(atreides_neutral, atreides_enemy) -- Ensure that harvesters that was on a carryall switched sides. Trigger.AfterDelay(DateTime.Seconds(15), function() ChangeOwner(atreides_neutral, atreides_enemy) end) check = true Media.DisplayMessage("The Atreides are now 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 Tick = function() if player.HasNoRequiredUnits() then ordos.MarkCompletedObjective(KillHarkonnen1) atreides_enemy.MarkCompletedObjective(KillHarkonnen2) end if ordos.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillOrdos) then Media.DisplayMessage("The Ordos have been annihilated!", "Mentat") player.MarkCompletedObjective(KillOrdos) end if atreides_enemy.HasNoRequiredUnits() and atreides_neutral.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillAtreides) then Media.DisplayMessage("The Atreides have been annihilated!", "Mentat") player.MarkCompletedObjective(KillAtreides) end if mercenary_enemy.HasNoRequiredUnits() and mercenary_ally.HasNoRequiredUnits() and not MercenariesDestroyed then Media.DisplayMessage("The Mercenaries have been 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[atreides_enemy] then local units = atreides_enemy.GetActorsByType("harvester") if #units > 0 then LastHarvesterEaten[atreides_enemy] = false ProtectHarvester(units[1], atreides_enemy, AttackGroupSize[Difficulty]) end end end WorldLoaded = function() ordos = Player.GetPlayer("Ordos") atreides_enemy = Player.GetPlayer("Ordos Aligned Atreides") atreides_neutral = Player.GetPlayer("Neutral Atreides") mercenary_enemy = Player.GetPlayer("Ordos Aligned Mercenaries") mercenary_ally = Player.GetPlayer("Harkonnen Aligned Mercenaries") player = Player.GetPlayer("Harkonnen") InitObjectives(player) KillOrdos = player.AddPrimaryObjective("Destroy the Ordos.") KillAtreides = player.AddSecondaryObjective("Destroy the Atreides.") AllyWithMercenaries = player.AddSecondaryObjective("Persuade the Mercenaries to fight with\nHouse Harkonnen.") KillHarkonnen1 = ordos.AddPrimaryObjective("Kill all Harkonnen units.") KillHarkonnen2 = atreides_enemy.AddPrimaryObjective("Kill all Harkonnen units.") Camera.Position = HMCV.CenterPosition OrdosAttackLocation = HMCV.Location MercenaryAttackLocation = HMCV.Location Trigger.AfterDelay(DateTime.Minutes(5), SendAirStrike) Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(30), BuildSaboteur) Trigger.OnCapture(MHeavyFactory, function() player.MarkCompletedObjective(AllyWithMercenaries) Media.DisplayMessage("Leader Captured. Mercenaries have been persuaded to fight with House Harkonnen.", "Mentat") MercenaryAttackLocation = OPalace.Location ChangeOwner(mercenary_enemy, mercenary_ally) SendStarportReinforcements(mercenary_ally) DefendAndRepairBase(mercenary_ally, MercenaryBase, 0.75, AttackGroupSize[Difficulty]) IdlingUnits[mercenary_ally] = IdlingUnits[mercenary_enemy] end) Trigger.OnKilled(MHeavyFactory, function() if not player.IsObjectiveCompleted(AllyWithMercenaries) then player.MarkFailedObjective(AllyWithMercenaries) end end) Trigger.OnKilledOrCaptured(OPalace, function() Media.DisplayMessage("We cannot stand against the Harkonnen. We must become neutral.", "Atreides Commander") ChangeOwner(atreides_enemy, atreides_neutral) DefendAndRepairBase(atreides_neutral, AtreidesBase, 0.75, AttackGroupSize[Difficulty]) IdlingUnits[atreides_neutral] = IdlingUnits[atreides_enemy] -- Ensure that harvesters that was on a carryall switched sides. Trigger.AfterDelay(DateTime.Seconds(15), function() ChangeOwner(atreides_enemy, atreides_neutral) CheckAttackToAtreides() end) end) Trigger.OnAllKilledOrCaptured(OrdosBase, function() Utils.Do(ordos.GetGroundAttackers(), IdleHunt) end) Trigger.OnAllKilledOrCaptured(AtreidesBase, function() Utils.Do(atreides_enemy.GetGroundAttackers(), IdleHunt) end) Trigger.OnAllKilledOrCaptured(MercenaryBase, function() Utils.Do(mercenary_enemy.GetGroundAttackers(), IdleHunt) Utils.Do(mercenary_ally.GetGroundAttackers(), IdleHunt) end) local path = function() return Utils.Random(OrdosPaths) end local waveCondition = function() return player.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(mercenary_enemy) 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 = atreides_enemy }) Actor.Create("upgrade.light", true, { Owner = atreides_enemy }) Actor.Create("upgrade.heavy", true, { Owner = atreides_enemy }) Actor.Create("upgrade.hightech", true, { Owner = atreides_enemy }) Actor.Create("upgrade.heavy", true, { Owner = mercenary_enemy }) Trigger.AfterDelay(0, ActivateAI) end