OrdosBase = { OBarracks, OWindTrap1, OWindTrap2, OWindTrap3, OWindTrap4, OLightFactory, OOutpost, OConyard, ORefinery, OSilo1, OSilo2, OSilo3, OSilo4 } OrdosReinforcements = { easy = { { "light_inf", "raider", "trooper" }, { "light_inf", "raider", "quad" }, { "light_inf", "light_inf", "trooper", "raider", "raider", "quad" } }, normal = { { "light_inf", "raider", "trooper" }, { "light_inf", "raider", "raider" }, { "light_inf", "light_inf", "trooper", "raider", "raider", "quad" }, { "light_inf", "light_inf", "trooper", "trooper" }, { "light_inf", "light_inf", "light_inf", "light_inf" }, { "light_inf", "raider", "quad", "quad" } }, hard = { { "raider", "raider", "quad" }, { "light_inf", "raider", "raider" }, { "trooper", "trooper", "light_inf", "raider" }, { "light_inf", "light_inf", "light_inf", "raider", "raider" }, { "light_inf", "light_inf", "trooper", "trooper" }, { "raider", "raider", "quad", "quad", "quad", "raider" }, { "light_inf", "light_inf", "light_inf", "raider", "raider" }, { "light_inf", "raider", "light_inf", "trooper", "trooper", "quad" }, { "raider", "raider", "quad", "quad", "quad", "raider" } } } OrdosAttackDelay = { easy = DateTime.Minutes(5), normal = DateTime.Minutes(2) + DateTime.Seconds(40), hard = DateTime.Minutes(1) + DateTime.Seconds(20) } OrdosAttackWaves = { easy = 3, normal = 6, hard = 9 } ToHarvest = { easy = 5000, normal = 6000, hard = 7000 } InitialOrdosReinforcements = { "light_inf", "light_inf", "quad", "quad", "raider", "raider", "trooper", "trooper" } OrdosPaths = { { OrdosEntry1.Location, OrdosRally1.Location }, { OrdosEntry2.Location, OrdosRally2.Location } } AtreidesReinforcements = { "quad", "quad", "trike", "trike" } AtreidesPath = { AtreidesEntry.Location, AtreidesRally.Location } AtreidesBaseBuildings = { "barracks", "light_factory" } AtreidesUpgrades = { "upgrade.barracks", "upgrade.light" } wave = 0 SendOrdos = function() Trigger.AfterDelay(OrdosAttackDelay[Map.LobbyOption("difficulty")], function() if player.IsObjectiveCompleted(KillOrdos) then return end wave = wave + 1 if wave > OrdosAttackWaves[Map.LobbyOption("difficulty")] then return end local units = Reinforcements.ReinforceWithTransport(ordos, "carryall.reinforce", OrdosReinforcements[Map.LobbyOption("difficulty")][wave], OrdosPaths[1], { OrdosPaths[1][1] })[2] Utils.Do(units, IdleHunt) SendOrdos() end) end MessageCheck = function(index) return #player.GetActorsByType(AtreidesBaseBuildings[index]) > 0 and not player.HasPrerequisites({ AtreidesUpgrades[index] }) end Tick = function() if player.HasNoRequiredUnits() then ordos.MarkCompletedObjective(KillAtreides) end if ordos.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillOrdos) then Media.DisplayMessage("The Ordos have been annihilated!", "Mentat") player.MarkCompletedObjective(KillOrdos) end if DateTime.GameTime % DateTime.Seconds(30) and HarvesterKilled then local units = ordos.GetActorsByType("harvester") if #units > 0 then HarvesterKilled = false ProtectHarvester(units[1]) end end if player.Resources > ToHarvest[Map.LobbyOption("difficulty")] - 1 then player.MarkCompletedObjective(GatherSpice) end if DateTime.GameTime % DateTime.Seconds(32) == 0 and (MessageCheck(1) or MessageCheck(2)) then Media.DisplayMessage("Upgrade barracks and light factory to produce more advanced units.", "Mentat") end UserInterface.SetMissionText("Harvested resources: " .. player.Resources .. "/" .. ToHarvest[Map.LobbyOption("difficulty")], player.Color) end WorldLoaded = function() ordos = Player.GetPlayer("Ordos") player = Player.GetPlayer("Atreides") InitObjectives() Camera.Position = AConyard.CenterPosition Trigger.OnAllKilled(OrdosBase, function() Utils.Do(ordos.GetGroundAttackers(), IdleHunt) end) SendOrdos() ActivateAI() Trigger.AfterDelay(DateTime.Minutes(2) + DateTime.Seconds(30), function() Reinforcements.ReinforceWithTransport(player, "carryall.reinforce", AtreidesReinforcements, AtreidesPath, { AtreidesPath[1] }) end) end InitObjectives = function() Trigger.OnObjectiveAdded(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") end) KillAtreides = ordos.AddPrimaryObjective("Kill all Atreides units.") GatherSpice = player.AddPrimaryObjective("Harvest " .. tostring(ToHarvest[Map.LobbyOption("difficulty")]) .. " Solaris worth of Spice.") KillOrdos = player.AddSecondaryObjective("Eliminate all Ordos units and reinforcements\nin the area.") Trigger.OnObjectiveCompleted(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed") end) Trigger.OnObjectiveFailed(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed") end) Trigger.OnPlayerLost(player, function() Trigger.AfterDelay(DateTime.Seconds(1), function() Media.PlaySpeechNotification(player, "Lose") end) end) Trigger.OnPlayerWon(player, function() Trigger.AfterDelay(DateTime.Seconds(1), function() Media.PlaySpeechNotification(player, "Win") end) end) end