--[[ Copyright 2007-2022 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, 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 } AtreidesSmall2Base = { AOutpost2, ABarracks3, AGunt6, AGunt7, AGunt8, ARock10, APower21, APower22 } 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" } HarkonnenPath = { HarkonnenEntry.Location, HarkonnenRally.Location } SendStarportReinforcements = function() Trigger.AfterDelay(CorrinoStarportDelay[Difficulty], function() if CStarport.IsDead or CStarport.Owner ~= corrino_main then return end reinforcements = Utils.Random(CorrinoStarportReinforcements[Difficulty]) local units = Reinforcements.ReinforceWithTransport(corrino_main, "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 SendHarkonnenReinforcements = function(delay) Trigger.AfterDelay(delay, function() Reinforcements.ReinforceWithTransport(player, "carryall.reinforce", HarkonnenReinforcements, HarkonnenPath, { HarkonnenPath[1] }) Trigger.AfterDelay(DateTime.Seconds(5), function() Media.PlaySpeechNotification(player, "Reinforce") end) end) end SendAirStrike = function() if AHiTechFactory.IsDead or AHiTechFactory.Owner ~= atreides_main 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 BuildFremen = function() if APalace.IsDead or APalace.Owner ~= atreides_main then return end APalace.Produce("fremen") APalace.Produce("fremen") Trigger.AfterDelay(DateTime.Seconds(5), function() IdleFremen = Utils.Where(atreides_main.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 player.HasNoRequiredUnits() then atreides_main.MarkCompletedObjective(KillHarkonnen1) atreides_small_1.MarkCompletedObjective(KillHarkonnen2) atreides_small_2.MarkCompletedObjective(KillHarkonnen3) corrino_main.MarkCompletedObjective(KillHarkonnen4) corrino_small.MarkCompletedObjective(KillHarkonnen5) end if atreides_main.HasNoRequiredUnits() and atreides_small_1.HasNoRequiredUnits() and atreides_small_2.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillAtreides) then Media.DisplayMessage("The Atreides have been annihilated!", "Mentat") player.MarkCompletedObjective(KillAtreides) end if corrino_main.HasNoRequiredUnits() and corrino_small.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillCorrino) then Media.DisplayMessage("The Emperor has been annihilated!", "Mentat") player.MarkCompletedObjective(KillCorrino) end if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[atreides_main] then local units = atreides_main.GetActorsByType("harvester") if #units > 0 then LastHarvesterEaten[atreides_main] = false ProtectHarvester(units[1], atreides_main, AttackGroupSize[Difficulty]) end end if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[atreides_small_1] then local units = atreides_small_1.GetActorsByType("harvester") if #units > 0 then LastHarvesterEaten[atreides_small_1] = false ProtectHarvester(units[1], atreides_small_1, AttackGroupSize[Difficulty]) end end if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[corrino_main] then local units = corrino_main.GetActorsByType("harvester") if #units > 0 then LastHarvesterEaten[corrino_main] = false ProtectHarvester(units[1], corrino_main, AttackGroupSize[Difficulty]) end end if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[corrino_small] then local units = corrino_small.GetActorsByType("harvester") if #units > 0 then LastHarvesterEaten[corrino_small] = false ProtectHarvester(units[1], corrino_small, AttackGroupSize[Difficulty]) end end end WorldLoaded = function() atreides_main = Player.GetPlayer("Atreides Main Base") atreides_small_1 = Player.GetPlayer("Atreides Small Base 1") atreides_small_2 = Player.GetPlayer("Atreides Small Base 2") corrino_main = Player.GetPlayer("Corrino Main Base") corrino_small = Player.GetPlayer("Corrino Small Base") player = Player.GetPlayer("Harkonnen") InitObjectives(player) KillAtreides = player.AddPrimaryObjective("Destroy the Atreides.") KillCorrino = player.AddPrimaryObjective("Destroy the Imperial Forces.") KillHarkonnen1 = atreides_main.AddPrimaryObjective("Kill all Harkonnen units.") KillHarkonnen2 = atreides_small_1.AddPrimaryObjective("Kill all Harkonnen units.") KillHarkonnen3 = atreides_small_2.AddPrimaryObjective("Kill all Harkonnen units.") KillHarkonnen4 = corrino_main.AddPrimaryObjective("Kill all Harkonnen units.") KillHarkonnen5 = corrino_small.AddPrimaryObjective("Kill all Harkonnen units.") Camera.Position = HMCV.CenterPosition AtreidesAttackLocation = HarkonnenRally.Location Trigger.AfterDelay(DateTime.Minutes(5), SendAirStrike) Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds (30), BuildFremen) Trigger.OnAllKilledOrCaptured(AtreidesMainBase, function() Utils.Do(atreides_main.GetGroundAttackers(), IdleHunt) end) Trigger.OnAllKilledOrCaptured(AtreidesSmall1Base, function() Utils.Do(atreides_small_1.GetGroundAttackers(), IdleHunt) end) Trigger.OnAllKilledOrCaptured(AtreidesSmall2Base, function() Utils.Do(atreides_small_2.GetGroundAttackers(), IdleHunt) end) Trigger.OnAllKilledOrCaptured(CorrinoMainBase, function() Utils.Do(corrino_main.GetGroundAttackers(), IdleHunt) end) Trigger.OnAllKilledOrCaptured(CorrinoSmallBase, function() Utils.Do(corrino_small.GetGroundAttackers(), IdleHunt) end) local path = function() return Utils.Random(AtreidesPaths) end local waveCondition = function() return player.IsObjectiveCompleted(KillAtreides) end local huntFunction = function(unit) unit.AttackMove(AtreidesAttackLocation) IdleHunt(unit) end SendCarryallReinforcements(atreides_main, 0, AtreidesAttackWaves[Difficulty], AtreidesAttackDelay[Difficulty], path, AtreidesReinforcements[Difficulty], waveCondition, huntFunction) SendStarportReinforcements() Actor.Create("upgrade.barracks", true, { Owner = atreides_main }) 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_1 }) Actor.Create("upgrade.light", true, { Owner = atreides_small_1 }) Actor.Create("upgrade.heavy", true, { Owner = atreides_small_1 }) Actor.Create("upgrade.barracks", true, { Owner = atreides_small_2 }) Actor.Create("upgrade.barracks", true, { Owner = corrino_main }) Actor.Create("upgrade.light", true, { Owner = corrino_main }) Actor.Create("upgrade.heavy", true, { Owner = corrino_main }) Actor.Create("upgrade.barracks", true, { Owner = corrino_small }) Actor.Create("upgrade.light", true, { Owner = corrino_small }) Actor.Create("upgrade.heavy", true, { Owner = corrino_small }) Trigger.AfterDelay(0, ActivateAI) SendHarkonnenReinforcements(DateTime.Minutes(2) + DateTime.Seconds(30)) end