--[[ Copyright 2007-2019 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. ]] HarkonnenBase = { HBarracks, HWindTrap1, HWindTrap2, HLightFactory, HOutpost, HConyard, HRefinery, HSilo1, HSilo2, HSilo3, HSilo4 } HarkonnenBaseAreaTrigger = { CPos.New(2, 58), CPos.New(3, 58), CPos.New(4, 58), CPos.New(5, 58), CPos.New(6, 58), CPos.New(7, 58), CPos.New(8, 58), CPos.New(9, 58), CPos.New(10, 58), CPos.New(11, 58), CPos.New(12, 58), CPos.New(13, 58), CPos.New(14, 58), CPos.New(15, 58), CPos.New(16, 58), CPos.New(16, 59), CPos.New(16, 60) } HarkonnenReinforcements = { easy = { { "light_inf", "trike", "trooper" }, { "light_inf", "trike", "quad" }, { "light_inf", "light_inf", "trooper", "trike", "trike", "quad" } }, normal = { { "light_inf", "trike", "trooper" }, { "light_inf", "trike", "trike" }, { "light_inf", "light_inf", "trooper", "trike", "trike", "quad" }, { "light_inf", "light_inf", "trooper", "trooper" }, { "light_inf", "light_inf", "light_inf", "light_inf" }, { "light_inf", "trike", "quad", "quad" } }, hard = { { "trike", "trike", "quad" }, { "light_inf", "trike", "trike" }, { "trooper", "trooper", "light_inf", "trike" }, { "light_inf", "light_inf", "light_inf", "trike", "trike" }, { "light_inf", "light_inf", "trooper", "trooper" }, { "trike", "trike", "quad", "quad", "quad", "trike" }, { "light_inf", "light_inf", "light_inf", "trike", "trike" }, { "light_inf", "trike", "light_inf", "trooper", "trooper", "quad" }, { "trike", "trike", "quad", "quad", "quad", "trike" } } } HarkonnenAttackDelay = { easy = DateTime.Minutes(5), normal = DateTime.Minutes(2) + DateTime.Seconds(40), hard = DateTime.Minutes(1) + DateTime.Seconds(20) } HarkonnenAttackWaves = { easy = 3, normal = 6, hard = 9 } HarkonnenPaths = { { HarkonnenEntry1.Location, HarkonnenRally1.Location }, { HarkonnenEntry2.Location, HarkonnenRally2.Location }, { HarkonnenEntry3.Location, HarkonnenRally3.Location } } HarkonnenHunters = { "light_inf", "light_inf", "trike", "quad" } HarkonnenInitialReinforcements = { "light_inf", "light_inf", "quad", "quad", "trike", "trike", "trooper", "trooper" } HarkonnenHunterPath = { HarkonnenEntry5.Location, HarkonnenRally5.Location } HarkonnenInitialPath = { HarkonnenEntry4.Location, HarkonnenRally4.Location } OrdosReinforcements = { "quad", "raider" } OrdosPath = { OrdosEntry.Location, OrdosRally.Location } OrdosBaseBuildings = { "barracks", "light_factory" } OrdosUpgrades = { "upgrade.barracks", "upgrade.light" } MessageCheck = function(index) return #player.GetActorsByType(OrdosBaseBuildings[index]) > 0 and not player.HasPrerequisites({ OrdosUpgrades[index] }) end Tick = function() if player.HasNoRequiredUnits() then harkonnen.MarkCompletedObjective(KillOrdos) end if harkonnen.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillHarkonnen) then Media.DisplayMessage("The Harkonnen have been annihilated!", "Mentat") player.MarkCompletedObjective(KillHarkonnen) end if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[harkonnen] then local units = harkonnen.GetActorsByType("harvester") if #units > 0 then LastHarvesterEaten[harkonnen] = false ProtectHarvester(units[1], harkonnen, AttackGroupSize[Difficulty]) end 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 end WorldLoaded = function() harkonnen = Player.GetPlayer("Harkonnen") player = Player.GetPlayer("Ordos") InitObjectives(player) KillOrdos = harkonnen.AddPrimaryObjective("Kill all Ordos units.") KillHarkonnen = player.AddPrimaryObjective("Eliminate all Harkonnen units and reinforcements\nin the area.") Camera.Position = OConyard.CenterPosition Trigger.OnAllKilled(HarkonnenBase, function() Utils.Do(harkonnen.GetGroundAttackers(), IdleHunt) end) local path = function() return Utils.Random(HarkonnenPaths) end local waveCondition = function() return player.IsObjectiveCompleted(KillHarkonnen) end SendCarryallReinforcements(harkonnen, 0, HarkonnenAttackWaves[Difficulty], HarkonnenAttackDelay[Difficulty], path, HarkonnenReinforcements[Difficulty], waveCondition) ActivateAI() Trigger.AfterDelay(DateTime.Minutes(2) + DateTime.Seconds(30), function() Reinforcements.ReinforceWithTransport(player, "carryall.reinforce", OrdosReinforcements, OrdosPath, { OrdosPath[1] }) end) TriggerCarryallReinforcements(player, harkonnen, HarkonnenBaseAreaTrigger, HarkonnenHunters, HarkonnenHunterPath) end