--[[ 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. ]] Base = { Harkonnen = { HConyard, HRefinery, HHeavyFactory, HLightFactory, HGunTurret1, HGunTurret2, HGunTurret3, HGunTurret4, HGunTurret5, HBarracks, HPower1, HPower2, HPower3, HPower4 }, Smugglers = { SOutpost, SHeavyFactory, SLightFactory, SGunTurret1, SGunTurret2, SGunTurret3, SGunTurret4, SBarracks, SPower1, SPower2, SPower3 } } HarkonnenLightInfantryRushers = { easy = { "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" }, normal = { "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" }, hard = { "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" } } HarkonnenAttackDelay = { easy = DateTime.Minutes(3) + DateTime.Seconds(30), normal = DateTime.Minutes(2) + DateTime.Seconds(30), hard = DateTime.Minutes(1) + DateTime.Seconds(30) } InitialReinforcements = { Harkonnen = { "combat_tank_h", "combat_tank_h", "trike", "quad" }, Smugglers = { "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper" } } LightInfantryRushersPaths = { { HarkonnenEntry1.Location, HarkonnenRally1.Location }, { HarkonnenEntry2.Location, HarkonnenRally2.Location }, { HarkonnenEntry3.Location, HarkonnenRally3.Location } } InitialReinforcementsPaths = { Harkonnen = { HarkonnenEntry4.Location, HarkonnenRally4.Location }, Smugglers = { SmugglerEntry.Location, SmugglerRally.Location } } OrdosReinforcements = { "light_inf", "light_inf", "light_inf", "light_inf" } OrdosPath = { OrdosEntry.Location, OrdosRally.Location } SendHarkonnen = function(path) Trigger.AfterDelay(HarkonnenAttackDelay[Difficulty], function() if player.IsObjectiveCompleted(KillHarkonnen) then return end local units = Reinforcements.ReinforceWithTransport(harkonnen, "carryall.reinforce", HarkonnenLightInfantryRushers[Difficulty], path, { path[1] })[2] Utils.Do(units, function(unit) unit.AttackMove(HarkonnenAttackLocation) IdleHunt(unit) end) end) end Hunt = function(house) Trigger.OnAllKilledOrCaptured(Base[house.Name], function() Utils.Do(house.GetGroundAttackers(), IdleHunt) end) end CheckHarvester = function(house) if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[house] then local units = house.GetActorsByType("harvester") if #units > 0 then LastHarvesterEaten[house] = false ProtectHarvester(units[1], house, AttackGroupSize[Difficulty]) end end end AttackNotifier = 0 Tick = function() if player.HasNoRequiredUnits() then harkonnen.MarkCompletedObjective(KillOrdosH) smuggler.MarkCompletedObjective(KillOrdosS) smuggler.MarkCompletedObjective(DefendOutpost) end if harkonnen.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillHarkonnen) then Media.DisplayMessage("The Harkonnen have been annihilated!", "Mentat") player.MarkCompletedObjective(KillHarkonnen) end CheckHarvester(harkonnen) CheckHarvester(smuggler) AttackNotifier = AttackNotifier - 1 end WorldLoaded = function() harkonnen = Player.GetPlayer("Harkonnen") smuggler = Player.GetPlayer("Smugglers") player = Player.GetPlayer("Ordos") InitObjectives(player) KillOrdosH = harkonnen.AddPrimaryObjective("Kill all Ordos units.") KillOrdosS = smuggler.AddSecondaryObjective("Kill all Ordos units.") DefendOutpost = smuggler.AddPrimaryObjective("Don't let the outpost to be captured or destroyed.") CaptureOutpost = player.AddPrimaryObjective("Capture the Smuggler Outpost.") KillHarkonnen = player.AddSecondaryObjective("Destroy the Harkonnen.") SOutpost.GrantCondition("modified") Camera.Position = OConyard.CenterPosition HarkonnenAttackLocation = OConyard.Location Hunt(harkonnen) Hunt(smuggler) SendHarkonnen(LightInfantryRushersPaths[1]) SendHarkonnen(LightInfantryRushersPaths[2]) SendHarkonnen(LightInfantryRushersPaths[3]) Actor.Create("upgrade.barracks", true, { Owner = harkonnen }) Actor.Create("upgrade.light", true, { Owner = harkonnen }) Actor.Create("upgrade.barracks", true, { Owner = smuggler }) Actor.Create("upgrade.light", true, { Owner = smuggler }) Trigger.AfterDelay(0, ActivateAI) Trigger.OnKilled(SOutpost, function() player.MarkFailedObjective(CaptureOutpost) end) Trigger.OnCapture(SOutpost, function() Trigger.AfterDelay(DateTime.Seconds(2), function() player.MarkCompletedObjective(CaptureOutpost) smuggler.MarkFailedObjective(DefendOutpost) end) end) Trigger.OnDamaged(SOutpost, function() if SOutpost.Owner ~= smuggler then return end if AttackNotifier <= 0 then AttackNotifier = DateTime.Seconds(10) Media.DisplayMessage("Don't destroy the Outpost!", "Mentat") end end) Trigger.AfterDelay(HarkonnenAttackDelay[Difficulty] - DateTime.Seconds(5), function() Media.PlaySpeechNotification(player, "Reinforce") Reinforcements.Reinforce(player, OrdosReinforcements, OrdosPath) end) Trigger.AfterDelay(HarkonnenAttackDelay[Difficulty], function() Media.DisplayMessage("WARNING: Large force approaching!", "Mentat") end) end