--[[ 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. ]] AtreidesMainBase = { AConYard1, AOutpost1, APalace, ARefinery1, ARefinery2, AHeavyFactory1, ALightFactory1, ARepair1, AStarport1, AHiTechFactory, AResearch, ARock1, ARock2, ARock3, ARock4, ARock5, ARock6, ARock7, ARock8, ARock9, ARock10, ABarracks1, ABarracks2, APower1, APower2, APower3, APower4, APower5, APower6, APower7, APower8, APower9, APower10, APower11, ASilo1, ASilo2, ASilo3 } AtreidesSmallBase = { AConYard2, ARefinery3, ABarracks3, AHeavyFactory2, ALightFactory2, ARepair2, AGunt1, AGunt2, ARock11, APower12, APower13, APower14, APower15, APower16, APower17, APower18, APower19, APower20 } CorrinoMainBase = { CConYard, COutpost, CPalace, CRefinery1, CHeavyFactory, CResearch, CGunt1, CGunt2, CGunt3, CGunt4, CGunt5, CGunt6, CRock1, CRock2, CRock3, CRock4, CBarracks1, CBarracks2, CPower1, CPower2, CPower3, CPower4, CPower5, CPower6, CPower7, CPower8 } CorrinoSmallBase = { CRefinery2, CLightFactory, CStarport, CGunt7, CGunt8, CBarracks3, CPower9, CPower10, CPower11, CPower12, CSilo1, CSilo2, CSilo3, CSilo4 } AtreidesReinforcements = { easy = { { "combat_tank_a", "quad", "light_inf", "light_inf" }, { "fremen", "trike", "combat_tank_a"}, { "combat_tank_a", "quad", "light_inf", "light_inf" }, { "trooper", "trooper", "trooper" }, { "light_inf", "light_inf", "sonic_tank" }, { "light_inf", "light_inf", "light_inf", "quad" } }, normal = { { "combat_tank_a", "quad", "quad", "light_inf", "light_inf" }, { "fremen", "fremen", "trike", "combat_tank_a"}, { "combat_tank_a", "quad", "quad", "light_inf", "light_inf" }, { "trooper", "trooper", "trooper", "trooper" }, { "light_inf", "light_inf", "light_inf", "sonic_tank" }, { "light_inf", "light_inf", "light_inf", "quad", "quad" }, { "combat_tank_a", "combat_tank_a", "missile_tank" } }, hard = { { "combat_tank_a", "quad", "quad", "quad", "light_inf", "light_inf" }, { "fremen", "fremen", "fremen", "trike", "combat_tank_a"}, { "combat_tank_a", "quad", "quad", "quad", "light_inf", "light_inf" }, { "trooper", "trooper", "trooper", "trooper", "trooper" }, { "light_inf", "light_inf", "light_inf", "light_inf", "sonic_tank" }, { "light_inf", "light_inf", "light_inf", "quad", "quad", "quad" }, { "combat_tank_a", "combat_tank_a", "combat_tank_a", "missile_tank" }, { "fremen", "fremen", "fremen", "fremen", "fremen", "fremen", "fremen", "fremen" } } } CorrinoStarportReinforcements = { easy = { { "sardaukar", "sardaukar", "sardaukar", "sardaukar", "sardaukar", "siege_tank", "siege_tank" }, { "trooper", "trooper", "combat_tank_h", "combat_tank_h" }, { "trike", "trike", "trike", "trooper", "trooper", "light_inf", "light_inf" } }, normal = { { "sardaukar", "sardaukar", "sardaukar", "sardaukar", "sardaukar", "sardaukar", "siege_tank", "siege_tank" }, { "trooper", "trooper", "trooper", "combat_tank_h", "combat_tank_h" }, { "trike", "trike", "trike", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf" } }, hard = { { "sardaukar", "sardaukar", "sardaukar", "sardaukar", "sardaukar", "sardaukar", "sardaukar", "siege_tank", "siege_tank" }, { "trooper", "trooper", "trooper", "trooper", "combat_tank_h", "combat_tank_h" }, { "trike", "trike", "trike", "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 = 6, normal = 7, hard = 8 } FremenGroupSize = { easy = 2, normal = 4, hard = 6 } InitialAtreidesReinforcements = { { "combat_tank_a", "combat_tank_a", "quad", "trike" }, { "trooper", "trooper", "trooper", "trooper", "trooper", "combat_tank_a" }, { "combat_tank_a", "combat_tank_a", "quad", "quad", "trike" } } InitialCorrinoReinforcements = { { "trooper", "trooper", "trooper", "trooper", "quad", "quad" }, { "trooper", "trooper", "trooper", "trooper", "trooper", "combat_tank_h", "combat_tank_h" }, { "trooper", "trooper", "trooper", "combat_tank_h", "combat_tank_h", "combat_tank_h" } } AtreidesPaths = { { AtreidesEntry1.Location, AtreidesRally1.Location }, { AtreidesEntry2.Location, AtreidesRally2.Location }, { AtreidesEntry3.Location, AtreidesRally3.Location }, { AtreidesEntry4.Location, AtreidesRally4.Location }, { AtreidesEntry5.Location, AtreidesRally5.Location } } InitialAtreidesPaths = { { AConYard1.Location, AtreidesRally6.Location }, { ARefinery2.Location, AtreidesRally7.Location }, { AtreidesEntry6.Location, AtreidesRally8.Location } } InitialCorrinoPaths = { { CConYard.Location, CorrinoRally1.Location }, { CHeavyFactory.Location, CorrinoRally2.Location }, { CRefinery2.Location, CorrinoRally3.Location } } HarkonnenReinforcements = { "combat_tank_h", "combat_tank_h" } HarkonnenPath = { HarkonnenEntry.Location, HarkonnenRally.Location } SendStarportReinforcements = function() Trigger.AfterDelay(CorrinoStarportDelay[Difficulty], function() if CStarport.IsDead or CStarport.Owner ~= corrino_small then return end reinforcements = Utils.Random(CorrinoStarportReinforcements[Difficulty]) local units = Reinforcements.ReinforceWithTransport(corrino_small, "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.SendAirstrike(Utils.Random(targets).CenterPosition, true, 0) 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 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 CheckSmugglerEnemies = function() Utils.Do(SmugglerUnits, function(unit) Trigger.OnDamaged(unit, function(self, attacker) if unit.Owner == smuggler_neutral and attacker.Owner == player then ChangeOwner(smuggler_neutral, smuggler_harkonnen) -- Ensure that harvesters that was on a carryall switched sides. Trigger.AfterDelay(DateTime.Seconds(15), function() ChangeOwner(smuggler_neutral, smuggler_harkonnen) end) end if unit.Owner == smuggler_ai and attacker.Owner == player then ChangeOwner(smuggler_ai, smuggler_both) -- Ensure that harvesters that was on a carryall switched sides. Trigger.AfterDelay(DateTime.Seconds(15), function() ChangeOwner(smuggler_ai, smuggler_both) end) end if unit.Owner == smuggler_neutral and (attacker.Owner == atreides_main or attacker.Owner == atreides_small or attacker.Owner == corrino_main or attacker.Owner == corrino_small) then ChangeOwner(smuggler_neutral, smuggler_ai) -- Ensure that harvesters that was on a carryall switched sides. Trigger.AfterDelay(DateTime.Seconds(15), function() ChangeOwner(smuggler_neutral, smuggler_ai) end) end if unit.Owner == smuggler_harkonnen and (attacker.Owner == atreides_main or attacker.Owner == atreides_small or attacker.Owner == corrino_main or attacker.Owner == corrino_small) then ChangeOwner(smuggler_harkonnen, smuggler_both) -- Ensure that harvesters that was on a carryall switched sides. Trigger.AfterDelay(DateTime.Seconds(15), function() ChangeOwner(smuggler_harkonnen, smuggler_both) end) end if attacker.Owner == player and not message_check then message_check = true Media.DisplayMessage("The Smugglers are now hostile!", "Mentat") end end) end) end Tick = function() if player.HasNoRequiredUnits() then atreides_main.MarkCompletedObjective(KillHarkonnen1) atreides_small.MarkCompletedObjective(KillHarkonnen2) corrino_main.MarkCompletedObjective(KillHarkonnen3) corrino_small.MarkCompletedObjective(KillHarkonnen4) end if atreides_main.HasNoRequiredUnits() and atreides_small.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 smuggler_neutral.HasNoRequiredUnits() and smuggler_harkonnen.HasNoRequiredUnits() and smuggler_ai.HasNoRequiredUnits() and smuggler_both.HasNoRequiredUnits() and not SmugglersKilled then Media.DisplayMessage("The Smugglers have been annihilated!", "Mentat") SmugglersKilled = true end local playerConYards = player.GetActorsByType("construction_yard") if #playerConYards > 0 and not player.IsObjectiveCompleted(DeployMCV) then player.MarkCompletedObjective(DeployMCV) 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] then local units = atreides_small.GetActorsByType("harvester") if #units > 0 then LastHarvesterEaten[atreides_small] = false ProtectHarvester(units[1], atreides_small, 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 = Player.GetPlayer("Atreides Small Base") corrino_main = Player.GetPlayer("Corrino Main Base") corrino_small = Player.GetPlayer("Corrino Small Base") smuggler_neutral = Player.GetPlayer("Smugglers - Neutral") smuggler_harkonnen = Player.GetPlayer("Smugglers - Enemy to Harkonnen") smuggler_ai = Player.GetPlayer("Smugglers - Enemy to AI") smuggler_both = Player.GetPlayer("Smugglers - Enemy to Both") player = Player.GetPlayer("Harkonnen") InitObjectives(player) DeployMCV = player.AddSecondaryObjective("Build an MCV and deploy it into a Construction Yard.") KillAtreides = player.AddPrimaryObjective("Destroy the Atreides.") KillCorrino = player.AddPrimaryObjective("Destroy the Imperial Forces.") KillHarkonnen1 = atreides_main.AddPrimaryObjective("Kill all Harkonnen units.") KillHarkonnen2 = atreides_small.AddPrimaryObjective("Kill all Harkonnen units.") KillHarkonnen3 = corrino_main.AddPrimaryObjective("Kill all Harkonnen units.") KillHarkonnen4 = corrino_small.AddPrimaryObjective("Kill all Harkonnen units.") -- Wait for carryall drop Trigger.AfterDelay(DateTime.Seconds(10), function() SmugglerUnits = smuggler_neutral.GetActors() CheckSmugglerEnemies() end) Camera.Position = HBarracks.CenterPosition AtreidesAttackLocation = HBarracks.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(AtreidesSmallBase, function() Utils.Do(atreides_small.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 }) Actor.Create("upgrade.light", true, { Owner = atreides_small }) Actor.Create("upgrade.heavy", true, { Owner = atreides_small }) Actor.Create("upgrade.barracks", 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 }) Trigger.AfterDelay(0, ActivateAI) SendHarkonnenReinforcements(DateTime.Minutes(2)) end