AtreidesBase = { AConyard, APower1, APower2, ABarracks, AOutpost } AtreidesReinforcements = { } AtreidesReinforcements["easy"] = { { "light_inf", "trike" }, { "light_inf", "trike" }, { "light_inf", "light_inf", "light_inf", "trike", "trike" } } AtreidesReinforcements["normal"] = { { "light_inf", "trike" }, { "light_inf", "trike" }, { "light_inf", "light_inf", "light_inf", "trike", "trike" }, { "light_inf", "light_inf" }, { "light_inf", "light_inf", "light_inf" }, { "light_inf", "trike" }, } AtreidesReinforcements["hard"] = { { "trike", "trike" }, { "light_inf", "trike" }, { "light_inf", "trike" }, { "light_inf", "light_inf", "light_inf", "trike", "trike" }, { "light_inf", "light_inf" }, { "trike", "trike" }, { "light_inf", "light_inf", "light_inf" }, { "light_inf", "trike" }, { "trike", "trike" } } AtreidesAttackPaths = { { AtreidesEntry1.Location, AtreidesRally1.Location }, { AtreidesEntry1.Location, AtreidesRally4.Location }, { AtreidesEntry2.Location, AtreidesRally2.Location }, { AtreidesEntry2.Location, AtreidesRally3.Location } } AtreidesAttackDelay = { } AtreidesAttackDelay["easy"] = DateTime.Minutes(5) AtreidesAttackDelay["normal"] = DateTime.Minutes(2) + DateTime.Seconds(40) AtreidesAttackDelay["hard"] = DateTime.Minutes(1) + DateTime.Seconds(20) AtreidesAttackWaves = { } AtreidesAttackWaves["easy"] = 3 AtreidesAttackWaves["normal"] = 6 AtreidesAttackWaves["hard"] = 9 wave = 0 SendAtreides = function() Trigger.AfterDelay(AtreidesAttackDelay[Map.LobbyOption("difficulty")], function() wave = wave + 1 if wave > AtreidesAttackWaves[Map.LobbyOption("difficulty")] then return end local path = Utils.Random(AtreidesAttackPaths) local units = Reinforcements.ReinforceWithTransport(atreides, "carryall.reinforce", AtreidesReinforcements[Map.LobbyOption("difficulty")][wave], path, { path[1] })[2] Utils.Do(units, IdleHunt) SendAtreides() end) end IdleHunt = function(unit) Trigger.OnIdle(unit, unit.Hunt) end Tick = function() if player.HasNoRequiredUnits() then atreides.MarkCompletedObjective(KillHarkonnen) end if atreides.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillAtreides) then Media.DisplayMessage("The Atreides have been annihilated!", "Mentat") player.MarkCompletedObjective(KillAtreides) end end WorldLoaded = function() atreides = Player.GetPlayer("Atreides") player = Player.GetPlayer("Harkonnen") InitObjectives() Camera.Position = HConyard.CenterPosition Trigger.OnAllKilled(AtreidesBase, function() Utils.Do(atreides.GetGroundAttackers(), IdleHunt) end) SendAtreides() ActivateAI() end InitObjectives = function() Trigger.OnObjectiveAdded(player, function(p, id) Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") end) KillHarkonnen = atreides.AddPrimaryObjective("Kill all Harkonnen units.") KillAtreides = player.AddPrimaryObjective("Destroy all Atreides forces.") 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