AtreidesBase = { ABarracks, AWindTrap1, AWindTrap2, ALightFactory, AOutpost, AConyard, ARefinery, ASilo } AtreidesBaseAreaTriggers = { { CPos.New(34, 50), CPos.New(35, 50), CPos.New(36, 50), CPos.New(37, 50), CPos.New(38, 50), CPos.New(39, 50), CPos.New(40, 50), CPos.New(41, 50), CPos.New(14, 57), CPos.New(14, 58), CPos.New(14, 59), CPos.New(14, 60), CPos.New(14, 61), CPos.New(14, 62), CPos.New(14, 63), CPos.New(14, 64), CPos.New(14, 65)}, { CPos.New(29, 51), CPos.New(29, 52), CPos.New(29, 53), CPos.New(29, 54), CPos.New(44, 50), CPos.New(44, 51), CPos.New(44, 52), CPos.New(44, 53), CPos.New(44, 54), CPos.New(43, 54), CPos.New(42, 54), CPos.New(41, 54), CPos.New(40, 54), CPos.New(39, 54), CPos.New(38, 54), CPos.New(37, 54), CPos.New(36, 54), CPos.New(35, 54), CPos.New(34, 54), CPos.New(33, 54), CPos.New(32, 54), CPos.New(31, 54), CPos.New(30, 54) }, { CPos.New(46, 18), CPos.New(46, 19), CPos.New(46, 20), CPos.New(46, 21), CPos.New(46, 22), CPos.New(46, 23) } } AtreidesReinforcements = { 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" } } } AtreidesAttackDelay = { easy = DateTime.Minutes(5), normal = DateTime.Minutes(2) + DateTime.Seconds(40), hard = DateTime.Minutes(1) + DateTime.Seconds(20) } AtreidesAttackWaves = { easy = 3, normal = 6, hard = 9 } AtreidesHunters = { { "trooper", "trooper", "trooper", "trooper" }, { "trike", "trike", "trike" }, { "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "trike", "trike" }, { "trooper", "trooper", "trooper", "trooper", "trooper", "quad", "quad" }, { "quad", "trooper", "trooper", "trooper" } } AtreidesPaths = { { AtreidesEntry1.Location, AtreidesRally1.Location }, { AtreidesEntry2.Location, AtreidesRally2.Location }, { AtreidesEntry3.Location, AtreidesRally3.Location } } AtreidesHunterPaths = { { AtreidesEntry4.Location, AtreidesRally4.Location }, { AtreidesEntry5.Location, AtreidesRally5.Location }, { AtreidesEntry6.Location, AtreidesRally6.Location }, { AtreidesEntry7.Location, AtreidesRally7.Location }, { AtreidesEntry8.Location, AtreidesRally8.Location } } HarkonnenReinforcements = { "trike", "trike", "quad" } HarkonnenPath = { HarkonnenEntry.Location, HarkonnenRally.Location } HarkonnenBaseBuildings = { "barracks", "light_factory" } HarkonnenUpgrades = { "upgrade.barracks", "upgrade.light" } wave = 0 SendAtreides = function() Trigger.AfterDelay(AtreidesAttackDelay[Map.LobbyOption("difficulty")], function() if player.IsObjectiveCompleted(KillAtreides) then return end wave = wave + 1 if wave > AtreidesAttackWaves[Map.LobbyOption("difficulty")] then return end local path = Utils.Random(AtreidesPaths) local units = Reinforcements.ReinforceWithTransport(atreides, "carryall.reinforce", AtreidesReinforcements[Map.LobbyOption("difficulty")][wave], path, { path[1] })[2] Utils.Do(units, IdleHunt) SendAtreides() end) end MessageCheck = function(index) return #player.GetActorsByType(HarkonnenBaseBuildings[index]) > 0 and not player.HasPrerequisites({ HarkonnenUpgrades[index] }) end SendHunters = function(areaTrigger, unit, path, check) Trigger.OnEnteredFootprint(areaTrigger, function(a, id) if not check and a.Owner == player then local units = Reinforcements.ReinforceWithTransport(atreides, "carryall.reinforce", unit, path, { path[1] })[2] Utils.Do(units, IdleHunt) check = true end end) 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 if DateTime.GameTime % DateTime.Seconds(30) and HarvesterKilled then local units = atreides.GetActorsByType("harvester") if #units > 0 then HarvesterKilled = false ProtectHarvester(units[1]) 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() 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() Trigger.AfterDelay(DateTime.Minutes(2) + DateTime.Seconds(30), function() Reinforcements.ReinforceWithTransport(player, "carryall.reinforce", HarkonnenReinforcements, HarkonnenPath, { HarkonnenPath[1] }) end) SendHunters(AtreidesBaseAreaTriggers[1], AtreidesHunters[1], AtreidesHunterPaths[1], HuntersSent1) SendHunters(AtreidesBaseAreaTriggers[1], AtreidesHunters[2], AtreidesHunterPaths[2], HuntersSent2) SendHunters(AtreidesBaseAreaTriggers[2], AtreidesHunters[3], AtreidesHunterPaths[3], HuntersSent3) SendHunters(AtreidesBaseAreaTriggers[2], AtreidesHunters[4], AtreidesHunterPaths[4], HuntersSent4) SendHunters(AtreidesBaseAreaTriggers[3], AtreidesHunters[5], AtreidesHunterPaths[5], HuntersSent5) 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("Eliminate all Atreides units and reinforcements\nin the area.") 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