Files
OpenRA/mods/d2k/maps/harkonnen-04/harkonnen04.lua
N.N 3a86c035b3 Rework D2k campaign scripts:
- Add InitialProductionDelay
- Different attacksDelays for early game and late game
- Adjust T3 unit production for selected missions
- Implement InitialAttackDelay, TimeBetweenAttacks
- Implement routines for idle units
- Emergency mode
- Airstrike rework
2026-02-22 17:04:04 +02:00

219 lines
7.8 KiB
Lua

--[[
Copyright (c) The OpenRA Developers and Contributors
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.
]]
AtreidesBase = { AConyard, AOutpost, ARefinery, AHeavyFactory, ALightFactory, AGunt1, AGunt2, ABarracks, APower1, APower2, APower3, APower4, APower5, APower6 }
FremenBase = { FGunt1, FGunt2 }
BaseAreaTriggers =
{
{ CPos.New(27, 38), CPos.New(26, 38), CPos.New(26, 39), CPos.New(25, 39), CPos.New(25, 40), CPos.New(25, 41), CPos.New(24, 41), CPos.New(24, 42) },
{ CPos.New(19, 81), CPos.New(19, 82), CPos.New(19, 83), CPos.New(19, 84), CPos.New(19, 85), CPos.New(19, 86), CPos.New(19, 87), CPos.New(19, 88), CPos.New(19, 89), CPos.New(19, 90), CPos.New(19, 91) },
{ CPos.New(10, 78), CPos.New(11, 78), CPos.New(12, 78), CPos.New(13, 78), CPos.New(14, 78), CPos.New(15, 78) }
}
Sietches = { FSietch1, FSietch2 }
FremenReinforcements =
{
easy =
{
{ "combat_tank_a", "combat_tank_a" },
{ "trooper", "trooper", "trooper" },
{ "combat_tank_a", "combat_tank_a" },
{ "combat_tank_a", "light_inf", "light_inf", "trooper", "trooper" },
{ "combat_tank_a", "trike", "trike", "quad", "trooper", "nsfremen" }
},
normal =
{
{ "combat_tank_a", "combat_tank_a" },
{ "trooper", "trooper", "trooper" },
{ "combat_tank_a", "combat_tank_a" },
{ "combat_tank_a", "light_inf", "light_inf", "trooper", "trooper" },
{ "combat_tank_a", "trike", "trike", "quad", "trooper", "nsfremen" },
{ "combat_tank_a", "trike", "combat_tank_a", "quad", "nsfremen", "nsfremen" },
{ "fremen", "fremen", "fremen", "fremen", "trooper", "trooper", "trooper", "trooper" }
},
hard =
{
{ "combat_tank_a", "combat_tank_a" },
{ "trooper", "trooper", "trooper" },
{ "combat_tank_a", "combat_tank_a" },
{ "combat_tank_a", "light_inf", "light_inf", "trooper", "trooper" },
{ "combat_tank_a", "trike", "trike", "quad", "trooper", "nsfremen" },
{ "combat_tank_a", "trike", "combat_tank_a", "quad", "nsfremen", "nsfremen" },
{ "fremen", "fremen", "fremen", "fremen", "trooper", "trooper", "trooper", "trooper" },
{ "combat_tank_a", "combat_tank_a", "combat_tank_a", "combat_tank_a", "missile_tank" },
{ "combat_tank_a", "combat_tank_a", "quad", "quad", "trike", "trike", "trooper", "trooper", "light_inf", "light_inf" }
}
}
FremenAttackDelay =
{
easy = DateTime.Minutes(3),
normal = DateTime.Minutes(2) + DateTime.Seconds(20),
hard = DateTime.Minutes(1)
}
FremenAttackWaves =
{
easy = 5,
normal = 7,
hard = 9
}
AtreidesHunters = { "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper" }
FremenHunters =
{
{ "fremen", "fremen", "fremen" },
{ "combat_tank_a", "combat_tank_a", "combat_tank_a" },
{ "missile_tank", "missile_tank", "missile_tank" }
}
InitialAtreidesReinforcements =
{
{ "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf" },
{ "combat_tank_a", "combat_tank_a", "quad", "trike" }
}
AtreidesPaths =
{
{ AtreidesEntry1.Location, AtreidesRally1.Location },
{ AtreidesEntry2.Location, AtreidesRally2.Location },
{ AtreidesEntry3.Location, AtreidesRally3.Location }
}
FremenPaths =
{
{ FremenEntry4.Location, FremenRally4.Location },
{ FremenEntry5.Location, FremenRally5.Location },
{ FremenEntry6.Location, FremenRally6.Location }
}
FremenHunterPaths =
{
{ FremenEntry1.Location, FremenRally1.Location },
{ FremenEntry2.Location, FremenRally2.Location },
{ FremenEntry3.Location, FremenRally3.Location }
}
FremenAmbushSquad = { FremenAmbuser1, FremenAmbuser2, FremenAmbuser3, FremenAmbuser4 }
HarkonnenReinforcements = { "combat_tank_h", "combat_tank_h" }
HarkonnenPath = { HarkonnenEntry.Location, HarkonnenRally.Location }
FremenInterval =
{
easy = { DateTime.Minutes(1) + DateTime.Seconds(30), DateTime.Minutes(2) },
normal = { DateTime.Minutes(2) + DateTime.Seconds(20), DateTime.Minutes(2) + DateTime.Seconds(40) },
hard = { DateTime.Minutes(3) + DateTime.Seconds(40), DateTime.Minutes(4) }
}
FremenProduction = function()
if SietchesAreDestroyed then
return
end
local delay = Utils.RandomInteger(FremenInterval[Difficulty][1], FremenInterval[Difficulty][2] + 1)
Fremen.Build({ "nsfremen" }, function()
Trigger.AfterDelay(delay, FremenProduction)
end)
end
Tick = function()
if Harkonnen.HasNoRequiredUnits() then
Atreides.MarkCompletedObjective(KillHarkonnen)
end
if Atreides.HasNoRequiredUnits() and not Harkonnen.IsObjectiveCompleted(KillAtreides) then
Media.DisplayMessage(UserInterface.GetFluentMessage("atreides-annihilated"), Mentat)
Harkonnen.MarkCompletedObjective(KillAtreides)
end
if Fremen.HasNoRequiredUnits() and not Harkonnen.IsObjectiveCompleted(KillFremen) then
Media.DisplayMessage(UserInterface.GetFluentMessage("fremen-annihilated"), Mentat)
Harkonnen.MarkCompletedObjective(KillFremen)
end
if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[Atreides] then
local units = Atreides.GetActorsByType("harvester")
if #units > 0 then
LastHarvesterEaten[Atreides] = false
ProtectHarvester(units[1], Atreides, AttackGroupSize[Difficulty])
end
end
end
WorldLoaded = function()
Atreides = Player.GetPlayer("Atreides")
Fremen = Player.GetPlayer("Fremen")
Harkonnen = Player.GetPlayer("Harkonnen")
Defending[Atreides] = {}
Defending[Fremen] = {}
InitObjectives(Harkonnen)
KillAtreides = AddPrimaryObjective(Harkonnen, "destroy-atreides")
KillFremen = AddPrimaryObjective(Harkonnen, "destroy-fremen")
KillHarkonnen = AddPrimaryObjective(Atreides, "")
Camera.Position = HConyard.CenterPosition
FremenAttackLocation = HConyard.Location
IdleHuntOnBaseDestroyed(Atreides, AtreidesBase)
Trigger.OnAllKilled(Sietches, function()
SietchesAreDestroyed = true
end)
local path = function() return Utils.Random(FremenPaths) end
local waveCondition = function() return Harkonnen.IsObjectiveCompleted(KillFremen) end
local huntFunction = function(unit)
unit.AttackMove(FremenAttackLocation)
IdleHunt(unit)
end
SendCarryallReinforcements(Fremen, 0, FremenAttackWaves[Difficulty], FremenAttackDelay[Difficulty], path, FremenReinforcements[Difficulty], waveCondition, huntFunction)
Actor.Create("upgrade.barracks", true, { Owner = Atreides })
Actor.Create("upgrade.light", true, { Owner = Atreides })
Trigger.AfterDelay(0, ActivateAI)
Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(15), function()
Media.PlaySpeechNotification(Harkonnen, "Reinforce")
Reinforcements.Reinforce(Harkonnen, HarkonnenReinforcements, HarkonnenPath)
end)
Trigger.AfterDelay(DateTime.Seconds(15), function()
Media.DisplayMessage(UserInterface.GetFluentMessage("fremen-spotted-north-southwest"), Mentat)
end)
local atreidesCondition = function() return Harkonnen.IsObjectiveCompleted(KillAtreides) end
TriggerCarryallReinforcements(Harkonnen, Atreides, BaseAreaTriggers[1], AtreidesHunters, AtreidesPaths[1], atreidesCondition)
local fremenCondition = function() return Harkonnen.IsObjectiveCompleted(KillFremen) end
TriggerCarryallReinforcements(Harkonnen, Fremen, BaseAreaTriggers[1], FremenHunters[1], FremenHunterPaths[3], fremenCondition)
TriggerCarryallReinforcements(Harkonnen, Fremen, BaseAreaTriggers[2], FremenHunters[2], FremenHunterPaths[2], fremenCondition)
TriggerCarryallReinforcements(Harkonnen, Fremen, BaseAreaTriggers[3], FremenHunters[3], FremenHunterPaths[1], fremenCondition)
Trigger.OnRemovedFromWorld(ExplosionCrate, function()
Utils.Do(FremenAmbushSquad, function(fremen)
fremen.Stance = "AttackAnything"
end)
end)
Trigger.OnAllKilled({AGunt1, AGunt2}, function()
EmergencyBuildRate[Atreides] = true
Trigger.AfterDelay(600, function()
EmergencyBuildRate[Atreides] = false
end)
end)
end