Files
OpenRA/mods/d2k/maps/harkonnen-07/harkonnen07.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

363 lines
12 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.
]]
AtreidesMainBase = { AConYard1, AOutpost1, ARefinery1, ARefinery2, AHeavyFactory1, ALightFactory1, ALightFactory2, AHiTechFactory, AResearch, ARepair, AStarport, AGunt1, AGunt2, AGunt3, AGunt4, AGunt5, AGunt6, ARock1, ARock2, ARock3, ARock4, ARock5, ARock6, APower1, APower2, APower3, APower4, APower5, APower6, APower7, APower8, APower9, APower10, APower11, APower12, APower13, APower14, APower15, APower16, APower17, APower18, APower19, APower20, APower21, APower22, ASilo1, ASilo2, ASilo3 }
AtreidesSmallBase = { AOutpost2, ARefinery3, ABarracks, AHeavyFactory2, AGunt7, AGunt8, APower23, APower24, APower25, APower26, ASilo4, ASilo5, ASilo6, ASilo7 }
CorrinoBase = { CBarracks, COutpost, CPower1, CPower2, CPower3, CRock1, CRock2 }
EarlyGameStage = DateTime.Minutes(7)
AtreidesReinforcements =
{
easy = { "sonic_tank" },
normal = { "sonic_tank", "trooper" },
hard = { "sonic_tank", "quad" }
}
CorrinoReinforcements =
{
easy =
{
{ "sardaukar", "sardaukar", "sardaukar", "quad", "quad", "trike" },
{ "sardaukar", "sardaukar", "combat_tank_h", "trike" }
},
normal =
{
{ "sardaukar", "sardaukar", "sardaukar", "combat_tank_h", "quad", "trike" },
{ "sardaukar", "sardaukar", "combat_tank_h", "siege_tank" }
},
hard =
{
{ "sardaukar", "sardaukar", "sardaukar", "combat_tank_h", "quad", "quad", "trike" },
{ "sardaukar", "sardaukar", "sardaukar", "combat_tank_h", "siege_tank" }
}
}
EnemyAttackDelay =
{
easy = 7000 ,
normal = 6500 ,
hard = 6000
}
CorrinoInitialAttackDelay =
{
easy = DateTime.Minutes(4) ,
normal = DateTime.Minutes(3) ,
hard = DateTime.Minutes(2)
}
InitialAtreidesReinforcements =
{
easy =
{
{ "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
{ "combat_tank_a", "quad", "quad", "trike", "trike" },
{ "trooper", "trooper", "quad", "quad" }
},
normal =
{
{ "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
{ "combat_tank_a", "combat_tank_a", "quad", "trike", "trike" },
{ "trooper", "trooper", "trooper", "quad", "quad" }
},
hard =
{
{ "trooper", "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
{ "combat_tank_a", "combat_tank_a", "quad", "quad", "trike", "trike" },
{ "trooper", "trooper", "trooper", "trooper", "quad", "quad" }
}
}
InitialCorrinoReinforcements = { "trooper", "trooper", "trooper", "trooper", "trooper" }
AtreidesPath = { AtreidesEntry1.Location, AtreidesRally1.Location }
CorrinoPaths =
{
{ CorrinoEntry1.Location, CorrinoRally1.Location },
{ CorrinoEntry1.Location, CorrinoRally2.Location }
}
InitialAtreidesPaths =
{
{ AtreidesEntry2.Location, AtreidesRally2.Location },
{ AtreidesEntry3.Location, AtreidesRally3.Location },
{ AtreidesEntry4.Location, AtreidesRally4.Location }
}
InitialCorrinoPath = { CorrinoEntry2.Location, CorrinoRally3.Location }
HarkonnenReinforcements =
{
easy =
{
{ "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
{ "quad", "trike", "trike", "siege_tank", "combat_tank_h", "combat_tank_h" }
},
normal =
{
{ "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf" },
{ "quad", "trike", "siege_tank", "combat_tank_h", "combat_tank_h" }
},
hard =
{
{ "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf" },
{ "quad", "trike", "trike", "combat_tank_h", "combat_tank_h", "siege_tank" }
},
}
HarkonnenPaths =
{
{ HarkonnenEntry1.Location, HarkonnenRally1.Location },
{ HarkonnenEntry2.Location, HarkonnenRally2.Location }
}
SendHarkonnenReinforcements = function(number)
Reinforcements.ReinforceWithTransport(Harkonnen, "carryall.reinforce", HarkonnenReinforcements[Difficulty][number], HarkonnenPaths[number], { HarkonnenPaths[number][1] })
Trigger.AfterDelay(DateTime.Seconds(9), function()
Media.PlaySpeechNotification(Harkonnen, "Reinforce")
end)
end
SendEnemyReinforcements = function(player, delay, path, unitTypes, customCondition, customHuntFunction)
Trigger.AfterDelay(delay, function()
if customCondition and customCondition() then
return
end
local units = Reinforcements.ReinforceWithTransport(player, "carryall.reinforce", unitTypes, path, { path[1] })[2]
if not customHuntFunction then
customHuntFunction = IdleHunt
end
Utils.Do(units, customHuntFunction)
SendEnemyReinforcements(player, delay, path, unitTypes, customCondition, customHuntFunction)
end)
end
AirStrikeTimer = 7500
AirStrikeChargeTime = 7500
AirstrikeLogic = function(airstrikeProvider)
if airstrikeProvider.IsDead then
return
end
if DateTime.GameTime <= AirStrikeTimer then
Trigger.AfterDelay(AirStrikeTimer - DateTime.GameTime + 1, function()
AirstrikeLogic(airstrikeProvider)
end)
return
end
-- randomly choose if wait again or strike. During waiting Airstrike can still be used by DefensiveAirStrike
if Utils.RandomInteger(1, 100) < 30 then
Trigger.AfterDelay(1000, function() AirstrikeLogic(airstrikeProvider)end)
else
AirStrikeVSBuilding(airstrikeProvider)
Trigger.AfterDelay(7500, function() AirstrikeLogic(airstrikeProvider) end)
IsAirstrikeReady = false
end
end
AirStrikeVSBuilding = function(airstrikeProvider)
if airstrikeProvider.IsDead or DateTime.GameTime < AirStrikeTimer then
return
end
local targets = Utils.Where(Harkonnen.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
airstrikeProvider.TargetAirstrike(Utils.Random(targets).CenterPosition)
AirStrikeTimer = DateTime.GameTime + AirStrikeChargeTime
end
end
DefensiveAirStrike = function(airstrikeProvider, possibleTargets)
if airstrikeProvider.IsDead or DateTime.GameTime <= AirStrikeTimer then return end
local bestValue = {}
local bestIndex = 1
for i = 1, #possibleTargets, 1 do
local ActorsInCircle = Map.ActorsInCircle(possibleTargets[i].CenterPosition, WDist.FromCells(4), function(a)
return
a.Owner == Harkonnen
and not a.IsDead
and a.HasProperty("Attack")
end)
bestValue[i] = 0
Utils.Do(ActorsInCircle, function(a)
bestValue[i] = bestValue[i] + Actor.Cost(a.Type)
end)
if bestValue[i] > bestValue[bestIndex] then
bestIndex = i
end
end
airstrikeProvider.TargetAirstrike(possibleTargets[bestIndex].CenterPosition)
AirStrikeTimer = DateTime.GameTime + AirStrikeChargeTime
end
Tick = function()
if Harkonnen.HasNoRequiredUnits() then
AtreidesMain.MarkCompletedObjective(KillHarkonnen1)
AtreidesSmall.MarkCompletedObjective(KillHarkonnen2)
Corrino.MarkCompletedObjective(KillHarkonnen3)
end
if AtreidesMain.HasNoRequiredUnits() and AtreidesSmall.HasNoRequiredUnits() and not Harkonnen.IsObjectiveCompleted(KillAtreides) then
Media.DisplayMessage(UserInterface.GetFluentMessage("atreides-annihilated"), Mentat)
Harkonnen.MarkCompletedObjective(KillAtreides)
end
if Corrino.HasNoRequiredUnits() and not Harkonnen.IsObjectiveCompleted(KillCorrino) then
Media.DisplayMessage(UserInterface.GetFluentMessage("emperor-annihilated"), Mentat)
Harkonnen.MarkCompletedObjective(KillCorrino)
end
if (HEngineer.IsDead or AConYard2.IsDead) and not Harkonnen.IsObjectiveCompleted(CaptureAtreidesConYard) then
Harkonnen.MarkFailedObjective(CaptureAtreidesConYard)
end
if (AHiTechFactory.IsDead or AHiTechFactory.Owner ~= AtreidesMain) and not HiTechIsDead then
Media.DisplayMessage(UserInterface.GetFluentMessage("high-tech-factory-neutralized-imperial-reinforcements"), Mentat)
HiTechIsDead = true
end
if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[AtreidesMain] then
local units = AtreidesMain.GetActorsByType("harvester")
if #units > 0 then
LastHarvesterEaten[AtreidesMain] = false
ProtectHarvester(units[1], AtreidesMain, AttackGroupSize[Difficulty])
end
end
if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[OrdosSmall] then
local units = OrdosSmall.GetActorsByType("harvester")
if #units > 0 then
LastHarvesterEaten[OrdosSmall] = false
ProtectHarvester(units[1], OrdosSmall, AttackGroupSize[Difficulty])
end
end
if IdlingUnits[AtreidesMain] == nil then return end
end
EmergencyBehaviour = function(player, target)
if HiTechIsDead or not IsAirstrikeReady or player == Corrino then return end
local targets = {}
if player == AtreidesMain then
targets = Map.ActorsInBox(Map.CenterOfCell(CPos.New(73,9)), Map.CenterOfCell(CPos.New(88,26)))
else
targets = Map.ActorsInBox(Map.CenterOfCell(CPos.New(5,18)), Map.CenterOfCell(CPos.New(16,32)))
end
targets = Utils.Where(targets, function(a)
return a.Owner == Harkonnen
and not a.IsDead
and a.HasProperty("Attack")
end)
if targets[1] == nil then return end
DefensiveAirStrike(AHiTechFactory, targets)
end
WorldLoaded = function()
AtreidesMain = Player.GetPlayer("Atreides Main Base")
AtreidesSmall = Player.GetPlayer("Atreides Small Base")
Corrino = Player.GetPlayer("Corrino")
AtreidesMain.Cash = 5000
AtreidesSmall.Cash = 5000
Corrino.Cash = 5000
Harkonnen = Player.GetPlayer("Harkonnen")
InitObjectives(Harkonnen)
CaptureAtreidesConYard = AddPrimaryObjective(Harkonnen, "capture-atreides-construction-yard-south")
KillAtreides = AddPrimaryObjective(Harkonnen, "destroy-atreides")
KillCorrino = AddPrimaryObjective(Harkonnen, "destroy-corrino")
KillHarkonnen1 = AddPrimaryObjective(AtreidesMain, "")
KillHarkonnen2 = AddPrimaryObjective(AtreidesSmall, "")
KillHarkonnen3 = AddPrimaryObjective(Corrino, "")
Media.DisplayMessage(UserInterface.GetFluentMessage("destroy-atreides-high-tech-factory-imperial-reinforcements"), Mentat)
Camera.Position = HEngineer.CenterPosition
AtreidesAttackLocation = AConYard2.Location
Trigger.AfterDelay(EarlyGameStage,function() AirstrikeLogic(AHiTechFactory) end)
Trigger.OnCapture(AConYard2, function()
Harkonnen.MarkCompletedObjective(CaptureAtreidesConYard)
end)
Trigger.OnAllKilledOrCaptured(AtreidesMainBase, function()
Utils.Do(AtreidesMain.GetGroundAttackers(), IdleHunt)
end)
Trigger.OnAllKilledOrCaptured(AtreidesSmallBase, function()
Utils.Do(AtreidesSmall.GetGroundAttackers(), IdleHunt)
end)
Trigger.OnAllKilledOrCaptured(CorrinoBase, function()
Utils.Do(Corrino.GetGroundAttackers(), IdleHunt)
end)
local atreidesWaveCondition = function() return Harkonnen.IsObjectiveCompleted(KillAtreides) or HiTechIsDead end
local corrinoWaveCondition = function() return Harkonnen.IsObjectiveCompleted(KillCorrino) or HiTechIsDead end
local huntFunction = function(unit)
unit.AttackMove(AtreidesAttackLocation)
IdleHunt(unit)
end
SendEnemyReinforcements(AtreidesMain, EnemyAttackDelay[Difficulty], AtreidesPath, AtreidesReinforcements[Difficulty], atreidesWaveCondition, huntFunction)
Trigger.AfterDelay(CorrinoInitialAttackDelay[Difficulty], function()
SendEnemyReinforcements(Corrino, EnemyAttackDelay[Difficulty], CorrinoPaths[1], CorrinoReinforcements[Difficulty][1], corrinoWaveCondition, huntFunction)
SendEnemyReinforcements(Corrino, EnemyAttackDelay[Difficulty], CorrinoPaths[2], CorrinoReinforcements[Difficulty][2], corrinoWaveCondition, huntFunction)
end)
Actor.Create("upgrade.light", true, { Owner = AtreidesMain })
Actor.Create("upgrade.heavy", true, { Owner = AtreidesMain })
Actor.Create("upgrade.hightech", true, { Owner = AtreidesMain })
Actor.Create("upgrade.barracks", true, { Owner = AtreidesSmall })
Actor.Create("upgrade.heavy", true, { Owner = AtreidesSmall })
Actor.Create("upgrade.barracks", true, { Owner = Corrino })
Trigger.AfterDelay(0, ActivateAI)
SendHarkonnenReinforcements(1)
SendHarkonnenReinforcements(2)
Trigger.AfterDelay(7000, function()
SendHarkonnenReinforcements(1)
end)
Trigger.OnRemovedFromWorld(Crate1, function()
VisionPoint.GrantCondition("activate", 100)
Media.PlaySound("MULTI1.WAV")
Camera.Position = VisionPoint.CenterPosition
end)
end