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OpenRA/mods/d2k/maps/harkonnen-08/harkonnen08.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

448 lines
15 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.
]]
OrdosBase = { OConYard, OOutpost, OPalace, ORefinery1, ORefinery2, OHeavyFactory, OLightFactory, OHiTechFactory, OResearch, ORepair, OStarport, OGunt1, OGunt2, OGunt3, OGunt4, OGunt5, OGunt6, ORock1, ORock2, ORock3, ORock4, OBarracks1, OBarracks2, OPower1, OPower2, OPower3, OPower4, OPower5, OPower6, OPower7, OPower8, OPower9, OPower10, OPower11, OPower12, OPower13 }
AtreidesBase = { AConYard,ABarracks1, ABarracks2, AOutpost, ARefinery1, ARefinery2, AHeavyFactory, ALightFactory, AHiTechFactory, ARepair, AStarport, AGunt1, AGunt2, ARock1, ARock2, APower1, APower2, APower3, APower4, APower5, APower6, APower7, APower8, APower9 }
MercenaryBase = { MHeavyFactory, MStarport, MGunt, MPower1, MPower2 }
OrdosReinforcements =
{
easy =
{
{ "trooper", "trooper", "quad", "quad" },
{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
{ "light_inf", "light_inf", "light_inf", "raider", "raider" },
{ "combat_tank_o", "quad" }
},
normal =
{
{ "trooper", "trooper", "trooper", "quad", "quad" },
{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
{ "light_inf", "light_inf", "light_inf", "light_inf", "raider", "raider" },
{ "combat_tank_o", "combat_tank_o" },
{ "raider", "raider", "quad", "quad", "deviator" }
},
hard =
{
{ "trooper", "trooper", "trooper", "trooper", "quad", "quad" },
{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "raider", "raider" },
{ "combat_tank_o", "combat_tank_o", "quad" },
{ "raider", "raider", "raider", "quad", "quad", "deviator" },
{ "siege_tank", "combat_tank_o", "combat_tank_o", "raider" }
}
}
MercenaryStarportReinforcements =
{
{ "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "quad", "quad" },
{ "quad", "combat_tank_o", "trike", "quad", "trooper", "trooper" },
{ "trooper", "trooper", "trooper", "trooper", "siege_tank", "siege_tank" },
{ "quad", "quad", "combat_tank_o", "combat_tank_o", "combat_tank_o" }
}
OrdosAttackDelay =
{
easy = DateTime.Minutes(3),
normal = DateTime.Minutes(2) + DateTime.Seconds(20),
hard = DateTime.Minutes(1)
}
MercenaryStarportDelay = 4970
OrdosAttackWaves =
{
easy = 4,
normal = 5,
hard = 6
}
InitialOrdosReinforcements =
{
{ "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf" },
{ "trooper", "trooper", "trooper", "trooper", "trooper", "combat_tank_o", "combat_tank_o" }
}
InitialAtreidesReinforcements = { "combat_tank_a", "combat_tank_a", "quad", "quad", "trike" }
InitialMercenaryReinforcements = { "trooper", "trooper", "trooper", "trooper", "quad", "quad" }
OrdosPaths =
{
{ OrdosEntry1.Location, OrdosRally1.Location },
{ OrdosEntry2.Location, OrdosRally2.Location },
{ OrdosEntry3.Location, OrdosRally3.Location },
{ OrdosEntry4.Location, OrdosRally4.Location }
}
InitialOrdosPaths =
{
{ OLightFactory.Location, OrdosRally5.Location },
{ OHiTechFactory.Location, OrdosRally6.Location }
}
SaboteurPaths =
{
{ SaboteurWaypoint1.Location, SaboteurWaypoint2.Location, SaboteurWaypoint3.Location },
{ SaboteurWaypoint4.Location, SaboteurWaypoint5.Location, SaboteurWaypoint6.Location },
{ SaboteurWaypoint1.Location, OrdosPatrolPoint2.Location, OrdosRally1.Location, SaboteurWaypoint6.Location },
{ OrdosRally4.Location, OrdosPatrolPoint3.Location, OrdosPatrolPoint2.Location}
}
InitialAtreidesPath = { AStarport.Location, AtreidesRally.Location }
InitialMercenaryPath = { MStarport.Location, MercenaryRally.Location }
SendStarportReinforcements = function(faction)
Trigger.AfterDelay(MercenaryStarportDelay, function()
if MStarport.IsDead or MStarport.Owner ~= faction then
return
end
local reinforcements = Utils.Random(MercenaryStarportReinforcements)
local units = Reinforcements.ReinforceWithTransport(faction, "frigate", reinforcements, { MercenaryStarportEntry.Location, MStarport.Location + CVec.New(1, 1) }, { MercenaryStarportExit.Location })[2]
Utils.Do(units, function(unit)
unit.AttackMove(MercenaryAttackLocation)
IdleHunt(unit)
end)
SendStarportReinforcements(faction)
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
GetSaboteurTargets = function(player)
return 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"
end)
end
BuildSaboteur = function()
if OPalace.IsDead or OPalace.Owner ~= Ordos then
return
end
local targets = GetSaboteurTargets(Harkonnen)
if #targets > 0 then
local saboteur = Actor.Create("saboteur", true, { Owner = Ordos, Location = OPalace.Location + CVec.New(0, 2) })
saboteur.Move(saboteur.Location + CVec.New(0, 1))
saboteur.Wait(DateTime.Seconds(5))
local path = Utils.Random(SaboteurPaths)
Utils.Do(path, function(waypoint)
saboteur.Move(waypoint)
end)
SendSaboteur(saboteur)
ScanForBetterTargets(saboteur)
end
Trigger.AfterDelay(DateTime.Minutes(5) + DateTime.Seconds(30), BuildSaboteur)
end
DemolishType = { "harvester", "mcv", "siege_tank", "missile_tank", "sonic_tank", "devastator", "deviator", "combat_tank_a", "combat_tank_h", "combat_tank_o"}
ScanForBetterTargets = function(saboteur)
if saboteur.IsDead or not saboteur.IsInWorld then return end
local possibleTargets = Map.ActorsInCircle(saboteur.CenterPosition, WDist.FromCells(6), function(a)
return not saboteur.Owner.IsAlliedWith(a.Owner) and
Utils.Any(DemolishType, function(d) return d == a.Type end)
end)
if possibleTargets[1] == nil then
Trigger.AfterDelay(200, function()
ScanForBetterTargets(saboteur)
end)
return
end
-- filter out targets where infantry is nearby
for index = #possibleTargets, 1, -1 do
local infantryunits = Map.ActorsInCircle(possibleTargets[index].CenterPosition, WDist.New(1536), function(u) return u.Type == "light_inf" or u.Type == "trooper" end)
if infantryunits[1] ~= nil then
table.remove(possibleTargets, index)
end
end
if possibleTargets[1] ~= nil then
saboteur.Stop()
local dfd = Utils.Random(possibleTargets)
saboteur.Demolish(dfd)
saboteur.CallFunc(function()
ScanForBetterTargets(saboteur)
end)
else
Trigger.AfterDelay(200, function()
ScanForBetterTargets(saboteur)
end)
end
end
SendSaboteur = function(saboteur)
local targets = GetSaboteurTargets(Harkonnen)
if #targets < 1 then
return
end
local target = Utils.Random(targets)
saboteur.Demolish(target)
-- 'target' got removed from the world in the meantime
saboteur.CallFunc(function()
SendSaboteur(saboteur)
end)
end
CheckAttackToAtreides = function()
AtreidesUnits = AtreidesNeutral.GetActors()
Utils.Do(AtreidesUnits, function(unit)
Trigger.OnDamaged(unit, function(self, attacker)
if attacker.Owner == Harkonnen and not Check then
ChangeOwner(AtreidesNeutral, AtreidesEnemy)
-- Ensure that harvesters that was on a carryall switched sides.
Trigger.AfterDelay(DateTime.Seconds(15), function()
ChangeOwner(AtreidesNeutral, AtreidesEnemy)
end)
Check = true
Media.DisplayMessage(UserInterface.GetFluentMessage("atreides-hostile"), Mentat)
end
end)
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
EmergencyBehaviour = function(player, target)
HoldProduction[player] = false
if player == Ordos and not AtreidesEnemy.HasNoRequiredUnits() then
if AHiTechFactory.IsDead then return end
local enemyunits = Map.ActorsInCircle(Map.CenterOfCell(target), WDist.FromCells(15), function(a)
return a.Owner == Harkonnen
and not a.IsDead
and a.HasProperty("Attack")
end)
if enemyunits[1] == nil then return end
DefensiveAirStrike(AHiTechFactory, enemyunits)
end
end
Tick = function()
if Harkonnen.HasNoRequiredUnits() then
Ordos.MarkCompletedObjective(KillHarkonnen1)
AtreidesEnemy.MarkCompletedObjective(KillHarkonnen2)
end
if Ordos.HasNoRequiredUnits() and not Harkonnen.IsObjectiveCompleted(KillOrdos) then
Media.DisplayMessage(UserInterface.GetFluentMessage("ordos-annihilated"), Mentat)
Harkonnen.MarkCompletedObjective(KillOrdos)
end
if AtreidesEnemy.HasNoRequiredUnits() and AtreidesNeutral.HasNoRequiredUnits() and not Harkonnen.IsObjectiveCompleted(KillAtreides) then
Media.DisplayMessage(UserInterface.GetFluentMessage("atreides-annihilated"), Mentat)
Harkonnen.MarkCompletedObjective(KillAtreides)
end
if MercenaryEnemy.HasNoRequiredUnits() and MercenaryAlly.HasNoRequiredUnits() and not MercenariesDestroyed then
Media.DisplayMessage(UserInterface.GetFluentMessage("mercenaries-annihilated"), Mentat)
MercenariesDestroyed = true
end
if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[Ordos] then
local units = Ordos.GetActorsByType("harvester")
if #units > 0 then
LastHarvesterEaten[Ordos] = false
ProtectHarvester(units[1], Ordos, AttackGroupSize[Difficulty])
end
end
if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[AtreidesEnemy] then
local units = AtreidesEnemy.GetActorsByType("harvester")
if #units > 0 then
LastHarvesterEaten[AtreidesEnemy] = false
ProtectHarvester(units[1], AtreidesEnemy, AttackGroupSize[Difficulty])
end
end
end
WorldLoaded = function()
Ordos = Player.GetPlayer("Ordos")
AtreidesEnemy = Player.GetPlayer("Ordos Aligned Atreides")
AtreidesNeutral = Player.GetPlayer("Neutral Atreides")
MercenaryEnemy = Player.GetPlayer("Ordos Aligned Mercenaries")
MercenaryAlly = Player.GetPlayer("Harkonnen Aligned Mercenaries")
Harkonnen = Player.GetPlayer("Harkonnen")
InitObjectives(Harkonnen)
KillOrdos = AddPrimaryObjective(Harkonnen, "destroy-ordos")
KillAtreides = AddSecondaryObjective(Harkonnen, "destroy-atreides")
AllyWithMercenaries = AddSecondaryObjective(Harkonnen, "ally-mercenaries")
KillHarkonnen1 = AddPrimaryObjective(Ordos, "")
KillHarkonnen2 = AddPrimaryObjective(AtreidesEnemy, "")
Camera.Position = HMCV.CenterPosition
OrdosAttackLocation = HMCV.Location
MercenaryAttackLocation = HMCV.Location
Trigger.AfterDelay(EarlyGameStage, function() AirstrikeLogic(AHiTechFactory) end)
Trigger.AfterDelay(EarlyGameStage, BuildSaboteur)
Trigger.OnCapture(MHeavyFactory, function()
Harkonnen.MarkCompletedObjective(AllyWithMercenaries)
Media.DisplayMessage(UserInterface.GetFluentMessage("mercenary-leader-captured-allied"), Mentat)
MercenaryAttackLocation = MercenaryAttackPoint.Location
ChangeOwner(MercenaryEnemy, MercenaryAlly)
SendStarportReinforcements(MercenaryAlly)
DefendAndRepairBase(MercenaryAlly, MercenaryBase, 0.75, AttackGroupSize[Difficulty])
IdlingUnits[MercenaryAlly] = IdlingUnits[MercenaryEnemy]
end)
Trigger.OnKilled(MHeavyFactory, function()
if not Harkonnen.IsObjectiveCompleted(AllyWithMercenaries) then
Harkonnen.MarkFailedObjective(AllyWithMercenaries)
end
end)
Trigger.OnKilledOrCaptured(OPalace, function()
Media.DisplayMessage(UserInterface.GetFluentMessage("cannot-stand-harkonnen-must-become-neutral"), UserInterface.GetFluentMessage("atreides-commander"), HSLColor.FromHex("5A7394"))
ChangeOwner(AtreidesEnemy, AtreidesNeutral)
DefendAndRepairBase(AtreidesNeutral, AtreidesBase, 0.75, AttackGroupSize[Difficulty])
IdlingUnits[AtreidesNeutral] = IdlingUnits[AtreidesEnemy]
-- Ensure that harvesters that was on a carryall switched sides.
Trigger.AfterDelay(DateTime.Seconds(15), function()
ChangeOwner(AtreidesEnemy, AtreidesNeutral)
CheckAttackToAtreides()
end)
end)
Trigger.OnAllKilledOrCaptured(OrdosBase, function()
Utils.Do(Ordos.GetGroundAttackers(), IdleHunt)
end)
Trigger.OnAllKilledOrCaptured(AtreidesBase, function()
Utils.Do(AtreidesEnemy.GetGroundAttackers(), IdleHunt)
end)
Trigger.OnAllKilledOrCaptured(MercenaryBase, function()
Utils.Do(MercenaryEnemy.GetGroundAttackers(), IdleHunt)
Utils.Do(MercenaryAlly.GetGroundAttackers(), IdleHunt)
end)
local path = function() return Utils.Random(OrdosPaths) end
local waveCondition = function() return Harkonnen.IsObjectiveCompleted(KillOrdos) end
local huntFunction = function(unit)
unit.AttackMove(OrdosAttackLocation)
IdleHunt(unit)
end
SendCarryallReinforcements(Ordos, 0, OrdosAttackWaves[Difficulty], OrdosAttackDelay[Difficulty], path, OrdosReinforcements[Difficulty], waveCondition, huntFunction)
SendStarportReinforcements(MercenaryEnemy)
Actor.Create("upgrade.barracks", true, { Owner = Ordos })
Actor.Create("upgrade.light", true, { Owner = Ordos })
Actor.Create("upgrade.heavy", true, { Owner = Ordos })
Actor.Create("upgrade.barracks", true, { Owner = AtreidesEnemy })
Actor.Create("upgrade.light", true, { Owner = AtreidesEnemy })
Actor.Create("upgrade.heavy", true, { Owner = AtreidesEnemy })
Actor.Create("upgrade.hightech", true, { Owner = AtreidesEnemy })
Actor.Create("upgrade.heavy", true, { Owner = MercenaryEnemy })
Trigger.AfterDelay(0, ActivateAI)
end