Files
OpenRA/mods/d2k/maps/harkonnen-09a/harkonnen09a.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

463 lines
16 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, APalace, ARefinery1, ARefinery2, ARefinery3, AHeavyFactory1, ALightFactory1, AStarport, AHiTechFactory, AResearch, AGunt1, AGunt2, AGunt3, AGunt4, AGunt5, ARock1, ARock2, ARock3, ARock4, ABarracks1, ABarracks2, APower1, APower2, APower3, APower4, APower5, APower6, APower7, APower8, APower9, APower10, APower11, APower12, APower13, APower14 }
AtreidesSmall1Base = { AConYard2, ARefinery4, ABarracks3, AHeavyFactory2, ALightFactory2, ARepair, ARock5, ARock6, ARock7, ARock8, ARock9, APower15, APower16, APower17, APower18, APower19, APower20, APower21 }
AtreidesSmall2Base = { AOutpost2, ABarracks4, AGunt6, AGunt7, AGunt8, ARock10, APower22, APower23 }
CorrinoMainBase = { COutpost, CPalace, CRefinery1, CHeavyFactory1, CLightFactory1, CStarport, CResearch, CGunt1, CGunt2, CRock1, CRock2, CBarracks1, CPower1, CPower2, CPower3, CPower4, CPower5, CPower6, CPower7 }
CorrinoSmallBase = { CConYard, CRefinery2, CHeavyFactory2, CLightFactory2, CRock3, CRock4, CBarracks2, CPower8, CPower9, CPower10, CPower11 }
AtreidesReinforcements =
{
easy =
{
{ "missile_tank", "trooper", "light_inf", "light_inf" },
{ "quad", "light_inf", "combat_tank_a"},
{ "light_inf", "trooper", "missile_tank" },
{ "light_inf", "light_inf", "siege_tank" }
},
normal =
{
{ "missile_tank", "trooper", "trooper", "light_inf", "light_inf" },
{ "quad", "trike", "combat_tank_a"},
{ "trooper", "trooper", "missile_tank" },
{ "light_inf", "light_inf", "light_inf", "siege_tank" },
{ "combat_tank_a", "trike", "trike", "fremen" }
},
hard =
{
{ "missile_tank", "trooper", "trooper", "trooper", "light_inf", "light_inf" },
{ "quad", "trike", "light_inf", "combat_tank_a"},
{ "light_inf", "trooper", "trooper", "missile_tank" },
{ "light_inf", "light_inf", "light_inf", "light_inf", "siege_tank" },
{ "combat_tank_a", "trike", "trike", "fremen", "fremen" },
{ "sonic_tank", "combat_tank_a", "combat_tank_a", "quad" }
}
}
CorrinoStarportReinforcements =
{
easy =
{
{ "sardaukar", "sardaukar", "missile_tank" },
{ "trooper", "trooper", "siege_tank" },
{ "sardaukar", "sardaukar", "sardaukar", "trooper", "trooper", "light_inf", "light_inf" }
},
normal =
{
{ "sardaukar", "sardaukar", "sardaukar", "missile_tank" },
{ "trooper", "trooper", "trooper", "siege_tank" },
{ "sardaukar", "sardaukar", "sardaukar", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf" }
},
hard =
{
{ "sardaukar", "sardaukar", "sardaukar", "sardaukar", "missile_tank" },
{ "trooper", "trooper", "trooper", "trooper", "siege_tank" },
{ "sardaukar", "sardaukar", "sardaukar", "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf" }
}
}
AtreidesAttackDelay =
{
easy = DateTime.Minutes(3) + DateTime.Seconds(30),
normal = DateTime.Minutes(2) + DateTime.Seconds(30),
hard = DateTime.Minutes(1) + DateTime.Seconds(30)
}
CorrinoStarportDelay =
{
easy = DateTime.Minutes(10),
normal = DateTime.Minutes(8),
hard = DateTime.Minutes(6)
}
AtreidesAttackWaves =
{
easy = 4,
normal = 5,
hard = 6
}
FremenGroupSize =
{
easy = 2,
normal = 4,
hard = 6
}
InitialAtreidesReinforcements =
{
{ "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
{ "trooper", "trooper", "trooper", "combat_tank_a", "combat_tank_a" },
{ "combat_tank_a", "combat_tank_a", "quad", "quad", "trike" },
{ "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
{ "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "combat_tank_a", "combat_tank_a" },
{ "combat_tank_a", "quad", "quad", "trike", "trike", "trike" }
}
InitialCorrinoReinforcements = { "trooper", "trooper", "trooper", "trooper", "quad", "quad" }
AtreidesPaths =
{
{ AtreidesEntry1.Location, AtreidesRally1.Location },
{ AtreidesEntry2.Location, AtreidesRally2.Location },
{ AtreidesEntry3.Location, AtreidesRally3.Location },
{ AtreidesEntry4.Location, AtreidesRally4.Location }
}
InitialAtreidesPaths =
{
{ AtreidesEntry5.Location, AtreidesRally5.Location },
{ AtreidesEntry6.Location, AtreidesRally6.Location },
{ AtreidesEntry7.Location, AtreidesRally7.Location },
{ AtreidesEntry8.Location, AtreidesRally8.Location },
{ AtreidesEntry9.Location, AtreidesRally9.Location },
{ AtreidesEntry10.Location, AtreidesRally10.Location }
}
InitialCorrinoPaths =
{
{ CorrinoEntry1.Location, CorrinoRally1.Location },
{ CorrinoEntry2.Location, CorrinoRally2.Location }
}
HarkonnenReinforcements = {
{ "combat_tank_h", "combat_tank_h", "siege_tank", "siege_tank", "missile_tank" },
{ "trooper", "light_inf", "light_inf", "light_inf", "trooper", "light_inf", "trooper", "light_inf", "trooper", "light_inf", "trooper" },
{ "trooper", "light_inf", "quad", "trike", "quad" },
{ "devastator", "light_inf", "quad", "trike", "quad" },
{ "trooper", "combat_tank_h", "combat_tank_h", "combat_tank_h", "quad" }
}
SendStarportReinforcements = function()
Trigger.AfterDelay(CorrinoStarportDelay[Difficulty], function()
if CStarport.IsDead or CStarport.Owner ~= CorrinoMain then
return
end
local reinforcements = Utils.Random(CorrinoStarportReinforcements[Difficulty])
local units = Reinforcements.ReinforceWithTransport(CorrinoMain, "frigate", reinforcements, { CorrinoStarportEntry.Location, CStarport.Location + CVec.New(1, 1) }, { CorrinoStarportExit.Location })[2]
Utils.Do(units, function(unit)
unit.AttackMove(AtreidesAttackLocation)
IdleHunt(unit)
end)
SendStarportReinforcements()
end)
end
HarkonnenPaths =
{
{ HarkonnenEntry.Location, HarkonnenRally.Location },
{ AtreidesEntry3.Location, HarkonnenRally1.Location },
{ HarkonnenEntry.Location, HarkonnenRally2.Location },
{ AtreidesEntry3.Location, AtreidesRally3.Location },
{ HarkonnenRally3.Location, AtreidesRally9.Location },
{ HarkonnenRally4.Location, AtreidesRally8.Location }
}
SendHarkonnenReinforcements = function(delay, number)
Trigger.AfterDelay(delay, function()
Reinforcements.ReinforceWithTransport(Harkonnen, "carryall.reinforce", HarkonnenReinforcements[number], HarkonnenPaths[number], { HarkonnenPaths[number][1] })
Trigger.AfterDelay(DateTime.Seconds(5), function()
Media.PlaySpeechNotification(Harkonnen, "Reinforce")
end)
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
EmergencyBehaviour = function(player,target)
if player == AtreidesMain or player == AtreidesSmall1 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
if player == AtreidesSmall1 and #IdlingUnits[AtreidesMain] > 10 then
local reinforcements = SetupAttackGroup(AtreidesMain, Utils.RandomInteger(10, #IdlingUnits[AtreidesMain]))
Utils.Do(reinforcements, function(unit)
Trigger.ClearAll(unit)
Trigger.AfterDelay(1, function()
unit.Stop()
unit.Move(CorrinoPatrolPoint1.Location,1)
unit.AttackMove(target)
unit.CallFunc(function()
FindTargetsInArea(player, unit)
end)
end)
end)
end
if player == AtreidesSmall2 and #IdlingUnits[AtreidesMain] > 10 then
CheckArea(AtreidesMain, target, 10)
end
end
ReleaseSardaukars = true
Trigger.OnDamaged(CPalace, function(self)
if self.Health < self.MaxHealth * 0.8 and ReleaseSardaukars then
local index = 0
while index < 100 do
index = index + 5
Trigger.AfterDelay(index,function()
if self.IsDead then return end
local actor = Actor.Create("sardaukar", true, { Owner = CorrinoMain, Location = CPalace.Location + CVec.New(1,2) })
actor.Move(CPos.New(3,31))
IdlingUnits[CorrinoMain][#IdlingUnits[CorrinoMain] + 1] = actor
end)
end
ReleaseSardaukars = false
end
end)
BuildFremen = function()
if APalace.IsDead or APalace.Owner ~= AtreidesMain then
return
end
APalace.Produce("fremen")
APalace.Produce("fremen")
Trigger.AfterDelay(DateTime.Seconds(5), function()
IdleFremen = Utils.Where(AtreidesMain.GetActorsByType('fremen'), function(actor) return actor.IsIdle end)
if #IdleFremen >= FremenGroupSize[Difficulty] then
SendFremen()
end
end)
Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds (30), BuildFremen)
end
SendFremen = function()
Utils.Do(IdleFremen, function(freman)
freman.AttackMove(AtreidesAttackLocation)
IdleHunt(freman)
end)
end
Tick = function()
if Harkonnen.HasNoRequiredUnits() then
AtreidesMain.MarkCompletedObjective(KillHarkonnen1)
AtreidesSmall1.MarkCompletedObjective(KillHarkonnen2)
AtreidesSmall2.MarkCompletedObjective(KillHarkonnen3)
CorrinoMain.MarkCompletedObjective(KillHarkonnen4)
CorrinoSmall.MarkCompletedObjective(KillHarkonnen5)
end
if AtreidesMain.HasNoRequiredUnits() and AtreidesSmall1.HasNoRequiredUnits() and AtreidesSmall2.HasNoRequiredUnits() and not Harkonnen.IsObjectiveCompleted(KillAtreides) then
Media.DisplayMessage(UserInterface.GetFluentMessage("atreides-annihilated"), Mentat)
Harkonnen.MarkCompletedObjective(KillAtreides)
end
if CorrinoMain.HasNoRequiredUnits() and CorrinoSmall.HasNoRequiredUnits() and not Harkonnen.IsObjectiveCompleted(KillCorrino) then
Media.DisplayMessage(UserInterface.GetFluentMessage("emperor-annihilated"), Mentat)
Harkonnen.MarkCompletedObjective(KillCorrino)
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[AtreidesSmall1] then
local units = AtreidesSmall1.GetActorsByType("harvester")
if #units > 0 then
LastHarvesterEaten[AtreidesSmall1] = false
ProtectHarvester(units[1], AtreidesSmall1, AttackGroupSize[Difficulty])
end
end
if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[CorrinoMain] then
local units = CorrinoMain.GetActorsByType("harvester")
if #units > 0 then
LastHarvesterEaten[CorrinoMain] = false
ProtectHarvester(units[1], CorrinoMain, AttackGroupSize[Difficulty])
end
end
if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[CorrinoSmall] then
local units = CorrinoSmall.GetActorsByType("harvester")
if #units > 0 then
LastHarvesterEaten[CorrinoSmall] = false
ProtectHarvester(units[1], CorrinoSmall, AttackGroupSize[Difficulty])
end
end
end
WorldLoaded = function()
AtreidesMain = Player.GetPlayer("Atreides Main Base")
AtreidesSmall1 = Player.GetPlayer("Atreides Small Base 1")
AtreidesSmall2 = Player.GetPlayer("Atreides Small Base 2")
CorrinoMain = Player.GetPlayer("Corrino Main Base")
CorrinoSmall = Player.GetPlayer("Corrino Small Base")
Harkonnen = Player.GetPlayer("Harkonnen")
InitObjectives(Harkonnen)
KillAtreides = AddPrimaryObjective(Harkonnen, "destroy-atreides")
KillCorrino = AddPrimaryObjective(Harkonnen, "destroy-imperial-forces")
KillHarkonnen1 = AddPrimaryObjective(AtreidesMain, "")
KillHarkonnen2 = AddPrimaryObjective(AtreidesSmall1, "")
KillHarkonnen3 = AddPrimaryObjective(AtreidesSmall2, "")
KillHarkonnen4 = AddPrimaryObjective(CorrinoMain, "")
KillHarkonnen5 = AddPrimaryObjective(CorrinoSmall, "")
Camera.Position = HMCV.CenterPosition
AtreidesAttackLocation = HarkonnenRally.Location
Trigger.AfterDelay(DateTime.Minutes(10), function() AirstrikeLogic(AHiTechFactory) end )
Trigger.AfterDelay(DateTime.Minutes(3) + DateTime.Seconds (30), BuildFremen)
Trigger.OnAllKilledOrCaptured(AtreidesMainBase, function()
Utils.Do(AtreidesMain.GetGroundAttackers(), IdleHunt)
end)
Trigger.OnAllKilledOrCaptured(AtreidesSmall1Base, function()
Utils.Do(AtreidesSmall1.GetGroundAttackers(), IdleHunt)
end)
Trigger.OnAllKilledOrCaptured(AtreidesSmall2Base, function()
Utils.Do(AtreidesSmall2.GetGroundAttackers(), IdleHunt)
end)
Trigger.OnAllKilledOrCaptured(CorrinoMainBase, function()
Utils.Do(CorrinoMain.GetGroundAttackers(), IdleHunt)
end)
Trigger.OnAllKilledOrCaptured(CorrinoSmallBase, function()
Utils.Do(CorrinoSmall.GetGroundAttackers(), IdleHunt)
end)
local path = function() return Utils.Random(AtreidesPaths) end
local waveCondition = function() return Harkonnen.IsObjectiveCompleted(KillAtreides) end
local huntFunction = function(unit)
unit.AttackMove(AtreidesAttackLocation)
IdleHunt(unit)
end
SendCarryallReinforcements(AtreidesMain, 0, AtreidesAttackWaves[Difficulty], AtreidesAttackDelay[Difficulty], path, AtreidesReinforcements[Difficulty], waveCondition, huntFunction)
SendStarportReinforcements()
Actor.Create("upgrade.barracks", true, { Owner = AtreidesMain })
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 = AtreidesSmall1 })
Actor.Create("upgrade.light", true, { Owner = AtreidesSmall1 })
Actor.Create("upgrade.heavy", true, { Owner = AtreidesSmall1 })
Actor.Create("upgrade.barracks", true, { Owner = AtreidesSmall2 })
Actor.Create("upgrade.barracks", true, { Owner = CorrinoMain })
Actor.Create("upgrade.light", true, { Owner = CorrinoMain })
Actor.Create("upgrade.heavy", true, { Owner = CorrinoMain })
Actor.Create("upgrade.barracks", true, { Owner = CorrinoSmall })
Actor.Create("upgrade.light", true, { Owner = CorrinoSmall })
Actor.Create("upgrade.heavy", true, { Owner = CorrinoSmall })
Trigger.AfterDelay(0, ActivateAI)
SendHarkonnenReinforcements(DateTime.Minutes(2) + DateTime.Seconds(30), 1)
SendHarkonnenReinforcements(17030,2)
SendHarkonnenReinforcements(17020,3)
Trigger.OnAllKilled({ARock6, ARock7, ARock8}, function()
SendHarkonnenReinforcements(0,4)
SendHarkonnenReinforcements(10,5)
end)
end
Trigger.OnDamaged(DebrisHarvester2, function(self)
if self.Health < self.MaxHealth * 0.6 then
self.Deploy()
Trigger.ClearAll(self)
end
end)