Files
OpenRA/mods/d2k/maps/ordos-04/ordos04.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

172 lines
5.6 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.
]]
Base =
{
Harkonnen = { HConyard, HRefinery, HHeavyFactory, HLightFactory, HGunTurret1, HGunTurret2, HGunTurret3, HGunTurret4, HBarracks, HPower1, HPower2, HPower3, HPower4 },
Smugglers = { SOutpost, SHeavyFactory, SLightFactory, SGunTurret1, SGunTurret2, SGunTurret3, SGunTurret4, SBarracks, SPower1, SPower2, SPower3 }
}
HarkonnenLightInfantryRushers =
{
easy = { "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
normal = { "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
hard = { "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" }
}
HarkonnenAttackDelay =
{
easy = DateTime.Minutes(3) + DateTime.Seconds(30),
normal = DateTime.Minutes(2) + DateTime.Seconds(30),
hard = DateTime.Minutes(1) + DateTime.Seconds(30)
}
InitialReinforcements =
{
Harkonnen = { "combat_tank_h", "combat_tank_h", "trike", "quad" },
Smugglers = { "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper" }
}
LightInfantryRushersPaths =
{
{ HarkonnenEntry1.Location, HarkonnenRally1.Location },
{ HarkonnenEntry2.Location, HarkonnenRally2.Location },
{ HarkonnenEntry3.Location, HarkonnenRally3.Location }
}
InitialReinforcementsPaths =
{
Harkonnen = { HarkonnenEntry4.Location, HarkonnenRally4.Location },
Smugglers = { SmugglerEntry.Location, SmugglerRally.Location }
}
OrdosReinforcements = { "light_inf", "light_inf", "light_inf", "light_inf" }
OrdosPath = { OrdosEntry.Location, OrdosRally.Location }
SendHarkonnen = function(path)
Trigger.AfterDelay(HarkonnenAttackDelay[Difficulty], function()
if Ordos.IsObjectiveCompleted(KillHarkonnen) then
return
end
local units = Reinforcements.ReinforceWithTransport(Harkonnen, "carryall.reinforce", HarkonnenLightInfantryRushers[Difficulty], path, { path[1] })[2]
Utils.Do(units, function(unit)
unit.AttackMove(HarkonnenAttackLocation)
IdleHunt(unit)
end)
end)
end
Hunt = function(house)
Trigger.OnAllKilledOrCaptured(Base[house.InternalName], function()
Utils.Do(house.GetGroundAttackers(), IdleHunt)
end)
end
CheckHarvester = function(house)
if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[house] then
local units = house.GetActorsByType("harvester")
if #units > 0 then
LastHarvesterEaten[house] = false
ProtectHarvester(units[1], house, AttackGroupSize[Difficulty])
end
end
end
AttackNotifier = 0
Tick = function()
if Ordos.HasNoRequiredUnits() then
Harkonnen.MarkCompletedObjective(KillOrdosH)
Smuggler.MarkCompletedObjective(KillOrdosS)
Smuggler.MarkCompletedObjective(DefendOutpost)
end
if Harkonnen.HasNoRequiredUnits() and not Ordos.IsObjectiveCompleted(KillHarkonnen) then
Media.DisplayMessage(UserInterface.GetFluentMessage("harkonnen-annihilated"), Mentat)
Ordos.MarkCompletedObjective(KillHarkonnen)
end
CheckHarvester(Harkonnen)
CheckHarvester(Smuggler)
AttackNotifier = AttackNotifier - 1
end
WorldLoaded = function()
Harkonnen = Player.GetPlayer("Harkonnen")
Smuggler = Player.GetPlayer("Smugglers")
Ordos = Player.GetPlayer("Ordos")
InitObjectives(Ordos)
KillOrdosH = AddPrimaryObjective(Harkonnen, "")
KillOrdosS = AddSecondaryObjective(Smuggler, "")
DefendOutpost = AddPrimaryObjective(Smuggler, "outpost-not-captured-destroyed")
CaptureOutpost = AddPrimaryObjective(Ordos, "capture-smuggler-outpost")
KillHarkonnen = AddSecondaryObjective(Ordos, "destroy-harkonnen")
Camera.Position = OConyard.CenterPosition
HarkonnenAttackLocation = OConyard.Location
Hunt(Harkonnen)
Hunt(Smuggler)
SendHarkonnen(LightInfantryRushersPaths[1])
SendHarkonnen(LightInfantryRushersPaths[2])
SendHarkonnen(LightInfantryRushersPaths[3])
Actor.Create("upgrade.barracks", true, { Owner = Harkonnen })
Actor.Create("upgrade.light", true, { Owner = Harkonnen })
Actor.Create("upgrade.barracks", true, { Owner = Smuggler })
Actor.Create("upgrade.light", true, { Owner = Smuggler })
Trigger.AfterDelay(0, ActivateAI)
Trigger.OnKilled(SOutpost, function()
Ordos.MarkFailedObjective(CaptureOutpost)
end)
Trigger.OnCapture(SOutpost, function()
Trigger.AfterDelay(DateTime.Seconds(2), function()
Ordos.MarkCompletedObjective(CaptureOutpost)
Smuggler.MarkFailedObjective(DefendOutpost)
end)
SOutpost.GrantCondition("modified")
end)
Trigger.OnDamaged(SOutpost, function(_, attacker)
if SOutpost.Owner ~= Smuggler or attacker.IsDead or attacker.Owner ~= Ordos then
return
end
if AttackNotifier <= 0 then
AttackNotifier = DateTime.Seconds(10)
Media.DisplayMessage(UserInterface.GetFluentMessage("do-not-destroy-outpost"), Mentat)
end
end)
Trigger.AfterDelay(HarkonnenAttackDelay[Difficulty] - DateTime.Seconds(5), function()
Media.PlaySpeechNotification(Ordos, "Reinforce")
Reinforcements.Reinforce(Ordos, OrdosReinforcements, OrdosPath)
end)
Trigger.AfterDelay(HarkonnenAttackDelay[Difficulty], function()
Media.DisplayMessage(UserInterface.GetFluentMessage("warning-large-force-approaching"), Mentat)
end)
Trigger.OnKilled(HGunTurret4, function()
if #IdlingUnits[Harkonnen] > 10 then
CheckArea(Harkonnen, HarkonnenRally1.Location, 10)
end
end)
Trigger.OnAnyKilled({HPatrol1, HPatrol2, HPatrol3, HPatrol4}, function()
CheckArea(Harkonnen, HPatrolPoint2.Location, 10)
end)
end