Files
OpenRA/mods/d2k/maps/ordos-05/ordos05.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

241 lines
8.7 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 =
{
AtreidesMainBase = { AConyard, APower1, APower2, APower3, ABarracks1, ARefinery1, ALightFactory, AHeavyFactory, AGunt1, AGunt2, AGunt3, AGunt4, AGunt5 },
AtreidesSmallBase1 = { APower4, APower5, ABarracks2, ARefinery2, AGunt6, AGunt7 },
AtreidesSmallBase2 = { APower6, APower7, ABarracks3, AGunt8, AGunt9, AGunt10 },
AtreidesSmallBase3 = { APower8, APower9, AStarport, AGunt11, AGunt12 }
}
AtreidesReinforcements =
{
easy =
{
{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
{ "quad", "trike", "combat_tank_a"},
{ "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper" },
{ "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper" },
{ "combat_tank_a", "combat_tank_a", "quad" },
{ "quad", "quad", "trooper", "quad", "quad", "trooper" },
{ "combat_tank_a", "combat_tank_a", "combat_tank_a", "quad", "siege_tank", "missile_tank" },
{ "quad", "quad", "quad", "trooper", "trooper", "trooper", "trooper" }
},
normal =
{
{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
{ "quad", "trike", "trike", "combat_tank_a"},
{ "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper", "trooper" },
{ "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper", "trooper" },
{ "combat_tank_a", "combat_tank_a", "combat_tank_a" },
{ "quad", "quad", "quad", "quad", "quad", "quad" },
{ "combat_tank_a", "combat_tank_a", "combat_tank_a", "combat_tank_a", "quad", "siege_tank", "missile_tank" },
{ "quad", "quad", "quad", "trooper", "trooper", "trooper", "trooper", "trooper" }
},
hard =
{
{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
{ "quad", "quad", "trike", "trike", "combat_tank_a"},
{ "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper", "trooper", "trooper" },
{ "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper", "trooper", "trooper" },
{ "combat_tank_a", "combat_tank_a", "combat_tank_a", "quad" },
{ "quad", "quad", "quad", "trooper", "quad", "quad", "quad", "trooper" },
{ "combat_tank_a", "combat_tank_a", "combat_tank_a", "combat_tank_a", "quad", "siege_tank", "siege_tank", "missile_tank" },
{ "quad", "quad", "quad", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper" }
}
}
AtreidesAttackDelay =
{
easy = DateTime.Minutes(3) + DateTime.Seconds(15),
normal = DateTime.Minutes(2) + DateTime.Seconds(15),
hard = DateTime.Minutes(1) + DateTime.Seconds(15)
}
AtreidesPaths =
{
{ AtreidesEntry4.Location, AtreidesRally4.Location },
{ AtreidesEntry5.Location, AtreidesRally5.Location },
{ AtreidesEntry6.Location, AtreidesRally6.Location },
{ AtreidesEntry7.Location, AtreidesRally7.Location },
{ AtreidesEntry8.Location, AtreidesRally8.Location }
}
InitialReinforcements =
{
AtreidesMainBase = { "combat_tank_a", "combat_tank_a", "quad", "quad", "trike", "light_inf", "light_inf", "light_inf", "light_inf" },
AtreidesSmallBase1 = { "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf" },
AtreidesSmallBase2 = { "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf" }
}
InitialReinforcementsPaths =
{
AtreidesMainBase = { AtreidesEntry1.Location, AtreidesRally1.Location },
AtreidesSmallBase1 = { ABarracks2.Location, AtreidesRally2.Location },
AtreidesSmallBase2 = { ABarracks3.Location, AtreidesRally3.Location }
}
ToHarvest =
{
easy = 12500,
normal = 15000,
hard = 20000
}
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
CachedResources = -1
EmergencyBehaviour = function(player, target)
HoldProduction[player] = false
if Difficulty == "hard" then
player.Cash = player.Cash + 2000
end
if player == AtreidesSmall2 and #IdlingUnits[AtreidesMain] > 10 then
CheckArea(AtreidesMain, target, 10)
end
end
Tick = function()
if Ordos.Resources > SpiceToHarvest - 1 then
Ordos.MarkCompletedObjective(GatherSpice)
end
if Ordos.HasNoRequiredUnits() then
AtreidesMain.MarkCompletedObjective(KillOrdos1)
AtreidesSmall1.MarkCompletedObjective(KillOrdos2)
AtreidesSmall2.MarkCompletedObjective(KillOrdos3)
AtreidesSmall3.MarkCompletedObjective(KillOrdos4)
end
if AtreidesMain.HasNoRequiredUnits() and AtreidesSmall1.HasNoRequiredUnits() and AtreidesSmall2.HasNoRequiredUnits() and AtreidesSmall3.HasNoRequiredUnits() and not Ordos.IsObjectiveCompleted(KillAtreides) then
Media.DisplayMessage(UserInterface.GetFluentMessage("atreides-annihilated"), Mentat)
Ordos.MarkCompletedObjective(KillAtreides)
end
if #Ordos.GetActorsByType("engineer") == 0 and not Ordos.IsObjectiveCompleted(CaptureStarport) then
Ordos.MarkFailedObjective(CaptureStarport)
end
if Ordos.IsObjectiveCompleted(CaptureStarport) then
if Ordos.Resources ~= CachedResources then
local harvestedResources = UserInterface.GetFluentMessage("harvested-resources",
{ ["harvested"] = Ordos.Resources, ["goal"] = SpiceToHarvest })
UserInterface.SetMissionText(harvestedResources)
CachedResources = Ordos.Resources
end
end
CheckHarvester(AtreidesMain)
CheckHarvester(AtreidesSmall1)
end
WorldLoaded = function()
AtreidesMain = Player.GetPlayer("AtreidesMainBase")
AtreidesSmall1 = Player.GetPlayer("AtreidesSmallBase1")
AtreidesSmall2 = Player.GetPlayer("AtreidesSmallBase2")
AtreidesSmall3 = Player.GetPlayer("AtreidesSmallBase3")
Ordos = Player.GetPlayer("Ordos")
SpiceToHarvest = ToHarvest[Difficulty]
InitObjectives(Ordos)
KillOrdos1 = AddPrimaryObjective(AtreidesMain, "")
KillOrdos2 = AddPrimaryObjective(AtreidesSmall1, "")
KillOrdos3 = AddPrimaryObjective(AtreidesSmall2, "")
KillOrdos4 = AddPrimaryObjective(AtreidesSmall3, "")
CaptureStarport = AddPrimaryObjective(Ordos, "capture-atreides-starport-establish-base")
local harvestSpice = UserInterface.GetFluentMessage("harvest-spice", { ["spice"] = SpiceToHarvest })
GatherSpice = AddPrimaryObjective(Ordos, harvestSpice)
KillAtreides = AddSecondaryObjective(Ordos, "destroy-atreides")
Camera.Position = OEngi1.CenterPosition
AtreidesAttackLocation = OEngi1.Location
if Difficulty ~= "easy" then
OTrooper3.Destroy()
end
if Difficulty == "hard" then
OTrooper4.Destroy()
OCombat2.Destroy()
end
Hunt(AtreidesMain)
Hunt(AtreidesSmall1)
Hunt(AtreidesSmall2)
Hunt(AtreidesSmall3)
local path = function() return Utils.Random(AtreidesPaths) end
local waveCondition = function() return Ordos.IsObjectiveCompleted(KillAtreides) end
local huntFunction = function(unit)
unit.AttackMove(AtreidesAttackLocation)
IdleHunt(unit)
end
SendCarryallReinforcements(AtreidesMain, 0, 8, AtreidesAttackDelay[Difficulty], path, AtreidesReinforcements[Difficulty], waveCondition, huntFunction)
Actor.Create("upgrade.barracks", true, { Owner = AtreidesMain })
Actor.Create("upgrade.light", true, { Owner = AtreidesMain })
Actor.Create("upgrade.heavy", true, { Owner = AtreidesMain })
Actor.Create("upgrade.barracks", true, { Owner = AtreidesSmall1 })
Actor.Create("upgrade.barracks", true, { Owner = AtreidesSmall2 })
Trigger.AfterDelay(0, ActivateAI)
Trigger.OnKilled(AStarport, function()
if not Ordos.IsObjectiveCompleted(CaptureStarport) then
Ordos.MarkFailedObjective(CaptureStarport)
end
end)
Trigger.OnCapture(AStarport, function()
Ordos.MarkCompletedObjective(CaptureStarport)
if not AIProductionActivated then
ActivateAIProduction()
end
Reinforcements.ReinforceWithTransport(Ordos, "frigate", { "mcv" }, { OrdosStarportEntry.Location, AStarport.Location + CVec.New(1, 1) }, { OrdosStarportExit.Location })
if APower8.Owner ~= Ordos and not APower8.IsDead then
APower8.Sell()
end
if APower9.Owner ~= Ordos and not APower9.IsDead then
APower9.Sell()
end
end)
Trigger.OnKilledOrCaptured(APower8, function()
if not AIProductionActivated then
ActivateAIProduction()
end
end)
Trigger.OnKilledOrCaptured(APower9, function()
if not AIProductionActivated then
ActivateAIProduction()
end
end)
end