219 lines
7.9 KiB
Lua
219 lines
7.9 KiB
Lua
--[[
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Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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This file is part of OpenRA, which is free software. It is made
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available to you under the terms of the GNU General Public License
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as published by the Free Software Foundation, either version 3 of
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the License, or (at your option) any later version. For more
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information, see COPYING.
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]]
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HarkonnenBase = { HarkonnenOutpost, HarkonnenRefinery, HarkonnenHeavyFact, HarkonnenTurret1, HarkonnenTurret2, HarkonnenBarracks, HarkonnenSilo1, HarkonnenSilo2, HarkonnenWindTrap1, HarkonnenWindTrap2, HarkonnenWindTrap3, HarkonnenWindTrap4, HarkonnenWindTrap5 }
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HarkonnenReinforcements =
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{
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easy =
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{
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{ "combat_tank_h", "trooper", "trooper", "trooper", "trooper" },
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{ "trooper", "trooper", "trooper", "trooper", "trooper" },
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{ "combat_tank_h", "light_inf", "light_inf", "trooper", "trooper" },
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{ "combat_tank_h", "light_inf", "light_inf", "light_inf", "trooper", "trooper" },
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{ "combat_tank_h", "trike", "light_inf", "light_inf", "trooper", "trooper" }
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},
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normal =
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{
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{ "combat_tank_h", "trooper", "trooper", "trooper", "trooper" },
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{ "trooper", "trooper", "trooper", "trooper", "trooper" },
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{ "combat_tank_h", "light_inf", "light_inf", "trooper", "trooper" },
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{ "combat_tank_h", "light_inf", "light_inf", "light_inf", "trooper", "trooper" },
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{ "combat_tank_h", "trike", "light_inf", "light_inf", "trooper", "trooper" },
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{ "combat_tank_h", "trike", "combat_tank_h", "light_inf", "trooper", "trooper", "quad" },
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{ "combat_tank_h", "trike", "light_inf", "light_inf", "trooper", "trooper", "quad", "quad" }
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},
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hard =
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{
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{ "combat_tank_h", "trooper", "trooper", "trooper", "trooper" },
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{ "trooper", "trooper", "trooper", "trooper", "trooper" },
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{ "combat_tank_h", "light_inf", "light_inf", "trooper", "trooper" },
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{ "combat_tank_h", "light_inf", "light_inf", "light_inf", "trooper", "trooper" },
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{ "combat_tank_h", "trike", "light_inf", "light_inf", "trooper", "trooper" },
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{ "combat_tank_h", "trike", "combat_tank_h", "light_inf", "trooper", "trooper", "quad" },
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{ "combat_tank_h", "trike", "light_inf", "light_inf", "trooper", "trooper", "quad", "quad" },
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{ "combat_tank_h", "combat_tank_h", "trike", "light_inf", "light_inf", "trooper", "trooper", "quad", "quad" },
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{ "combat_tank_h", "combat_tank_h", "combat_tank_h", "combat_tank_h", "combat_tank_h", "combat_tank_h" }
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}
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}
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HarkonnenAttackDelay =
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{
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easy = DateTime.Minutes(3),
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normal = DateTime.Minutes(2) + DateTime.Seconds(20),
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hard = DateTime.Minutes(1)
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}
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HarkonnenAttackWaves =
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{
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easy = 5,
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normal = 7,
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hard = 9
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}
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InitialHarkonnenReinforcements = { "trooper", "trooper", "trooper", "trooper", "trooper", "trooper" }
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HarkonnenPaths =
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{
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{ HarkonnenEntry1.Location, HarkonnenRally3.Location },
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{ HarkonnenEntry2.Location, HarkonnenRally2.Location },
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{ HarkonnenEntry3.Location, HarkonnenRally4.Location },
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{ HarkonnenEntry4.Location, HarkonnenRally4.Location }
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}
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AtreidesReinforcements =
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{
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{ "trike", "combat_tank_a", "combat_tank_a" },
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{ "quad", "combat_tank_a", "combat_tank_a" }
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}
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AtreidesPath = { AtreidesEntry.Location, AtreidesRally.Location }
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FremenInterval =
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{
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easy = { DateTime.Minutes(1) + DateTime.Seconds(30), DateTime.Minutes(2) },
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normal = { DateTime.Minutes(2) + DateTime.Seconds(20), DateTime.Minutes(2) + DateTime.Seconds(40) },
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hard = { DateTime.Minutes(3) + DateTime.Seconds(40), DateTime.Minutes(4) }
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}
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IntegrityLevel =
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{
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easy = 50,
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normal = 75,
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hard = 100
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}
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FremenProduction = function()
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if Sietch.IsDead then
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return
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end
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local delay = Utils.RandomInteger(FremenInterval[Difficulty][1], FremenInterval[Difficulty][2] + 1)
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fremen.Build({ "nsfremen" }, function()
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Trigger.AfterDelay(delay, FremenProduction)
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end)
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end
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AttackNotifier = 0
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Tick = function()
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if player.HasNoRequiredUnits() then
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harkonnen.MarkCompletedObjective(KillAtreides)
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end
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if harkonnen.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillHarkonnen) then
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Media.DisplayMessage("The Harkonnen have been annihilated!", "Mentat")
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player.MarkCompletedObjective(KillHarkonnen)
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player.MarkCompletedObjective(ProtectFremen)
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player.MarkCompletedObjective(KeepIntegrity)
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end
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if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[harkonnen] then
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local units = harkonnen.GetActorsByType("harvester")
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if #units > 0 then
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LastHarvesterEaten[harkonnen] = false
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ProtectHarvester(units[1], harkonnen, AttackGroupSize[Difficulty])
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end
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end
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if not Sietch.IsDead then
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AttackNotifier = AttackNotifier - 1
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local integrity = math.floor((Sietch.Health * 100) / Sietch.MaxHealth)
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UserInterface.SetMissionText("Sietch structural integrity: " .. integrity .. "%", player.Color)
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if integrity < IntegrityLevel[Difficulty] then
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player.MarkFailedObjective(KeepIntegrity)
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end
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end
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end
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WorldLoaded = function()
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harkonnen = Player.GetPlayer("Harkonnen")
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fremen = Player.GetPlayer("Fremen")
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player = Player.GetPlayer("Atreides")
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InitObjectives(player)
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KillAtreides = harkonnen.AddPrimaryObjective("Kill all Atreides units.")
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ProtectFremen = player.AddPrimaryObjective("Protect the Fremen Sietch.")
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KillHarkonnen = player.AddPrimaryObjective("Destroy the Harkonnen.")
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KeepIntegrity = player.AddSecondaryObjective("Keep the Sietch " .. IntegrityLevel[Difficulty] .. "% intact!")
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Camera.Position = AConyard.CenterPosition
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HarkonnenAttackLocation = AConyard.Location
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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Beacon.New(player, Sietch.CenterPosition + WVec.New(0, 1024, 0))
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Media.DisplayMessage("Fremen Sietch detected to the southeast.", "Mentat")
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end)
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Trigger.OnAllKilledOrCaptured(HarkonnenBase, function()
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Utils.Do(harkonnen.GetGroundAttackers(), IdleHunt)
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end)
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Trigger.OnKilled(Sietch, function()
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Actor.Create("invisibleBlocker", true, { Owner = fremen, Location = CPos.New(62, 59) })
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UserInterface.SetMissionText("Sietch destroyed!", player.Color)
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player.MarkFailedObjective(ProtectFremen)
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end)
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Trigger.OnDamaged(Sietch, function()
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if AttackNotifier <= 0 then
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AttackNotifier = DateTime.Seconds(10)
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Beacon.New(player, Sietch.CenterPosition + WVec.New(0, 1024, 0), DateTime.Seconds(7))
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Media.DisplayMessage("The Fremen Sietch is under attack!", "Mentat")
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local defenders = fremen.GetGroundAttackers()
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if #defenders > 0 then
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Utils.Do(defenders, function(unit)
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unit.Guard(Sietch)
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end)
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end
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end
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end)
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local path = function() return Utils.Random(HarkonnenPaths) end
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local waveCondition = function() return player.IsObjectiveCompleted(KillHarkonnen) end
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local huntFunction = function(unit)
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unit.AttackMove(HarkonnenAttackLocation)
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IdleHunt(unit)
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end
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SendCarryallReinforcements(harkonnen, 0, HarkonnenAttackWaves[Difficulty], HarkonnenAttackDelay[Difficulty], path, HarkonnenReinforcements[Difficulty], waveCondition, huntFunction)
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Actor.Create("upgrade.barracks", true, { Owner = harkonnen })
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Trigger.AfterDelay(0, ActivateAI)
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Trigger.AfterDelay(DateTime.Seconds(50), function()
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Media.PlaySpeechNotification(player, "Reinforce")
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Reinforcements.Reinforce(player, AtreidesReinforcements[1], AtreidesPath)
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end)
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Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(40), function()
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Media.PlaySpeechNotification(player, "Reinforce")
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Reinforcements.ReinforceWithTransport(player, "carryall.reinforce", AtreidesReinforcements[2], AtreidesPath, { AtreidesPath[1] })
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end)
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Trigger.OnEnteredProximityTrigger(HarkonnenRally1.CenterPosition, WDist.New(6 * 1024), function(a, id)
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if a.Owner == player then
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Trigger.RemoveProximityTrigger(id)
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local units = Reinforcements.Reinforce(harkonnen, { "light_inf", "combat_tank_h", "trike" }, HarkonnenPaths[1])
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Utils.Do(units, IdleHunt)
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end
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end)
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Trigger.OnExitedProximityTrigger(Sietch.CenterPosition, WDist.New(10.5 * 1024), function(a, id)
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if a.Owner == fremen and not a.IsDead then
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a.AttackMove(FremenRally.Location)
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Trigger.OnIdle(a, function()
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if a.Location.X < 54 or a.Location.Y < 54 then
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a.AttackMove(FremenRally.Location)
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end
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end)
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end
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end)
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end
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