427 lines
16 KiB
Lua
427 lines
16 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 = { HarkonnenConstructionYard, HarkonnenWindTrap1, HarkonnenWindTrap2, HarkonnenWindTrap3, HarkonnenWindTrap4, HarkonnenWindTrap5, HarkonnenWindTrap6, HarkonnenWindTrap7, HarkonnenWindTrap8, HarkonnenSilo1, HarkonnenSilo2, HarkonnenSilo3, HarkonnenSilo4, HarkonnenGunTurret1, HarkonnenGunTurret2, HarkonnenGunTurret3, HarkonnenGunTurret4, HarkonnenGunTurret5, HarkonnenGunTurret6, HarkonnenGunTurret7, HarkonnenHeavyFactory, HarkonnenRefinery, HarkonnenOutpost, HarkonnenLightFactory }
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SmugglerBase = { SmugglerWindTrap1, SmugglerWindTrap2 }
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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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HarkonnenInfantryReinforcements =
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{
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normal =
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{
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{ "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper", "trooper", "trooper" }
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},
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hard =
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{
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{ "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper" },
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{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper", "trooper", "trooper" }
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}
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}
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InfantryPath = { HarkonnenEntry3.Location }
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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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MercenaryReinforcements =
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{
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easy =
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{
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{ "combat_tank_o", "combat_tank_o", "quad", "quad", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "trike", "trike", "quad", "quad", "quad", "trike", "trike", "trike" },
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{ "combat_tank_o", "combat_tank_o", "combat_tank_o", "combat_tank_o", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper", "trooper" }
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},
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normal =
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{
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{ "trike", "trike", "quad", "quad", "quad", "trike", "trike", "trike" },
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{ "combat_tank_o", "combat_tank_o", "quad", "quad", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "combat_tank_o", "combat_tank_o", "combat_tank_o", "combat_tank_o", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper", "trooper" },
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{ "combat_tank_o", "combat_tank_o", "quad", "quad", "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper" },
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{ "trike", "trike", "quad", "quad", "quad", "trike", "trike", "trike", "trike", "trike", "trike" },
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{ "combat_tank_o", "combat_tank_o", "combat_tank_o", "combat_tank_o", "combat_tank_o", "combat_tank_o", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper", "trooper" }
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},
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hard =
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{
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{ "combat_tank_o", "combat_tank_o", "quad", "quad", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "trike", "trike", "quad", "quad", "quad", "trike", "trike", "trike" },
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{ "combat_tank_o", "combat_tank_o", "combat_tank_o", "combat_tank_o", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper", "trooper" },
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{ "trike", "trike", "quad", "quad", "quad", "trike", "trike", "trike", "trike", "trike", "trike" },
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{ "combat_tank_o", "combat_tank_o", "quad", "quad", "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper" },
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{ "combat_tank_o", "combat_tank_o", "combat_tank_o", "combat_tank_o", "combat_tank_o", "combat_tank_o", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper", "trooper" },
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{ "combat_tank_o", "combat_tank_o", "quad", "quad", "trike", "trike", "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper" },
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{ "trike", "trike", "quad", "quad", "quad", "trike", "trike", "trike", "trike", "trike", "trike", "quad", "quad" },
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{ "combat_tank_o", "combat_tank_o", "combat_tank_o", "combat_tank_o", "combat_tank_o", "combat_tank_o", "trike", "trike", "quad", "quad", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper", "trooper" }
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}
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}
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MercenaryAttackDelay =
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{
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easy = DateTime.Minutes(2) + DateTime.Seconds(40),
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normal = DateTime.Minutes(1) + DateTime.Seconds(50),
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hard = DateTime.Minutes(1) + DateTime.Seconds(10)
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}
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MercenaryAttackWaves =
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{
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easy = 3,
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normal = 6,
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hard = 9
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}
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MercenarySpawn = { HarkonnenRally4.Location + CVec.New(2, -2) }
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-- Ordos tanks because those were intended for the Smugglers not the Atreides
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ContrabandReinforcements = { "mcv", "quad", "quad", "combat_tank_o", "combat_tank_o", "combat_tank_o" }
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SmugglerReinforcements = { "quad", "quad", "trike", "trike" }
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InitialHarkonnenReinforcements = { "trooper", "trooper", "quad", "quad", "trike", "trike", "trike", "light_inf" }
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HarkonnenPaths =
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{
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{ HarkonnenEntry1.Location, HarkonnenRally1.Location },
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{ HarkonnenEntry1.Location, HarkonnenRally3.Location },
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{ HarkonnenEntry1.Location, HarkonnenRally2.Location },
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{ HarkonnenEntry1.Location, HarkonnenRally4.Location },
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{ HarkonnenEntry2.Location }
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}
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AtreidesReinforcements = { "trike", "combat_tank_a" }
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AtreidesPath = { AtreidesEntry.Location, AtreidesRally.Location }
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ContrabandTimes =
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{
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easy = DateTime.Minutes(10),
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normal = DateTime.Minutes(5),
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hard = DateTime.Minutes(2) + DateTime.Seconds(30)
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}
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wave = 0
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SendHarkonnen = function()
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Trigger.AfterDelay(HarkonnenAttackDelay[Difficulty], function()
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if player.IsObjectiveCompleted(KillHarkonnen) then
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return
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end
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wave = wave + 1
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if InfantryReinforcements and wave % 4 == 0 then
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local inf = Reinforcements.Reinforce(harkonnen, HarkonnenInfantryReinforcements[Difficulty][wave/4], InfantryPath)
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Utils.Do(inf, function(unit)
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unit.AttackMove(HarkonnenAttackLocation)
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IdleHunt(unit)
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end)
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end
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local entryPath = Utils.Random(HarkonnenPaths)
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local units = Reinforcements.ReinforceWithTransport(harkonnen, "carryall.reinforce", HarkonnenReinforcements[Difficulty][wave], entryPath, { entryPath[1] })[2]
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Utils.Do(units, function(unit)
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unit.AttackMove(HarkonnenAttackLocation)
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IdleHunt(unit)
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end)
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if wave < HarkonnenAttackWaves[Difficulty] then
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SendHarkonnen()
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return
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end
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Trigger.AfterDelay(DateTime.Seconds(3), function() LastHarkonnenArrived = true end)
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end)
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end
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mercWave = 0
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SendMercenaries = function()
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Trigger.AfterDelay(MercenaryAttackDelay[Difficulty], function()
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mercWave = mercWave + 1
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Media.DisplayMessage("Incoming hostile Mercenary force detected.", "Mentat")
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local units = Reinforcements.Reinforce(mercenary, MercenaryReinforcements[Difficulty][mercWave], MercenarySpawn)
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Utils.Do(units, function(unit)
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unit.AttackMove(MercenaryAttackLocation1)
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unit.AttackMove(MercenaryAttackLocation2)
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IdleHunt(unit)
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end)
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if mercWave < MercenaryAttackWaves[Difficulty] then
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SendMercenaries()
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return
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end
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Trigger.AfterDelay(DateTime.Seconds(3), function() LastMercenariesArrived = true end)
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end)
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end
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SendContraband = function(owner)
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ContrabandArrived = true
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UserInterface.SetMissionText("The Contraband has arrived!", player.Color)
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local units = SmugglerReinforcements
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if owner == player then
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units = ContrabandReinforcements
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end
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Reinforcements.ReinforceWithTransport(owner, "frigate", units, { ContrabandEntry.Location, Starport.Location + CVec.New(1, 1) }, { ContrabandExit.Location })
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Trigger.AfterDelay(DateTime.Seconds(3), function()
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if owner == player then
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player.MarkCompletedObjective(CaptureStarport)
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Media.DisplayMessage("Contraband has arrived and been confiscated.", "Mentat")
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else
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player.MarkFailedObjective(CaptureStarport)
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Media.DisplayMessage("Smuggler contraband has arrived. It is too late to confiscate.", "Mentat")
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end
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end)
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Trigger.AfterDelay(DateTime.Seconds(5), function()
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UserInterface.SetMissionText("")
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end)
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end
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SmugglersAttack = function()
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Utils.Do(SmugglerBase, function(building)
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if not building.IsDead and building.Owner == smuggler then
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building.Sell()
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end
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end)
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Utils.Do(smuggler.GetGroundAttackers(), function(unit)
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IdleHunt(unit)
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end)
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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 LastHarkonnenArrived and not player.IsObjectiveCompleted(KillHarkonnen) and harkonnen.HasNoRequiredUnits() then
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Media.DisplayMessage("The Harkonnen have been annihilated!", "Mentat")
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player.MarkCompletedObjective(KillHarkonnen)
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end
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if LastMercenariesArrived and not player.IsObjectiveCompleted(KillSmuggler) and smuggler.HasNoRequiredUnits() and mercenary.HasNoRequiredUnits() then
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Media.DisplayMessage("The Smugglers have been annihilated!", "Mentat")
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player.MarkCompletedObjective(KillSmuggler)
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end
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if LastHarvesterEaten[harkonnen] and DateTime.GameTime % DateTime.Seconds(10) == 0 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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AttackNotifier = AttackNotifier - 1
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if TimerTicks and not ContrabandArrived then
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TimerTicks = TimerTicks - 1
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UserInterface.SetMissionText("The contraband will arrive in " .. Utils.FormatTime(TimerTicks), player.Color)
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if TimerTicks <= 0 then
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SendContraband(smuggler)
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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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smuggler = Player.GetPlayer("Smugglers")
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mercenary = Player.GetPlayer("Mercenaries")
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player = Player.GetPlayer("Atreides")
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InfantryReinforcements = Difficulty ~= "easy"
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InitObjectives(player)
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KillAtreides = harkonnen.AddPrimaryObjective("Kill all Atreides units.")
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CaptureBarracks = player.AddPrimaryObjective("Capture the Barracks at Sietch Tabr.")
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KillHarkonnen = player.AddSecondaryObjective("Annihilate all other Harkonnen units\nand reinforcements.")
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CaptureStarport = player.AddSecondaryObjective("Capture the Smuggler Starport and\nconfiscate the contraband.")
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Camera.Position = ARefinery.CenterPosition
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HarkonnenAttackLocation = AtreidesRally.Location
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MercenaryAttackLocation1 = Starport.Location + CVec.New(-16, 0)
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MercenaryAttackLocation2 = Starport.Location
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Trigger.AfterDelay(DateTime.Seconds(2), function()
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TimerTicks = ContrabandTimes[Difficulty]
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Media.DisplayMessage("The contraband is approaching the Starport to the north in " .. Utils.FormatTime(TimerTicks) .. ".", "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(Starport, function()
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if not player.IsObjectiveCompleted(CaptureStarport) then
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ContrabandArrived = true
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UserInterface.SetMissionText("Starport destroyed! Contraband can't land.", player.Color)
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player.MarkFailedObjective(CaptureStarport)
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SmugglersAttack()
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Trigger.AfterDelay(DateTime.Seconds(15), function()
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UserInterface.SetMissionText("")
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end)
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end
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if DefendStarport then
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player.MarkFailedObjective(DefendStarport)
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end
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end)
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Trigger.OnDamaged(Starport, function()
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if Starport.Owner ~= smuggler then
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return
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end
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if AttackNotifier <= 0 then
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AttackNotifier = DateTime.Seconds(10)
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Media.DisplayMessage("Don't destroy the Starport!", "Mentat")
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local defenders = smuggler.GetGroundAttackers()
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if #defenders > 0 then
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Utils.Do(defenders, function(unit)
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unit.Guard(Starport)
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end)
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end
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end
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end)
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Trigger.OnCapture(Starport, function()
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DefendStarport = player.AddSecondaryObjective("Defend the captured Starport.")
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Starport.GrantCondition("captured")
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Trigger.ClearAll(Starport)
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Trigger.AfterDelay(0, function()
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Trigger.OnRemovedFromWorld(Starport, function()
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player.MarkFailedObjective(DefendStarport)
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end)
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end)
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if not ContrabandArrived then
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SendContraband(player)
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end
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SmugglersAttack()
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end)
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Trigger.OnKilled(HarkonnenBarracks, function()
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player.MarkFailedObjective(CaptureBarracks)
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end)
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Trigger.OnDamaged(HarkonnenBarracks, function()
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if AttackNotifier <= 0 and HarkonnenBarracks.Health < HarkonnenBarracks.MaxHealth * 3/4 then
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AttackNotifier = DateTime.Seconds(10)
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Media.DisplayMessage("Don't destroy the Barracks!", "Mentat")
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end
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end)
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Trigger.OnCapture(HarkonnenBarracks, function()
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Media.DisplayMessage("Hostages Released!", "Mentat")
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if DefendStarport then
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player.MarkCompletedObjective(DefendStarport)
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end
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Trigger.AfterDelay(DateTime.Seconds(3), function()
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player.MarkCompletedObjective(CaptureBarracks)
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end)
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end)
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SendHarkonnen()
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Actor.Create("upgrade.barracks", true, { Owner = harkonnen })
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Actor.Create("upgrade.light", true, { Owner = harkonnen })
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Actor.Create("upgrade.heavy", true, { Owner = harkonnen })
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Trigger.AfterDelay(0, ActivateAI)
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Trigger.AfterDelay(DateTime.Minutes(1), function()
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Media.PlaySpeechNotification(player, "Reinforce")
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Reinforcements.ReinforceWithTransport(player, "carryall.reinforce", AtreidesReinforcements, AtreidesPath, { AtreidesPath[1] })
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end)
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local smugglerWaypoint = SmugglerWaypoint1.Location
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Trigger.OnEnteredFootprint({ smugglerWaypoint + CVec.New(-2, 0), smugglerWaypoint + CVec.New(-1, 0), smugglerWaypoint, smugglerWaypoint + CVec.New(1, -1), smugglerWaypoint + CVec.New(2, -1), SmugglerWaypoint3.Location }, function(a, id)
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if not warned and a.Owner == player and a.Type ~= "carryall" then
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warned = true
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Trigger.RemoveFootprintTrigger(id)
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Media.DisplayMessage("Stay away from our Starport.", "Smuggler Leader")
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end
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end)
|
|
|
|
Trigger.OnEnteredFootprint({ SmugglerWaypoint2.Location }, function(a, id)
|
|
if not paid and a.Owner == player and a.Type ~= "carryall" then
|
|
paid = true
|
|
Trigger.RemoveFootprintTrigger(id)
|
|
Media.DisplayMessage("You were warned. Now you will pay.", "Smuggler Leader")
|
|
Utils.Do(smuggler.GetGroundAttackers(), function(unit)
|
|
unit.AttackMove(SmugglerWaypoint2.Location)
|
|
end)
|
|
|
|
Trigger.AfterDelay(DateTime.Seconds(3), function()
|
|
KillSmuggler = player.AddSecondaryObjective("Destroy the Smugglers and their Mercenaries.")
|
|
SendMercenaries()
|
|
end)
|
|
end
|
|
end)
|
|
|
|
Trigger.OnEnteredProximityTrigger(HarkonnenBarracks.CenterPosition, WDist.New(5 * 1024), function(a, id)
|
|
if a.Owner == player and a.Type ~= "carryall" then
|
|
Trigger.RemoveProximityTrigger(id)
|
|
Media.DisplayMessage("Capture the Harkonnen barracks to release the hostages.", "Mentat")
|
|
StopInfantryProduction = true
|
|
end
|
|
end)
|
|
end
|