Files
OpenRA/mods/d2k/maps/atreides-04/atreides04.lua
2017-02-19 16:31:26 +01:00

241 lines
8.0 KiB
Lua

HarkonnenBase = { HarkonnenOutpost, HarkonnenRefinery, HarkonnenHeavyFact, HarkonnenTurret1, HarkonnenTurret2, HarkonnenBarracks, HarkonnenSilo1, HarkonnenSilo2, HarkonnenWindTrap1, HarkonnenWindTrap2, HarkonnenWindTrap3, HarkonnenWindTrap4, HarkonnenWindTrap5 }
HarkonnenReinforcements =
{
easy =
{
{ "combat_tank_h", "trooper", "trooper", "trooper", "trooper" },
{ "trooper", "trooper", "trooper", "trooper", "trooper" },
{ "combat_tank_h", "light_inf", "light_inf", "trooper", "trooper" },
{ "combat_tank_h", "light_inf", "light_inf", "light_inf", "trooper", "trooper" },
{ "combat_tank_h", "trike", "light_inf", "light_inf", "trooper", "trooper" }
},
normal =
{
{ "combat_tank_h", "trooper", "trooper", "trooper", "trooper" },
{ "trooper", "trooper", "trooper", "trooper", "trooper" },
{ "combat_tank_h", "light_inf", "light_inf", "trooper", "trooper" },
{ "combat_tank_h", "light_inf", "light_inf", "light_inf", "trooper", "trooper" },
{ "combat_tank_h", "trike", "light_inf", "light_inf", "trooper", "trooper" },
{ "combat_tank_h", "trike", "combat_tank_h", "light_inf", "trooper", "trooper", "quad" },
{ "combat_tank_h", "trike", "light_inf", "light_inf", "trooper", "trooper", "quad", "quad" }
},
hard =
{
{ "combat_tank_h", "trooper", "trooper", "trooper", "trooper" },
{ "trooper", "trooper", "trooper", "trooper", "trooper" },
{ "combat_tank_h", "light_inf", "light_inf", "trooper", "trooper" },
{ "combat_tank_h", "light_inf", "light_inf", "light_inf", "trooper", "trooper" },
{ "combat_tank_h", "trike", "light_inf", "light_inf", "trooper", "trooper" },
{ "combat_tank_h", "trike", "combat_tank_h", "light_inf", "trooper", "trooper", "quad" },
{ "combat_tank_h", "trike", "light_inf", "light_inf", "trooper", "trooper", "quad", "quad" },
{ "combat_tank_h", "combat_tank_h", "trike", "light_inf", "light_inf", "trooper", "trooper", "quad", "quad" },
{ "combat_tank_h", "combat_tank_h", "combat_tank_h", "combat_tank_h", "combat_tank_h", "combat_tank_h" }
}
}
HarkonnenAttackDelay =
{
easy = DateTime.Minutes(3),
normal = DateTime.Minutes(2) + DateTime.Seconds(20),
hard = DateTime.Minutes(1)
}
HarkonnenAttackWaves =
{
easy = 5,
normal = 7,
hard = 9
}
InitialHarkonnenReinforcements = { "trooper", "trooper", "trooper", "trooper", "trooper", "trooper" }
HarkonnenPaths =
{
{ HarkonnenEntry1.Location, HarkonnenRally3.Location },
{ HarkonnenEntry2.Location, HarkonnenRally2.Location },
{ HarkonnenEntry3.Location, HarkonnenRally4.Location },
{ HarkonnenEntry4.Location, HarkonnenRally4.Location }
}
AtreidesReinforcements =
{
{ "trike", "combat_tank_a", "combat_tank_a" },
{ "quad", "combat_tank_a", "combat_tank_a" }
}
AtreidesPath = { AtreidesEntry.Location, AtreidesRally.Location }
FremenInterval =
{
easy = { DateTime.Minutes(1) + DateTime.Seconds(30), DateTime.Minutes(2) },
normal = { DateTime.Minutes(2) + DateTime.Seconds(20), DateTime.Minutes(2) + DateTime.Seconds(40) },
hard = { DateTime.Minutes(3) + DateTime.Seconds(40), DateTime.Minutes(4) }
}
IntegrityLevel =
{
easy = 50,
normal = 75,
hard = 100
}
wave = 0
SendHarkonnen = function()
Trigger.AfterDelay(HarkonnenAttackDelay[Difficulty], function()
if player.IsObjectiveCompleted(KillHarkonnen) then
return
end
wave = wave + 1
if wave > HarkonnenAttackWaves[Difficulty] then
return
end
local entryPath = Utils.Random(HarkonnenPaths)
local units = Reinforcements.ReinforceWithTransport(harkonnen, "carryall.reinforce", HarkonnenReinforcements[Difficulty][wave], entryPath, { entryPath[1] })[2]
Utils.Do(units, function(unit)
unit.AttackMove(HarkonnenAttackLocation)
IdleHunt(unit)
end)
SendHarkonnen()
end)
end
FremenProduction = function()
if Sietch.IsDead then
return
end
local delay = Utils.RandomInteger(FremenInterval[Difficulty][1], FremenInterval[Difficulty][2] + 1)
fremen.Build({ "nsfremen" }, function()
Trigger.AfterDelay(delay, ProduceInfantry)
end)
end
AttackNotifier = 0
Tick = function()
if player.HasNoRequiredUnits() then
harkonnen.MarkCompletedObjective(KillAtreides)
end
if harkonnen.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillHarkonnen) then
Media.DisplayMessage("The Harkonnen have been annihilated!", "Mentat")
player.MarkCompletedObjective(KillHarkonnen)
player.MarkCompletedObjective(ProtectFremen)
player.MarkCompletedObjective(KeepIntegrity)
end
if DateTime.GameTime % DateTime.Seconds(30) and HarvesterKilled then
local units = harkonnen.GetActorsByType("harvester")
if #units > 0 then
HarvesterKilled = false
ProtectHarvester(units[1])
end
end
if not Sietch.IsDead then
AttackNotifier = AttackNotifier - 1
local integrity = math.floor((Sietch.Health * 100) / Sietch.MaxHealth)
UserInterface.SetMissionText("Sietch structural integrity: " .. integrity .. "%", player.Color)
if integrity < IntegrityLevel[Difficulty] then
player.MarkFailedObjective(KeepIntegrity)
end
end
end
WorldLoaded = function()
harkonnen = Player.GetPlayer("Harkonnen")
fremen = Player.GetPlayer("Fremen")
player = Player.GetPlayer("Atreides")
Difficulty = Map.LobbyOption("difficulty")
InitObjectives()
Camera.Position = AConyard.CenterPosition
HarkonnenAttackLocation = AConyard.Location
Trigger.AfterDelay(DateTime.Seconds(2), function()
Beacon.New(player, Sietch.CenterPosition + WVec.New(0, 1024, 0))
Media.DisplayMessage("Fremen Sietch detected to the southeast.", "Mentat")
end)
Trigger.OnAllKilledOrCaptured(HarkonnenBase, function()
Utils.Do(harkonnen.GetGroundAttackers(), IdleHunt)
end)
Trigger.OnKilled(Sietch, function()
UserInterface.SetMissionText("Sietch destroyed!", player.Color)
player.MarkFailedObjective(ProtectFremen)
end)
Trigger.OnDamaged(Sietch, function()
if AttackNotifier <= 0 then
AttackNotifier = DateTime.Seconds(10)
Beacon.New(player, Sietch.CenterPosition + WVec.New(0, 1024, 0), DateTime.Seconds(7))
Media.DisplayMessage("The Fremen Sietch is under attack!", "Mentat")
local defenders = fremen.GetGroundAttackers()
if #defenders > 0 then
Utils.Do(defenders, function(unit)
unit.Guard(Sietch)
end)
end
end
end)
SendHarkonnen()
Actor.Create("upgrade.barracks", true, { Owner = harkonnen })
Trigger.AfterDelay(0, ActivateAI)
Trigger.AfterDelay(DateTime.Seconds(50), function()
Media.PlaySpeechNotification(player, "Reinforce")
Reinforcements.Reinforce(player, AtreidesReinforcements[1], AtreidesPath)
end)
Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(40), function()
Media.PlaySpeechNotification(player, "Reinforce")
Reinforcements.ReinforceWithTransport(player, "carryall.reinforce", AtreidesReinforcements[2], AtreidesPath, { AtreidesPath[1] })
end)
Trigger.OnEnteredProximityTrigger(HarkonnenRally1.CenterPosition, WDist.New(6 * 1024), function(a, id)
if a.Owner == player then
Trigger.RemoveProximityTrigger(id)
local units = Reinforcements.Reinforce(harkonnen, { "light_inf", "combat_tank_h", "trike" }, HarkonnenPaths[1])
Utils.Do(units, IdleHunt)
end
end)
end
InitObjectives = function()
Trigger.OnObjectiveAdded(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
KillAtreides = harkonnen.AddPrimaryObjective("Kill all Atreides units.")
ProtectFremen = player.AddPrimaryObjective("Protect the Fremen Sietch.")
KillHarkonnen = player.AddPrimaryObjective("Destroy the Harkonnen.")
KeepIntegrity = player.AddSecondaryObjective("Keep the Sietch " .. IntegrityLevel[Difficulty] .. "% intact!")
Trigger.OnObjectiveCompleted(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
end)
Trigger.OnObjectiveFailed(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
end)
Trigger.OnPlayerLost(player, function()
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.PlaySpeechNotification(player, "Lose")
end)
end)
Trigger.OnPlayerWon(player, function()
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.PlaySpeechNotification(player, "Win")
end)
end)
end