345 lines
12 KiB
Lua
345 lines
12 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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OrdosBase = { OConYard, OOutpost, OPalace, ORefinery1, ORefinery2, OHeavyFactory, OLightFactory, OHiTechFactory, OResearch, ORepair, OStarport, OGunt1, OGunt2, OGunt3, OGunt4, OGunt5, OGunt6, ORock1, ORock2, ORock3, ORock4, OBarracks1, OBarracks2, OPower1, OPower2, OPower3, OPower4, OPower5, OPower6, OPower7, OPower8, OPower9, OPower10, OPower11, OPower12, OPower13 }
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AtreidesBase = { AConYard, AOutpost, ARefinery1, ARefinery2, AHeavyFactory, ALightFactory, AHiTechFactory, ARepair, AStarport, AGunt1, AGunt2, ARock1, ARock2, APower1, APower2, APower3, APower4, APower5, APower6, APower7, APower8, APower9 }
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MercenaryBase = { MHeavyFactory, MStarport, MGunt, MPower1, MPower2 }
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OrdosReinforcements =
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{
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easy =
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{
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{ "trooper", "trooper", "quad", "quad" },
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{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "light_inf", "light_inf", "light_inf", "raider", "raider" },
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{ "combat_tank_o", "quad" }
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},
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normal =
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{
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{ "trooper", "trooper", "trooper", "quad", "quad" },
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{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "light_inf", "light_inf", "light_inf", "light_inf", "raider", "raider" },
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{ "combat_tank_o", "combat_tank_o" },
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{ "raider", "raider", "quad", "quad", "deviator" }
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},
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hard =
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{
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{ "trooper", "trooper", "trooper", "trooper", "quad", "quad" },
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{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "raider", "raider" },
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{ "combat_tank_o", "combat_tank_o", "quad" },
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{ "raider", "raider", "raider", "quad", "quad", "deviator" },
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{ "siege_tank", "combat_tank_o", "combat_tank_o", "raider" }
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}
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}
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MercenaryStarportReinforcements =
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{
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{ "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "quad", "quad" },
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{ "quad", "combat_tank_o", "trike", "quad", "trooper", "trooper" },
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{ "trooper", "trooper", "trooper", "trooper", "siege_tank", "siege_tank" },
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{ "quad", "quad", "combat_tank_o", "combat_tank_o", "combat_tank_o" }
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}
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OrdosAttackDelay =
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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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MercenaryStarportDelay = DateTime.Minutes(1) + DateTime.Seconds(20)
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OrdosAttackWaves =
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{
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easy = 4,
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normal = 5,
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hard = 6
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}
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InitialOrdosReinforcements =
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{
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{ "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf" },
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{ "trooper", "trooper", "trooper", "trooper", "trooper", "combat_tank_o", "combat_tank_o" }
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}
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InitialAtreidesReinforcements = { "combat_tank_a", "combat_tank_a", "quad", "quad", "trike" }
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InitialMercenaryReinforcements = { "trooper", "trooper", "trooper", "trooper", "quad", "quad" }
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OrdosPaths =
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{
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{ OrdosEntry1.Location, OrdosRally1.Location },
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{ OrdosEntry2.Location, OrdosRally2.Location },
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{ OrdosEntry3.Location, OrdosRally3.Location },
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{ OrdosEntry4.Location, OrdosRally4.Location }
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}
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InitialOrdosPaths =
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{
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{ OLightFactory.Location, OrdosRally5.Location },
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{ OHiTechFactory.Location, OrdosRally6.Location }
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}
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SaboteurPaths =
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{
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{ SaboteurWaypoint1.Location, SaboteurWaypoint2.Location, SaboteurWaypoint3.Location },
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{ SaboteurWaypoint4.Location, SaboteurWaypoint5.Location, SaboteurWaypoint6.Location }
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}
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InitialAtreidesPath = { AStarport.Location, AtreidesRally.Location }
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InitialMercenaryPath = { MStarport.Location, MercenaryRally.Location }
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SendStarportReinforcements = function(faction)
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Trigger.AfterDelay(MercenaryStarportDelay, function()
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if MStarport.IsDead or MStarport.Owner ~= faction then
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return
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end
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reinforcements = Utils.Random(MercenaryStarportReinforcements)
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local units = Reinforcements.ReinforceWithTransport(faction, "frigate", reinforcements, { MercenaryStarportEntry.Location, MStarport.Location + CVec.New(1, 1) }, { MercenaryStarportExit.Location })[2]
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Utils.Do(units, function(unit)
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unit.AttackMove(MercenaryAttackLocation)
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IdleHunt(unit)
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end)
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SendStarportReinforcements(faction)
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end)
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end
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SendAirStrike = function()
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if AHiTechFactory.IsDead or AHiTechFactory.Owner ~= atreides_enemy then
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return
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end
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local targets = Utils.Where(player.GetActors(), function(actor)
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return
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actor.HasProperty("Sell") and
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actor.Type ~= "wall" and
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actor.Type ~= "medium_gun_turret" and
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actor.Type ~= "large_gun_turret" and
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actor.Type ~= "silo" and
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actor.Type ~= "wind_trap"
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end)
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if #targets > 0 then
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AHiTechFactory.SendAirstrike(Utils.Random(targets).CenterPosition, true, 0)
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end
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Trigger.AfterDelay(DateTime.Minutes(5), SendAirStrike)
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end
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GetSaboteurTargets = function(player)
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return Utils.Where(player.GetActors(), function(actor)
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return
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actor.HasProperty("Sell") and
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actor.Type ~= "wall" and
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actor.Type ~= "medium_gun_turret" and
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actor.Type ~= "large_gun_turret" and
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actor.Type ~= "silo"
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end)
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end
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BuildSaboteur = function()
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if OPalace.IsDead or OPalace.Owner ~= ordos then
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return
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end
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local targets = GetSaboteurTargets(player)
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if #targets > 0 then
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local saboteur = Actor.Create("saboteur", true, { Owner = ordos, Location = OPalace.Location + CVec.New(0, 2) })
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saboteur.Move(saboteur.Location + CVec.New(0, 1))
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saboteur.Wait(DateTime.Seconds(5))
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local path = Utils.Random(SaboteurPaths)
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saboteur.Move(path[1])
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saboteur.Move(path[2])
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saboteur.Move(path[3])
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SendSaboteur(saboteur)
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end
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Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(30), BuildSaboteur)
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end
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SendSaboteur = function(saboteur)
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local targets = GetSaboteurTargets(player)
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if #targets < 1 then
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return
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end
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local target = Utils.Random(targets)
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saboteur.Demolish(target)
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-- 'target' got removed from the world in the meantime
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saboteur.CallFunc(function()
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SendSaboteur(saboteur)
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end)
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end
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CheckAttackToAtreides = function()
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AtreidesUnits = atreides_neutral.GetActors()
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Utils.Do(AtreidesUnits, function(unit)
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Trigger.OnDamaged(unit, function(self, attacker)
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if attacker.Owner == player and not check then
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ChangeOwner(atreides_neutral, atreides_enemy)
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-- Ensure that harvesters that was on a carryall switched sides.
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Trigger.AfterDelay(DateTime.Seconds(15), function()
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ChangeOwner(atreides_neutral, atreides_enemy)
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end)
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check = true
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Media.DisplayMessage("The Atreides are now hostile!", "Mentat")
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end
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end)
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end)
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end
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ChangeOwner = function(old_owner, new_owner)
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local units = old_owner.GetActors()
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Utils.Do(units, function(unit)
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if not unit.IsDead then
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unit.Owner = new_owner
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end
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end)
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end
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Tick = function()
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if player.HasNoRequiredUnits() then
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ordos.MarkCompletedObjective(KillHarkonnen1)
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atreides_enemy.MarkCompletedObjective(KillHarkonnen2)
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end
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if ordos.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillOrdos) then
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Media.DisplayMessage("The Ordos have been annihilated!", "Mentat")
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player.MarkCompletedObjective(KillOrdos)
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end
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if atreides_enemy.HasNoRequiredUnits() and atreides_neutral.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillAtreides) then
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Media.DisplayMessage("The Atreides have been annihilated!", "Mentat")
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player.MarkCompletedObjective(KillAtreides)
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end
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if mercenary_enemy.HasNoRequiredUnits() and mercenary_ally.HasNoRequiredUnits() and not MercenariesDestroyed then
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Media.DisplayMessage("The Mercenaries have been annihilated!", "Mentat")
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MercenariesDestroyed = true
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end
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if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[ordos] then
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local units = ordos.GetActorsByType("harvester")
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if #units > 0 then
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LastHarvesterEaten[ordos] = false
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ProtectHarvester(units[1], ordos, AttackGroupSize[Difficulty])
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end
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end
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if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[atreides_enemy] then
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local units = atreides_enemy.GetActorsByType("harvester")
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if #units > 0 then
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LastHarvesterEaten[atreides_enemy] = false
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ProtectHarvester(units[1], atreides_enemy, AttackGroupSize[Difficulty])
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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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ordos = Player.GetPlayer("Ordos")
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atreides_enemy = Player.GetPlayer("Ordos Aligned Atreides")
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atreides_neutral = Player.GetPlayer("Neutral Atreides")
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mercenary_enemy = Player.GetPlayer("Ordos Aligned Mercenaries")
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mercenary_ally = Player.GetPlayer("Harkonnen Aligned Mercenaries")
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player = Player.GetPlayer("Harkonnen")
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InitObjectives(player)
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KillOrdos = player.AddPrimaryObjective("Destroy the Ordos.")
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KillAtreides = player.AddSecondaryObjective("Destroy the Atreides.")
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AllyWithMercenaries = player.AddSecondaryObjective("Persuade the Mercenaries to fight with\nHouse Harkonnen.")
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KillHarkonnen1 = ordos.AddPrimaryObjective("Kill all Harkonnen units.")
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KillHarkonnen2 = atreides_enemy.AddPrimaryObjective("Kill all Harkonnen units.")
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Camera.Position = HMCV.CenterPosition
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OrdosAttackLocation = HMCV.Location
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MercenaryAttackLocation = HMCV.Location
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Trigger.AfterDelay(DateTime.Minutes(5), SendAirStrike)
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Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(30), BuildSaboteur)
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Trigger.OnCapture(MHeavyFactory, function()
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player.MarkCompletedObjective(AllyWithMercenaries)
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Media.DisplayMessage("Leader Captured. Mercenaries have been persuaded to fight with House Harkonnen.", "Mentat")
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MercenaryAttackLocation = OPalace.Location
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ChangeOwner(mercenary_enemy, mercenary_ally)
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SendStarportReinforcements(mercenary_ally)
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DefendAndRepairBase(mercenary_ally, MercenaryBase, 0.75, AttackGroupSize[Difficulty])
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IdlingUnits[mercenary_ally] = IdlingUnits[mercenary_enemy]
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end)
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Trigger.OnKilled(MHeavyFactory, function()
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if not player.IsObjectiveCompleted(AllyWithMercenaries) then
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player.MarkFailedObjective(AllyWithMercenaries)
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end
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end)
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Trigger.OnKilledOrCaptured(OPalace, function()
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Media.DisplayMessage("We cannot stand against the Harkonnen. We must become neutral.", "Atreides Commander")
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ChangeOwner(atreides_enemy, atreides_neutral)
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DefendAndRepairBase(atreides_neutral, AtreidesBase, 0.75, AttackGroupSize[Difficulty])
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IdlingUnits[atreides_neutral] = IdlingUnits[atreides_enemy]
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-- Ensure that harvesters that was on a carryall switched sides.
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Trigger.AfterDelay(DateTime.Seconds(15), function()
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ChangeOwner(atreides_enemy, atreides_neutral)
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CheckAttackToAtreides()
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end)
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end)
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Trigger.OnAllKilledOrCaptured(OrdosBase, function()
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Utils.Do(ordos.GetGroundAttackers(), IdleHunt)
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end)
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Trigger.OnAllKilledOrCaptured(AtreidesBase, function()
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Utils.Do(atreides_enemy.GetGroundAttackers(), IdleHunt)
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end)
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Trigger.OnAllKilledOrCaptured(MercenaryBase, function()
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Utils.Do(mercenary_enemy.GetGroundAttackers(), IdleHunt)
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Utils.Do(mercenary_ally.GetGroundAttackers(), IdleHunt)
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end)
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local path = function() return Utils.Random(OrdosPaths) end
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local waveCondition = function() return player.IsObjectiveCompleted(KillOrdos) end
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local huntFunction = function(unit)
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unit.AttackMove(OrdosAttackLocation)
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IdleHunt(unit)
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end
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SendCarryallReinforcements(ordos, 0, OrdosAttackWaves[Difficulty], OrdosAttackDelay[Difficulty], path, OrdosReinforcements[Difficulty], waveCondition, huntFunction)
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SendStarportReinforcements(mercenary_enemy)
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Actor.Create("upgrade.barracks", true, { Owner = ordos })
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Actor.Create("upgrade.light", true, { Owner = ordos })
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Actor.Create("upgrade.heavy", true, { Owner = ordos })
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Actor.Create("upgrade.barracks", true, { Owner = atreides_enemy })
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Actor.Create("upgrade.light", true, { Owner = atreides_enemy })
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Actor.Create("upgrade.heavy", true, { Owner = atreides_enemy })
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Actor.Create("upgrade.hightech", true, { Owner = atreides_enemy })
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Actor.Create("upgrade.heavy", true, { Owner = mercenary_enemy })
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Trigger.AfterDelay(0, ActivateAI)
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end
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