Files
OpenRA/mods/d2k/maps/harkonnen-04/harkonnen04.lua
2017-08-17 19:05:38 +02:00

205 lines
7.3 KiB
Lua

--[[
Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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.
]]
AtreidesBase = { AConyard, AOutpost, ARefinery, AHeavyFactory, ALightFactory, AGunt1, AGunt2, ABarracks, ASilo, APower1, APower2, APower3, APower4, APower5, APower6 }
FremenBase = { FGunt1, FGunt2 }
BaseAreaTriggers =
{
{ CPos.New(27, 38), CPos.New(26, 38), CPos.New(26, 39), CPos.New(25, 39), CPos.New(25, 40), CPos.New(25, 41), CPos.New(24, 41), CPos.New(24, 42) },
{ CPos.New(19, 81), CPos.New(19, 82), CPos.New(19, 83), CPos.New(19, 84), CPos.New(19, 85), CPos.New(19, 86), CPos.New(19, 87), CPos.New(19, 88), CPos.New(19, 89), CPos.New(19, 90), CPos.New(19, 91) },
{ CPos.New(10, 78), CPos.New(11, 78), CPos.New(12, 78), CPos.New(13, 78), CPos.New(14, 78), CPos.New(15, 78) }
}
Sietches = { FSietch1, FSietch2 }
FremenReinforcements =
{
easy =
{
{ "combat_tank_a", "combat_tank_a" },
{ "trooper", "trooper", "trooper" },
{ "combat_tank_a", "combat_tank_a" },
{ "combat_tank_a", "light_inf", "light_inf", "trooper", "trooper" },
{ "combat_tank_a", "trike", "trike", "quad", "trooper", "nsfremen" }
},
normal =
{
{ "combat_tank_a", "combat_tank_a" },
{ "trooper", "trooper", "trooper" },
{ "combat_tank_a", "combat_tank_a" },
{ "combat_tank_a", "light_inf", "light_inf", "trooper", "trooper" },
{ "combat_tank_a", "trike", "trike", "quad", "trooper", "nsfremen" },
{ "combat_tank_a", "trike", "combat_tank_a", "quad", "nsfremen", "nsfremen" },
{ "fremen", "fremen", "fremen", "fremen", "trooper", "trooper", "trooper", "trooper" }
},
hard =
{
{ "combat_tank_a", "combat_tank_a" },
{ "trooper", "trooper", "trooper" },
{ "combat_tank_a", "combat_tank_a" },
{ "combat_tank_a", "light_inf", "light_inf", "trooper", "trooper" },
{ "combat_tank_a", "trike", "trike", "quad", "trooper", "nsfremen" },
{ "combat_tank_a", "trike", "combat_tank_a", "quad", "nsfremen", "nsfremen" },
{ "fremen", "fremen", "fremen", "fremen", "trooper", "trooper", "trooper", "trooper" },
{ "combat_tank_a", "combat_tank_a", "combat_tank_a", "combat_tank_a", "missile_tank" },
{ "combat_tank_a", "combat_tank_a", "quad", "quad", "trike", "trike", "trooper", "trooper", "light_inf", "light_inf" }
}
}
FremenAttackDelay =
{
easy = DateTime.Minutes(3),
normal = DateTime.Minutes(2) + DateTime.Seconds(20),
hard = DateTime.Minutes(1)
}
FremenAttackWaves =
{
easy = 5,
normal = 7,
hard = 9
}
AtreidesHunters = { "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper" }
FremenHunters =
{
{ "fremen", "fremen", "fremen" },
{ "combat_tank_a", "combat_tank_a", "combat_tank_a" },
{ "missile_tank", "missile_tank", "missile_tank" }
}
InitialAtreidesReinforcements =
{
{ "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf" },
{ "combat_tank_a", "combat_tank_a", "quad", "trike" }
}
AtreidesPaths =
{
{ AtreidesEntry1.Location, AtreidesRally1.Location },
{ AtreidesEntry2.Location, AtreidesRally2.Location },
{ AtreidesEntry3.Location, AtreidesRally3.Location }
}
FremenPaths =
{
{ FremenEntry4.Location, FremenRally4.Location },
{ FremenEntry5.Location, FremenRally5.Location },
{ FremenEntry6.Location, FremenRally6.Location }
}
FremenHunterPaths =
{
{ FremenEntry1.Location, FremenRally1.Location },
{ FremenEntry2.Location, FremenRally2.Location },
{ FremenEntry3.Location, FremenRally3.Location }
}
HarkonnenReinforcements = { "combat_tank_h", "combat_tank_h" }
HarkonnenPath = { HarkonnenEntry.Location, HarkonnenRally.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) }
}
FremenProduction = function()
if SietchesAreDestroyed then
return
end
local delay = Utils.RandomInteger(FremenInterval[Difficulty][1], FremenInterval[Difficulty][2] + 1)
fremen.Build({ "nsfremen" }, function()
Trigger.AfterDelay(delay, FremenProduction)
end)
end
Tick = function()
if player.HasNoRequiredUnits() then
atreides.MarkCompletedObjective(KillHarkonnen)
end
if atreides.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillAtreides) then
Media.DisplayMessage("The Atreides have been annihilated!", "Mentat")
player.MarkCompletedObjective(KillAtreides)
end
if fremen.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillFremen) then
Media.DisplayMessage("The Fremen have been annihilated!", "Mentat")
player.MarkCompletedObjective(KillFremen)
end
if DateTime.GameTime % DateTime.Seconds(30) and HarvesterKilled[atreides] then
local units = atreides.GetActorsByType("harvester")
if #units > 0 then
HarvesterKilled[atreides] = false
ProtectHarvester(units[1], atreides, AttackGroupSize[Difficulty])
end
end
end
WorldLoaded = function()
atreides = Player.GetPlayer("Atreides")
fremen = Player.GetPlayer("Fremen")
player = Player.GetPlayer("Harkonnen")
InitObjectives(player)
KillAtreides = player.AddPrimaryObjective("Destroy the Atreiedes.")
KillFremen = player.AddPrimaryObjective("Destroy the Fremen.")
KillHarkonnen = atreides.AddPrimaryObjective("Kill all Harkonnen units.")
Camera.Position = HConyard.CenterPosition
FremenAttackLocation = HConyard.Location
Trigger.OnAllKilledOrCaptured(AtreidesBase, function()
Utils.Do(atreides.GetGroundAttackers(), IdleHunt)
end)
Trigger.OnAllKilled(Sietches, function()
SietchesAreDestroyed = true
end)
local path = function() return Utils.Random(FremenPaths) end
local waveCondition = function() return player.IsObjectiveCompleted(KillFremen) end
local huntFunction = function(unit)
unit.AttackMove(FremenAttackLocation)
IdleHunt(unit)
end
SendCarryallReinforcements(fremen, 0, FremenAttackWaves[Difficulty], FremenAttackDelay[Difficulty], path, FremenReinforcements[Difficulty], waveCondition, huntFunction)
Actor.Create("upgrade.barracks", true, { Owner = atreides })
Actor.Create("upgrade.light", true, { Owner = atreides })
Trigger.AfterDelay(0, ActivateAI)
Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(15), function()
Media.PlaySpeechNotification(player, "Reinforce")
Reinforcements.Reinforce(player, HarkonnenReinforcements, HarkonnenPath)
end)
Trigger.AfterDelay(DateTime.Seconds(15), function()
Media.DisplayMessage("Fremen concentrations spotted to the North and Southwest.", "Mentat")
end)
local atreidesCondition = function() return player.IsObjectiveCompleted(KillAtreides) end
TriggerCarryallReinforcements(player, atreides, BaseAreaTriggers[1], AtreidesHunters, AtreidesPaths[1], atreidesCondition)
local fremenCondition = function() return player.IsObjectiveCompleted(KillFremen) end
TriggerCarryallReinforcements(player, fremen, BaseAreaTriggers[1], FremenHunters[1], FremenHunterPaths[3], fremenCondition)
TriggerCarryallReinforcements(player, fremen, BaseAreaTriggers[2], FremenHunters[2], FremenHunterPaths[2], fremenCondition)
TriggerCarryallReinforcements(player, fremen, BaseAreaTriggers[3], FremenHunters[3], FremenHunterPaths[1], fremenCondition)
end