277 lines
9.7 KiB
Lua
277 lines
9.7 KiB
Lua
--[[
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Copyright 2007-2018 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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AtreidesMainBase = { AConYard1, AOutpost1, ARefinery1, ARefinery2, AHeavyFactory1, ALightFactory1, ALightFactory2, AHiTechFactory, AResearch, ARepair, AStarport, AGunt1, AGunt2, AGunt3, AGunt4, AGunt5, AGunt6, ARock1, ARock2, ARock3, ARock4, ARock5, ARock6, APower1, APower2, APower3, APower4, APower5, APower6, APower7, APower8, APower9, APower10, APower11, APower12, APower13, APower14, APower15, APower16, APower17, APower18, APower19, APower20, APower21, APower22, ASilo1, ASilo2, ASilo3 }
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AtreidesSmallBase = { AOutpost2, ARefinery3, ABarracks, AHeavyFactory2, AGunt7, AGunt8, APower23, APower24, APower25, APower26, ASilo4, ASilo5, ASilo6, ASilo7 }
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CorrinoBase = { CBarracks, COutpost, CPower1, CPower2, CPower3, CRock1, CRock2 }
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AtreidesReinforcements =
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{
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easy = { "sonic_tank" },
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normal = { "sonic_tank", "trooper" },
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hard = { "sonic_tank", "quad" }
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}
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CorrinoReinforcements =
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{
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easy =
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{
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{ "sardaukar", "sardaukar", "sardaukar", "quad", "quad", "trike" },
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{ "sardaukar", "sardaukar", "combat_tank_h", "trike" }
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},
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normal =
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{
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{ "sardaukar", "sardaukar", "sardaukar", "combat_tank_h", "quad", "trike" },
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{ "sardaukar", "sardaukar", "combat_tank_h", "siege_tank" }
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},
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hard =
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{
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{ "sardaukar", "sardaukar", "sardaukar", "combat_tank_h", "quad", "quad", "trike" },
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{ "sardaukar", "sardaukar", "sardaukar", "combat_tank_h", "siege_tank" }
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}
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}
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EnemyAttackDelay =
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{
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easy = DateTime.Minutes(3) + DateTime.Seconds(30),
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normal = DateTime.Minutes(2) + DateTime.Seconds(30),
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hard = DateTime.Minutes(1) + DateTime.Seconds(30)
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}
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CorrinoInitialAttackDelay =
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{
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easy = DateTime.Seconds(45),
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normal = DateTime.Seconds(30),
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hard = DateTime.Seconds(15)
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}
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InitialAtreidesReinforcements =
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{
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easy =
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{
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{ "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "combat_tank_a", "quad", "quad", "trike", "trike" },
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{ "trooper", "trooper", "quad", "quad" }
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},
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normal =
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{
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{ "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "combat_tank_a", "combat_tank_a", "quad", "trike", "trike" },
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{ "trooper", "trooper", "trooper", "quad", "quad" }
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},
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hard =
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{
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{ "trooper", "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "combat_tank_a", "combat_tank_a", "quad", "quad", "trike", "trike" },
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{ "trooper", "trooper", "trooper", "trooper", "quad", "quad" }
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}
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}
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InitialCorrinoReinforcements = { "trooper", "trooper", "trooper", "trooper", "trooper" }
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AtreidesPath = { AtreidesEntry1.Location, AtreidesRally1.Location }
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CorrinoPaths =
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{
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{ CorrinoEntry1.Location, CorrinoRally1.Location },
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{ CorrinoEntry1.Location, CorrinoRally2.Location }
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}
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InitialAtreidesPaths =
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{
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{ AtreidesEntry2.Location, AtreidesRally2.Location },
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{ AtreidesEntry3.Location, AtreidesRally3.Location },
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{ AtreidesEntry4.Location, AtreidesRally4.Location }
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}
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InitialCorrinoPath = { CorrinoEntry2.Location, CorrinoRally3.Location }
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HarkonnenReinforcements =
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{
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easy =
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{
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{ "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "quad", "trike", "trike", "siege_tank", "combat_tank_h", "combat_tank_h" }
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},
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normal =
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{
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{ "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "quad", "trike", "siege_tank", "combat_tank_h", "combat_tank_h" }
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},
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hard =
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{
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{ "trooper", "trooper", "light_inf", "light_inf", "light_inf" },
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{ "quad", "trike", "trike", "combat_tank_h", "combat_tank_h" }
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},
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}
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HarkonnenPaths =
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{
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{ HarkonnenEntry1.Location, HarkonnenRally1.Location },
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{ HarkonnenEntry2.Location, HarkonnenRally2.Location }
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}
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SendHarkonnenReinforcements = function(number)
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Reinforcements.ReinforceWithTransport(player, "carryall.reinforce", HarkonnenReinforcements[Difficulty][number], HarkonnenPaths[number], { HarkonnenPaths[number][1] })
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Trigger.AfterDelay(DateTime.Seconds(9), function()
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Media.PlaySpeechNotification(player, "Reinforce")
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end)
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end
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SendEnemyReinforcements = function(player, delay, path, unitTypes, customCondition, customHuntFunction)
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Trigger.AfterDelay(delay, function()
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if customCondition and customCondition() then
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return
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end
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local units = Reinforcements.ReinforceWithTransport(player, "carryall.reinforce", unitTypes, path, { path[1] })[2]
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if not customHuntFunction then
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customHuntFunction = IdleHunt
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end
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Utils.Do(units, customHuntFunction)
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SendEnemyReinforcements(player, delay, path, unitTypes, customCondition, customHuntFunction)
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end)
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end
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SendAirStrike = function()
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if HiTechIsDead 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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Tick = function()
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if player.HasNoRequiredUnits() then
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atreides_main.MarkCompletedObjective(KillHarkonnen1)
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atreides_small.MarkCompletedObjective(KillHarkonnen2)
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corrino.MarkCompletedObjective(KillHarkonnen3)
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end
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if atreides_main.HasNoRequiredUnits() and atreides_small.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 corrino.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillCorrino) then
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Media.DisplayMessage("The Emperor have been annihilated!", "Mentat")
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player.MarkCompletedObjective(KillCorrino)
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end
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if (HEngineer.IsDead or AConYard2.IsDead) and not player.IsObjectiveCompleted(CaptureAtreidesConYard) then
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player.MarkFailedObjective(CaptureAtreidesConYard)
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end
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if (AHiTechFactory.IsDead or AHiTechFactory.Owner ~= atreides_main) and not HiTechIsDead then
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Media.DisplayMessage("High Tech Factory neutralized! Atreides cut off from Imperial reinforcement!", "Mentat")
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HiTechIsDead = true
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end
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if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[ordos_main] then
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local units = ordos_main.GetActorsByType("harvester")
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if #units > 0 then
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LastHarvesterEaten[ordos_main] = false
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ProtectHarvester(units[1], ordos_main, 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[ordos_small] then
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local units = ordos_small.GetActorsByType("harvester")
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if #units > 0 then
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LastHarvesterEaten[ordos_small] = false
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ProtectHarvester(units[1], ordos_small, 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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atreides_main = Player.GetPlayer("Atreides Main Base")
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atreides_small = Player.GetPlayer("Atreides Small Base")
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corrino = Player.GetPlayer("Corrino")
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player = Player.GetPlayer("Harkonnen")
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InitObjectives(player)
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CaptureAtreidesConYard = player.AddPrimaryObjective("Capture the Atreides Construction Yard at the South.")
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KillAtreides = player.AddPrimaryObjective("Destroy the Atreides.")
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KillCorrino = player.AddPrimaryObjective("Destroy the Corrino.")
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KillHarkonnen1 = atreides_main.AddPrimaryObjective("Kill all Harkonnen units.")
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KillHarkonnen2 = atreides_small.AddPrimaryObjective("Kill all Harkonnen units.")
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KillHarkonnen3 = corrino.AddPrimaryObjective("Kill all Harkonnen units.")
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Media.DisplayMessage("Destroy Atreides High Tech Factory to cut off Atreides from Imperial reinforcements.", "Mentat")
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Camera.Position = HEngineer.CenterPosition
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AtreidesAttackLocation = AConYard2.Location
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Trigger.AfterDelay(DateTime.Minutes(5), SendAirStrike)
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Trigger.OnCapture(AConYard2, function()
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player.MarkCompletedObjective(CaptureAtreidesConYard)
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end)
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Trigger.OnAllKilledOrCaptured(AtreidesMainBase, function()
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Utils.Do(atreides_main.GetGroundAttackers(), IdleHunt)
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end)
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Trigger.OnAllKilledOrCaptured(AtreidesSmallBase, function()
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Utils.Do(atreides_small.GetGroundAttackers(), IdleHunt)
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end)
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Trigger.OnAllKilledOrCaptured(CorrinoBase, function()
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Utils.Do(corrino.GetGroundAttackers(), IdleHunt)
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end)
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local atreidesWaveCondition = function() return player.IsObjectiveCompleted(KillAtreides) or HiTechIsDead end
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local corrinoWaveCondition = function() return player.IsObjectiveCompleted(KillCorrino) or HiTechIsDead end
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local huntFunction = function(unit)
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unit.AttackMove(AtreidesAttackLocation)
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IdleHunt(unit)
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end
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SendEnemyReinforcements(atreides_main, EnemyAttackDelay[Difficulty], AtreidesPath, AtreidesReinforcements[Difficulty], atreidesWaveCondition, huntFunction)
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Trigger.AfterDelay(CorrinoInitialAttackDelay[Difficulty], function()
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SendEnemyReinforcements(corrino, EnemyAttackDelay[Difficulty], CorrinoPaths[1], CorrinoReinforcements[Difficulty][1], corrinoWaveCondition, huntFunction)
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SendEnemyReinforcements(corrino, EnemyAttackDelay[Difficulty], CorrinoPaths[2], CorrinoReinforcements[Difficulty][2], corrinoWaveCondition, huntFunction)
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end)
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Actor.Create("upgrade.light", true, { Owner = atreides_main })
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Actor.Create("upgrade.heavy", true, { Owner = atreides_main })
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Actor.Create("upgrade.hightech", true, { Owner = atreides_main })
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Actor.Create("upgrade.barracks", true, { Owner = atreides_small })
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Actor.Create("upgrade.heavy", true, { Owner = atreides_small })
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Actor.Create("upgrade.barracks", true, { Owner = corrino })
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Trigger.AfterDelay(0, ActivateAI)
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SendHarkonnenReinforcements(1)
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SendHarkonnenReinforcements(2)
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end
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