340 lines
12 KiB
Lua
340 lines
12 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, APalace, ARefinery1, ARefinery2, ARefinery3, AHeavyFactory1, ALightFactory1, AStarport, AHiTechFactory, AResearch, AGunt1, AGunt2, AGunt3, AGunt4, AGunt5, ARock1, ARock2, ARock3, ARock4, ABarracks1, ABarracks2, APower1, APower2, APower3, APower4, APower5, APower6, APower7, APower8, APower9, APower10, APower11, APower12, APower13, APower14 }
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AtreidesSmall1Base = { AConYard2, ARefinery4, ABarracks3, AHeavyFactory2, ALightFactory2, ARepair, ARock5, ARock6, ARock7, ARock8, ARock9, APower15, APower16, APower17, APower18, APower19, APower20 }
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AtreidesSmall2Base = { AOutpost2, ABarracks3, AGunt6, AGunt7, AGunt8, ARock10, APower21, APower22 }
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CorrinoMainBase = { COutpost, CPalace, CRefinery1, CHeavyFactory1, CLightFactory1, CStarport, CResearch, CGunt1, CGunt2, CRock1, CRock2, CBarracks1, CPower1, CPower2, CPower3, CPower4, CPower5, CPower6, CPower7 }
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CorrinoSmallBase = { CConYard, CRefinery2, CHeavyFactory2, CLightFactory2, CRock3, CRock4, CBarracks2, CPower8, CPower9, CPower10, CPower11 }
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AtreidesReinforcements =
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{
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easy =
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{
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{ "missile_tank", "trooper", "light_inf", "light_inf" },
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{ "quad", "light_inf", "combat_tank_a"},
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{ "light_inf", "trooper", "missile_tank" },
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{ "light_inf", "light_inf", "siege_tank" }
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},
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normal =
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{
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{ "missile_tank", "trooper", "trooper", "light_inf", "light_inf" },
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{ "quad", "trike", "combat_tank_a"},
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{ "trooper", "trooper", "missile_tank" },
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{ "light_inf", "light_inf", "light_inf", "siege_tank" },
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{ "combat_tank_a", "trike", "trike", "fremen" }
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},
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hard =
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{
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{ "missile_tank", "trooper", "trooper", "trooper", "light_inf", "light_inf" },
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{ "quad", "trike", "light_inf", "combat_tank_a"},
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{ "light_inf", "trooper", "trooper", "missile_tank" },
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{ "light_inf", "light_inf", "light_inf", "light_inf", "siege_tank" },
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{ "combat_tank_a", "trike", "trike", "fremen", "fremen" },
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{ "sonic_tank", "combat_tank_a", "combat_tank_a", "quad" }
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}
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}
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CorrinoStarportReinforcements =
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{
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easy =
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{
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{ "sardaukar", "sardaukar", "missile_tank" },
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{ "trooper", "trooper", "siege_tank" },
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{ "sardaukar", "sardaukar", "sardaukar", "trooper", "trooper", "light_inf", "light_inf" }
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},
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normal =
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{
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{ "sardaukar", "sardaukar", "sardaukar", "missile_tank" },
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{ "trooper", "trooper", "trooper", "siege_tank" },
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{ "sardaukar", "sardaukar", "sardaukar", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf" }
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},
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hard =
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{
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{ "sardaukar", "sardaukar", "sardaukar", "sardaukar", "missile_tank" },
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{ "trooper", "trooper", "trooper", "trooper", "siege_tank" },
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{ "sardaukar", "sardaukar", "sardaukar", "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf" }
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}
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}
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AtreidesAttackDelay =
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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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CorrinoStarportDelay =
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{
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easy = DateTime.Minutes(10),
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normal = DateTime.Minutes(8),
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hard = DateTime.Minutes(6)
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}
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AtreidesAttackWaves =
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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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FremenGroupSize =
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{
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easy = 2,
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normal = 4,
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hard = 6
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}
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InitialAtreidesReinforcements =
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{
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{ "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "trooper", "trooper", "trooper", "combat_tank_a", "combat_tank_a" },
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{ "combat_tank_a", "combat_tank_a", "quad", "quad", "trike" },
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{ "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "combat_tank_a", "combat_tank_a" },
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{ "combat_tank_a", "quad", "quad", "trike", "trike", "trike" }
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}
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InitialCorrinoReinforcements = { "trooper", "trooper", "trooper", "trooper", "quad", "quad" }
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AtreidesPaths =
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{
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{ AtreidesEntry1.Location, AtreidesRally1.Location },
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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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InitialAtreidesPaths =
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{
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{ AtreidesEntry5.Location, AtreidesRally5.Location },
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{ AtreidesEntry6.Location, AtreidesRally6.Location },
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{ AtreidesEntry7.Location, AtreidesRally7.Location },
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{ AtreidesEntry8.Location, AtreidesRally8.Location },
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{ AtreidesEntry9.Location, AtreidesRally9.Location },
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{ AtreidesEntry10.Location, AtreidesRally10.Location }
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}
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InitialCorrinoPaths =
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{
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{ CorrinoEntry1.Location, CorrinoRally1.Location },
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{ CorrinoEntry2.Location, CorrinoRally2.Location }
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}
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HarkonnenReinforcements = { "combat_tank_h", "combat_tank_h", "siege_tank", "siege_tank", "missile_tank" }
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HarkonnenPath = { HarkonnenEntry.Location, HarkonnenRally.Location }
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SendStarportReinforcements = function()
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Trigger.AfterDelay(CorrinoStarportDelay[Difficulty], function()
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if CStarport.IsDead or CStarport.Owner ~= corrino_main then
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return
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end
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reinforcements = Utils.Random(CorrinoStarportReinforcements[Difficulty])
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local units = Reinforcements.ReinforceWithTransport(corrino_main, "frigate", reinforcements, { CorrinoStarportEntry.Location, CStarport.Location + CVec.New(1, 1) }, { CorrinoStarportExit.Location })[2]
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Utils.Do(units, function(unit)
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unit.AttackMove(AtreidesAttackLocation)
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IdleHunt(unit)
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end)
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SendStarportReinforcements()
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end)
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end
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SendHarkonnenReinforcements = function(delay)
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Trigger.AfterDelay(delay, function()
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Reinforcements.ReinforceWithTransport(player, "carryall.reinforce", HarkonnenReinforcements, HarkonnenPath, { HarkonnenPath[1] })
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Trigger.AfterDelay(DateTime.Seconds(5), function()
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Media.PlaySpeechNotification(player, "Reinforce")
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end)
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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_main 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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BuildFremen = function()
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if APalace.IsDead or APalace.Owner ~= atreides_main then
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return
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end
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APalace.Produce("fremen")
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APalace.Produce("fremen")
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Trigger.AfterDelay(DateTime.Seconds(5), function()
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IdleFremen = Utils.Where(atreides_main.GetActorsByType('fremen'), function(actor) return actor.IsIdle end)
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if #IdleFremen >= FremenGroupSize[Difficulty] then
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SendFremen()
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end
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end)
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Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds (30), BuildFremen)
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end
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SendFremen = function()
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Utils.Do(IdleFremen, function(freman)
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freman.AttackMove(AtreidesAttackLocation)
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IdleHunt(freman)
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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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atreides_main.MarkCompletedObjective(KillHarkonnen1)
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atreides_small_1.MarkCompletedObjective(KillHarkonnen2)
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atreides_small_2.MarkCompletedObjective(KillHarkonnen3)
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corrino_main.MarkCompletedObjective(KillHarkonnen4)
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corrino_small.MarkCompletedObjective(KillHarkonnen5)
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end
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if atreides_main.HasNoRequiredUnits() and atreides_small_1.HasNoRequiredUnits() and atreides_small_2.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_main.HasNoRequiredUnits() and corrino_small.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillCorrino) then
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Media.DisplayMessage("The Emperor has been annihilated!", "Mentat")
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player.MarkCompletedObjective(KillCorrino)
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end
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if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[atreides_main] then
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local units = atreides_main.GetActorsByType("harvester")
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if #units > 0 then
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LastHarvesterEaten[atreides_main] = false
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ProtectHarvester(units[1], atreides_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[atreides_small_1] then
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local units = atreides_small_1.GetActorsByType("harvester")
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if #units > 0 then
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LastHarvesterEaten[atreides_small_1] = false
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ProtectHarvester(units[1], atreides_small_1, 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[corrino_main] then
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local units = corrino_main.GetActorsByType("harvester")
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if #units > 0 then
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LastHarvesterEaten[corrino_main] = false
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ProtectHarvester(units[1], corrino_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[corrino_small] then
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local units = corrino_small.GetActorsByType("harvester")
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if #units > 0 then
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LastHarvesterEaten[corrino_small] = false
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ProtectHarvester(units[1], corrino_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_1 = Player.GetPlayer("Atreides Small Base 1")
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atreides_small_2 = Player.GetPlayer("Atreides Small Base 2")
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corrino_main = Player.GetPlayer("Corrino Main Base")
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corrino_small = Player.GetPlayer("Corrino Small Base")
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player = Player.GetPlayer("Harkonnen")
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InitObjectives(player)
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KillAtreides = player.AddPrimaryObjective("Destroy the Atreides.")
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KillCorrino = player.AddPrimaryObjective("Destroy the Imperial Forces.")
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KillHarkonnen1 = atreides_main.AddPrimaryObjective("Kill all Harkonnen units.")
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KillHarkonnen2 = atreides_small_1.AddPrimaryObjective("Kill all Harkonnen units.")
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KillHarkonnen3 = atreides_small_2.AddPrimaryObjective("Kill all Harkonnen units.")
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KillHarkonnen4 = corrino_main.AddPrimaryObjective("Kill all Harkonnen units.")
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KillHarkonnen5 = corrino_small.AddPrimaryObjective("Kill all Harkonnen units.")
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Camera.Position = HMCV.CenterPosition
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AtreidesAttackLocation = HarkonnenRally.Location
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Trigger.AfterDelay(DateTime.Minutes(5), SendAirStrike)
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Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds (30), BuildFremen)
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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(AtreidesSmall1Base, function()
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Utils.Do(atreides_small_1.GetGroundAttackers(), IdleHunt)
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end)
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Trigger.OnAllKilledOrCaptured(AtreidesSmall2Base, function()
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Utils.Do(atreides_small_2.GetGroundAttackers(), IdleHunt)
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end)
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Trigger.OnAllKilledOrCaptured(CorrinoMainBase, function()
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Utils.Do(corrino_main.GetGroundAttackers(), IdleHunt)
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end)
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Trigger.OnAllKilledOrCaptured(CorrinoSmallBase, function()
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Utils.Do(corrino_small.GetGroundAttackers(), IdleHunt)
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end)
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local path = function() return Utils.Random(AtreidesPaths) end
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local waveCondition = function() return player.IsObjectiveCompleted(KillAtreides) 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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SendCarryallReinforcements(atreides_main, 0, AtreidesAttackWaves[Difficulty], AtreidesAttackDelay[Difficulty], path, AtreidesReinforcements[Difficulty], waveCondition, huntFunction)
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SendStarportReinforcements()
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Actor.Create("upgrade.barracks", true, { Owner = atreides_main })
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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_1 })
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Actor.Create("upgrade.light", true, { Owner = atreides_small_1 })
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Actor.Create("upgrade.heavy", true, { Owner = atreides_small_1 })
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Actor.Create("upgrade.barracks", true, { Owner = atreides_small_2 })
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Actor.Create("upgrade.barracks", true, { Owner = corrino_main })
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Actor.Create("upgrade.light", true, { Owner = corrino_main })
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Actor.Create("upgrade.heavy", true, { Owner = corrino_main })
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Actor.Create("upgrade.barracks", true, { Owner = corrino_small })
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Actor.Create("upgrade.light", true, { Owner = corrino_small })
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Actor.Create("upgrade.heavy", true, { Owner = corrino_small })
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Trigger.AfterDelay(0, ActivateAI)
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SendHarkonnenReinforcements(DateTime.Minutes(2) + DateTime.Seconds(30))
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end
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