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OpenRA/mods/d2k/maps/ordos-06a/ordos06a.lua

274 lines
9.1 KiB
Lua

--[[
Copyright 2007-2020 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.
]]
Base =
{
Atreides = { AConyard, APower1, APower2, APower3, APower4, APower5, APower6, APower7, APower8, APower9, APower10, APower11, APower12, ABarracks, ARefinery, ALightFactory, AHeavyFactory, ARepair, AResearch, AGunt1, AGunt2, ARock1, ARock2, ARock3, ARock4 },
Harkonnen = { HConyard, HPower1, HPower2, HPower3, HPower4, HPower5, HPower6, HPower7, HPower8, HPower9, HPower10, HBarracks, HRefinery, HOutpost, HHeavyFactory, HGunt1, HGunt2, HGunt3, HGunt4, HRock, HSilo1, HSilo2, HSilo3 }
}
AtreidesReinforcements =
{
easy =
{
{ "light_inf", "light_inf", "light_inf", "trooper", "trooper" },
{ "quad", "quad", "combat_tank_a" },
{ "light_inf", "light_inf", "light_inf", "trooper", "trooper", "quad", "quad" }
},
normal =
{
{ "light_inf", "light_inf", "light_inf", "trooper", "trooper", "quad", "quad" },
{ "quad", "quad", "combat_tank_a", "combat_tank_a" },
{ "light_inf", "light_inf", "light_inf", "trooper", "trooper", "quad", "quad", "quad" },
{ "combat_tank_a", "combat_tank_a", "combat_tank_a" }
},
hard =
{
{ "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper", "quad", "quad" },
{ "quad", "quad", "quad", "combat_tank_a", "combat_tank_a" },
{ "light_inf", "light_inf", "light_inf", "trooper", "trooper", "quad", "quad", "quad", "quad" },
{ "combat_tank_a", "combat_tank_a", "combat_tank_a", "quad" },
{ "combat_tank_a", "combat_tank_a", "missile_tank", "siege_tank" }
}
}
HarkonnenReinforcements =
{
easy =
{
{ "quad", "trike", "trike" },
{ "light_inf", "light_inf", "light_inf", "trooper", "trooper" },
{ "combat_tank_h", "quad" },
{ "trooper", "trooper", "trooper", "trooper", "trooper" }
},
normal =
{
{ "combat_tank_h", "combat_tank_h", "trike", "trike" },
{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper" },
{ "combat_tank_h", "quad", "quad" },
{ "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper" },
{ "trike", "trike", "quad", "siege_tank" }
},
hard =
{
{ "combat_tank_h", "combat_tank_h", "trike", "trike", "trike" },
{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper" },
{ "combat_tank_h", "combat_tank_h", "quad", "quad" },
{ "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper" },
{ "trike", "trike", "quad", "quad", "siege_tank" },
{ "missile_tank", "missile_tank", "missile_tank", "missile_tank" }
}
}
IxianReinforcements =
{
easy = { "deviator", "deviator", "missile_tank", "missile_tank", "missile_tank", "siege_tank", "siege_tank", "combat_tank_o", "combat_tank_o" },
normal = { "deviator", "deviator", "missile_tank", "missile_tank", "missile_tank", "siege_tank", "siege_tank", "combat_tank_o" },
hard = { "deviator", "deviator", "missile_tank", "missile_tank", "siege_tank", "siege_tank", "combat_tank_o" }
}
EnemyAttackDelay =
{
easy = DateTime.Minutes(5) + DateTime.Seconds(15),
normal = DateTime.Minutes(3) + DateTime.Seconds(15),
hard = DateTime.Minutes(1) + DateTime.Seconds(30)
}
AtreidesPaths =
{
{ AtreidesEntry2.Location, AtreidesRally2.Location },
{ AtreidesEntry3.Location, AtreidesRally3.Location },
{ AtreidesEntry4.Location, AtreidesRally4.Location }
}
HarkonnenPaths =
{
{ HarkonnenEntry2.Location, HarkonnenRally2.Location },
{ HarkonnenEntry3.Location, HarkonnenRally3.Location },
{ HarkonnenEntry4.Location, HarkonnenRally4.Location },
{ HarkonnenEntry5.Location, HarkonnenRally5.Location },
{ HarkonnenEntry6.Location, HarkonnenRally6.Location },
{ HarkonnenEntry7.Location, HarkonnenRally7.Location }
}
AtreidesAttackWaves =
{
easy = 3,
normal = 4,
hard = 5
}
HarkonnenAttackWaves =
{
easy = 4,
normal = 5,
hard = 6
}
InitialReinforcements =
{
Atreides = { "combat_tank_a", "quad", "quad", "trike", "trike" },
Harkonnen = { "trooper", "trooper", "trooper", "trooper", "trooper", "combat_tank_h" }
}
InitialReinforcementsPaths =
{
Atreides = { AtreidesEntry1.Location, AtreidesRally1.Location },
Harkonnen = { HarkonnenEntry1.Location, HarkonnenRally1.Location }
}
InitialContrabandTimes =
{
easy = DateTime.Minutes(10),
normal = DateTime.Minutes(15),
hard = DateTime.Minutes(20)
}
ContrabandTimes =
{
easy = DateTime.Minutes(4),
normal = DateTime.Minutes(6),
hard = DateTime.Minutes(7)
}
SendContraband = function()
Media.PlaySpeechNotification(player, "Reinforce")
for i = 0, 6 do
local c = player.Color
if i % 2 == 0 then
c = HSLColor.White
end
Trigger.AfterDelay(DateTime.Seconds(i), function() UserInterface.SetMissionText("Ixian reinforcements have arrived!", c) end)
end
Trigger.AfterDelay(DateTime.Seconds(6), function()
TimerTicks = ContrabandTimes[Difficulty]
end)
local entryPath = { CPos.New(82, OStarport.Location.Y + 1), OStarport.Location + CVec.New(1, 1) }
local exitPath = { CPos.New(2, OStarport.Location.Y + 1) }
Reinforcements.ReinforceWithTransport(player, "frigate", IxianReinforcements[Difficulty], entryPath, exitPath)
end
Hunt = function(house)
Trigger.OnAllKilledOrCaptured(Base[house.InternalName], function()
Utils.Do(house.GetGroundAttackers(), IdleHunt)
end)
end
CheckHarvester = function(house)
if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[house] then
local units = house.GetActorsByType("harvester")
if #units > 0 then
LastHarvesterEaten[house] = false
ProtectHarvester(units[1], house, AttackGroupSize[Difficulty])
end
end
end
Tick = function()
if not player.IsObjectiveCompleted(KillAtreides) and atreides.HasNoRequiredUnits() then
Media.DisplayMessage("The Atreides have been annihilated!", "Mentat")
player.MarkCompletedObjective(KillAtreides)
if player.IsObjectiveCompleted(KillHarkonnen) then
player.MarkCompletedObjective(GuardStarport)
end
end
if not player.IsObjectiveCompleted(KillHarkonnen) and harkonnen.HasNoRequiredUnits() then
Media.DisplayMessage("The Harkonnen have been annihilated!", "Mentat")
player.MarkCompletedObjective(KillHarkonnen)
if player.IsObjectiveCompleted(KillAtreides) then
player.MarkCompletedObjective(GuardStarport)
end
end
if TimerTicks and TimerTicks > 0 then
TimerTicks = TimerTicks - 1
if TimerTicks == 0 then
if not FirstIxiansArrived then
Media.DisplayMessage("Deliveries beginning to arrive. Massive reinforcements expected!", "Mentat")
end
FirstIxiansArrived = true
SendContraband()
else
local text = "Initial"
if FirstIxiansArrived then
text = "Additional"
end
UserInterface.SetMissionText(text .. " reinforcements will arrive in " .. Utils.FormatTime(TimerTicks), player.Color)
end
end
CheckHarvester(atreides)
CheckHarvester(harkonnen)
end
WorldLoaded = function()
atreides = Player.GetPlayer("Atreides")
harkonnen = Player.GetPlayer("Harkonnen")
player = Player.GetPlayer("Ordos")
InitObjectives(player)
GuardStarport = player.AddObjective("Defend the Starport.")
KillAtreides = player.AddObjective("Destroy the Atreides.")
KillHarkonnen = player.AddObjective("Destroy the Harkonnen.")
Camera.Position = OConyard.CenterPosition
EnemyAttackLocations = { OConyard.Location, OStarport.Location }
Trigger.OnRemovedFromWorld(OStarport, function()
player.MarkFailedObjective(GuardStarport)
end)
Trigger.AfterDelay(DateTime.Seconds(2), function()
TimerTicks = InitialContrabandTimes[Difficulty]
Media.DisplayMessage("The first batch of Ixian reinforcements will arrive in " .. Utils.FormatTime(TimerTicks) .. ".", "Mentat")
end)
Hunt(atreides)
Hunt(harkonnen)
local atreidesPath = function() return Utils.Random(AtreidesPaths) end
local harkonnenPath = function() return Utils.Random(HarkonnenPaths) end
local atreidesCondition = function() return player.IsObjectiveCompleted(KillAtreides) end
local harkonnenCondition = function() return player.IsObjectiveCompleted(KillHarkonnen) end
local huntFunction = function(unit)
unit.AttackMove(Utils.Random(EnemyAttackLocations))
IdleHunt(unit)
end
local announcementFunction = function()
Media.DisplayMessage("Enemy reinforcements have arrived.", "Mentat")
end
SendCarryallReinforcements(atreides, 0, AtreidesAttackWaves[Difficulty], EnemyAttackDelay[Difficulty], atreidesPath, AtreidesReinforcements[Difficulty], atreidesCondition, huntFunction, announcementFunction)
Trigger.AfterDelay(Utils.RandomInteger(DateTime.Seconds(45), DateTime.Minutes(1) + DateTime.Seconds(15)), function()
SendCarryallReinforcements(harkonnen, 0, HarkonnenAttackWaves[Difficulty], EnemyAttackDelay[Difficulty], harkonnenPath, HarkonnenReinforcements[Difficulty], harkonnenCondition, huntFunction, announcementFunction)
end)
Actor.Create("upgrade.barracks", true, { Owner = atreides })
Actor.Create("upgrade.light", true, { Owner = atreides })
Actor.Create("upgrade.heavy", true, { Owner = atreides })
Actor.Create("upgrade.barracks", true, { Owner = harkonnen })
Actor.Create("upgrade.heavy", true, { Owner = harkonnen })
Trigger.AfterDelay(0, ActivateAI)
end