Files
OpenRA/mods/d2k/maps/harkonnen-08/harkonnen08.lua
2023-02-19 23:46:41 +01:00

345 lines
12 KiB
Lua

--[[
Copyright (c) The OpenRA Developers and Contributors
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.
]]
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 }
AtreidesBase = { AConYard, AOutpost, ARefinery1, ARefinery2, AHeavyFactory, ALightFactory, AHiTechFactory, ARepair, AStarport, AGunt1, AGunt2, ARock1, ARock2, APower1, APower2, APower3, APower4, APower5, APower6, APower7, APower8, APower9 }
MercenaryBase = { MHeavyFactory, MStarport, MGunt, MPower1, MPower2 }
OrdosReinforcements =
{
easy =
{
{ "trooper", "trooper", "quad", "quad" },
{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
{ "light_inf", "light_inf", "light_inf", "raider", "raider" },
{ "combat_tank_o", "quad" }
},
normal =
{
{ "trooper", "trooper", "trooper", "quad", "quad" },
{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
{ "light_inf", "light_inf", "light_inf", "light_inf", "raider", "raider" },
{ "combat_tank_o", "combat_tank_o" },
{ "raider", "raider", "quad", "quad", "deviator" }
},
hard =
{
{ "trooper", "trooper", "trooper", "trooper", "quad", "quad" },
{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "raider", "raider" },
{ "combat_tank_o", "combat_tank_o", "quad" },
{ "raider", "raider", "raider", "quad", "quad", "deviator" },
{ "siege_tank", "combat_tank_o", "combat_tank_o", "raider" }
}
}
MercenaryStarportReinforcements =
{
{ "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "quad", "quad" },
{ "quad", "combat_tank_o", "trike", "quad", "trooper", "trooper" },
{ "trooper", "trooper", "trooper", "trooper", "siege_tank", "siege_tank" },
{ "quad", "quad", "combat_tank_o", "combat_tank_o", "combat_tank_o" }
}
OrdosAttackDelay =
{
easy = DateTime.Minutes(3),
normal = DateTime.Minutes(2) + DateTime.Seconds(20),
hard = DateTime.Minutes(1)
}
MercenaryStarportDelay = DateTime.Minutes(1) + DateTime.Seconds(20)
OrdosAttackWaves =
{
easy = 4,
normal = 5,
hard = 6
}
InitialOrdosReinforcements =
{
{ "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf" },
{ "trooper", "trooper", "trooper", "trooper", "trooper", "combat_tank_o", "combat_tank_o" }
}
InitialAtreidesReinforcements = { "combat_tank_a", "combat_tank_a", "quad", "quad", "trike" }
InitialMercenaryReinforcements = { "trooper", "trooper", "trooper", "trooper", "quad", "quad" }
OrdosPaths =
{
{ OrdosEntry1.Location, OrdosRally1.Location },
{ OrdosEntry2.Location, OrdosRally2.Location },
{ OrdosEntry3.Location, OrdosRally3.Location },
{ OrdosEntry4.Location, OrdosRally4.Location }
}
InitialOrdosPaths =
{
{ OLightFactory.Location, OrdosRally5.Location },
{ OHiTechFactory.Location, OrdosRally6.Location }
}
SaboteurPaths =
{
{ SaboteurWaypoint1.Location, SaboteurWaypoint2.Location, SaboteurWaypoint3.Location },
{ SaboteurWaypoint4.Location, SaboteurWaypoint5.Location, SaboteurWaypoint6.Location }
}
InitialAtreidesPath = { AStarport.Location, AtreidesRally.Location }
InitialMercenaryPath = { MStarport.Location, MercenaryRally.Location }
SendStarportReinforcements = function(faction)
Trigger.AfterDelay(MercenaryStarportDelay, function()
if MStarport.IsDead or MStarport.Owner ~= faction then
return
end
reinforcements = Utils.Random(MercenaryStarportReinforcements)
local units = Reinforcements.ReinforceWithTransport(faction, "frigate", reinforcements, { MercenaryStarportEntry.Location, MStarport.Location + CVec.New(1, 1) }, { MercenaryStarportExit.Location })[2]
Utils.Do(units, function(unit)
unit.AttackMove(MercenaryAttackLocation)
IdleHunt(unit)
end)
SendStarportReinforcements(faction)
end)
end
SendAirStrike = function()
if AHiTechFactory.IsDead or AHiTechFactory.Owner ~= atreides_enemy then
return
end
local targets = Utils.Where(player.GetActors(), function(actor)
return
actor.HasProperty("Sell") and
actor.Type ~= "wall" and
actor.Type ~= "medium_gun_turret" and
actor.Type ~= "large_gun_turret" and
actor.Type ~= "silo" and
actor.Type ~= "wind_trap"
end)
if #targets > 0 then
AHiTechFactory.TargetAirstrike(Utils.Random(targets).CenterPosition)
end
Trigger.AfterDelay(DateTime.Minutes(5), SendAirStrike)
end
GetSaboteurTargets = function(player)
return Utils.Where(player.GetActors(), function(actor)
return
actor.HasProperty("Sell") and
actor.Type ~= "wall" and
actor.Type ~= "medium_gun_turret" and
actor.Type ~= "large_gun_turret" and
actor.Type ~= "silo"
end)
end
BuildSaboteur = function()
if OPalace.IsDead or OPalace.Owner ~= ordos then
return
end
local targets = GetSaboteurTargets(player)
if #targets > 0 then
local saboteur = Actor.Create("saboteur", true, { Owner = ordos, Location = OPalace.Location + CVec.New(0, 2) })
saboteur.Move(saboteur.Location + CVec.New(0, 1))
saboteur.Wait(DateTime.Seconds(5))
local path = Utils.Random(SaboteurPaths)
saboteur.Move(path[1])
saboteur.Move(path[2])
saboteur.Move(path[3])
SendSaboteur(saboteur)
end
Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(30), BuildSaboteur)
end
SendSaboteur = function(saboteur)
local targets = GetSaboteurTargets(player)
if #targets < 1 then
return
end
local target = Utils.Random(targets)
saboteur.Demolish(target)
-- 'target' got removed from the world in the meantime
saboteur.CallFunc(function()
SendSaboteur(saboteur)
end)
end
CheckAttackToAtreides = function()
AtreidesUnits = atreides_neutral.GetActors()
Utils.Do(AtreidesUnits, function(unit)
Trigger.OnDamaged(unit, function(self, attacker)
if attacker.Owner == player and not check then
ChangeOwner(atreides_neutral, atreides_enemy)
-- Ensure that harvesters that was on a carryall switched sides.
Trigger.AfterDelay(DateTime.Seconds(15), function()
ChangeOwner(atreides_neutral, atreides_enemy)
end)
check = true
Media.DisplayMessage(UserInterface.Translate("atreides-hostile"), Mentat)
end
end)
end)
end
ChangeOwner = function(old_owner, new_owner)
local units = old_owner.GetActors()
Utils.Do(units, function(unit)
if not unit.IsDead then
unit.Owner = new_owner
end
end)
end
Tick = function()
if player.HasNoRequiredUnits() then
ordos.MarkCompletedObjective(KillHarkonnen1)
atreides_enemy.MarkCompletedObjective(KillHarkonnen2)
end
if ordos.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillOrdos) then
Media.DisplayMessage(UserInterface.Translate("ordos-annihilated"), Mentat)
player.MarkCompletedObjective(KillOrdos)
end
if atreides_enemy.HasNoRequiredUnits() and atreides_neutral.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillAtreides) then
Media.DisplayMessage(UserInterface.Translate("atreides-annihilated"), Mentat)
player.MarkCompletedObjective(KillAtreides)
end
if mercenary_enemy.HasNoRequiredUnits() and mercenary_ally.HasNoRequiredUnits() and not MercenariesDestroyed then
Media.DisplayMessage(UserInterface.Translate("mercenaries-annihilated"), Mentat)
MercenariesDestroyed = true
end
if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[ordos] then
local units = ordos.GetActorsByType("harvester")
if #units > 0 then
LastHarvesterEaten[ordos] = false
ProtectHarvester(units[1], ordos, AttackGroupSize[Difficulty])
end
end
if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[atreides_enemy] then
local units = atreides_enemy.GetActorsByType("harvester")
if #units > 0 then
LastHarvesterEaten[atreides_enemy] = false
ProtectHarvester(units[1], atreides_enemy, AttackGroupSize[Difficulty])
end
end
end
WorldLoaded = function()
ordos = Player.GetPlayer("Ordos")
atreides_enemy = Player.GetPlayer("Ordos Aligned Atreides")
atreides_neutral = Player.GetPlayer("Neutral Atreides")
mercenary_enemy = Player.GetPlayer("Ordos Aligned Mercenaries")
mercenary_ally = Player.GetPlayer("Harkonnen Aligned Mercenaries")
player = Player.GetPlayer("Harkonnen")
InitObjectives(player)
KillOrdos = AddPrimaryObjective(player, "destroy-ordos")
KillAtreides = AddSecondaryObjective(player, "destroy-atreides")
AllyWithMercenaries = AddSecondaryObjective(player, "ally-mercenaries")
KillHarkonnen1 = AddPrimaryObjective(ordos, "")
KillHarkonnen2 = AddPrimaryObjective(atreides_enemy, "")
Camera.Position = HMCV.CenterPosition
OrdosAttackLocation = HMCV.Location
MercenaryAttackLocation = HMCV.Location
Trigger.AfterDelay(DateTime.Minutes(5), SendAirStrike)
Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(30), BuildSaboteur)
Trigger.OnCapture(MHeavyFactory, function()
player.MarkCompletedObjective(AllyWithMercenaries)
Media.DisplayMessage(UserInterface.Translate("mercenary-leader-captured-allied"), Mentat)
MercenaryAttackLocation = MercenaryAttackPoint.Location
ChangeOwner(mercenary_enemy, mercenary_ally)
SendStarportReinforcements(mercenary_ally)
DefendAndRepairBase(mercenary_ally, MercenaryBase, 0.75, AttackGroupSize[Difficulty])
IdlingUnits[mercenary_ally] = IdlingUnits[mercenary_enemy]
end)
Trigger.OnKilled(MHeavyFactory, function()
if not player.IsObjectiveCompleted(AllyWithMercenaries) then
player.MarkFailedObjective(AllyWithMercenaries)
end
end)
Trigger.OnKilledOrCaptured(OPalace, function()
Media.DisplayMessage(UserInterface.Translate("can-not-stand-harkonnen-must-become-neutral"), UserInterface.Translate("atreides-commander"))
ChangeOwner(atreides_enemy, atreides_neutral)
DefendAndRepairBase(atreides_neutral, AtreidesBase, 0.75, AttackGroupSize[Difficulty])
IdlingUnits[atreides_neutral] = IdlingUnits[atreides_enemy]
-- Ensure that harvesters that was on a carryall switched sides.
Trigger.AfterDelay(DateTime.Seconds(15), function()
ChangeOwner(atreides_enemy, atreides_neutral)
CheckAttackToAtreides()
end)
end)
Trigger.OnAllKilledOrCaptured(OrdosBase, function()
Utils.Do(ordos.GetGroundAttackers(), IdleHunt)
end)
Trigger.OnAllKilledOrCaptured(AtreidesBase, function()
Utils.Do(atreides_enemy.GetGroundAttackers(), IdleHunt)
end)
Trigger.OnAllKilledOrCaptured(MercenaryBase, function()
Utils.Do(mercenary_enemy.GetGroundAttackers(), IdleHunt)
Utils.Do(mercenary_ally.GetGroundAttackers(), IdleHunt)
end)
local path = function() return Utils.Random(OrdosPaths) end
local waveCondition = function() return player.IsObjectiveCompleted(KillOrdos) end
local huntFunction = function(unit)
unit.AttackMove(OrdosAttackLocation)
IdleHunt(unit)
end
SendCarryallReinforcements(ordos, 0, OrdosAttackWaves[Difficulty], OrdosAttackDelay[Difficulty], path, OrdosReinforcements[Difficulty], waveCondition, huntFunction)
SendStarportReinforcements(mercenary_enemy)
Actor.Create("upgrade.barracks", true, { Owner = ordos })
Actor.Create("upgrade.light", true, { Owner = ordos })
Actor.Create("upgrade.heavy", true, { Owner = ordos })
Actor.Create("upgrade.barracks", true, { Owner = atreides_enemy })
Actor.Create("upgrade.light", true, { Owner = atreides_enemy })
Actor.Create("upgrade.heavy", true, { Owner = atreides_enemy })
Actor.Create("upgrade.hightech", true, { Owner = atreides_enemy })
Actor.Create("upgrade.heavy", true, { Owner = mercenary_enemy })
Trigger.AfterDelay(0, ActivateAI)
end