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OpenRA/mods/d2k/maps/ordos-05/ordos05.lua
Mustafa Alperen Seki bf2600c2fb Add Ordos 5
2018-02-18 22:53:11 +01:00

222 lines
8.3 KiB
Lua

--[[
Copyright 2007-2018 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 =
{
AtreidesMainBase = { AConyard, APower1, APower2, APower3, ABarracks1, ARefinery1, ALightFactory, AHeavyFactory, AGunt1, AGunt2, AGunt3, AGunt4, AGunt5 },
AtreidesSmallBase1 = { APower4, APower5, ABarracks2, ARefinery2, AGunt6, AGunt7 },
AtreidesSmallBase2 = { APower6, APower7, ABarracks3, AGunt8, AGunt9, AGunt10 },
AtreidesSmallBase3 = { APower8, APower9, AStarport, AGunt11, AGunt12 }
}
AtreidesReinforcements =
{
easy =
{
{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
{ "quad", "trike", "combat_tank_a"},
{ "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper" },
{ "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper" },
{ "combat_tank_a", "combat_tank_a", "quad" },
{ "quad", "quad", "trooper", "quad", "quad", "trooper" },
{ "combat_tank_a", "combat_tank_a", "combat_tank_a", "quad", "siege_tank", "missile_tank" },
{ "quad", "quad", "quad", "trooper", "trooper", "trooper", "trooper" }
},
normal =
{
{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
{ "quad", "trike", "trike", "combat_tank_a"},
{ "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper", "trooper" },
{ "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper", "trooper" },
{ "combat_tank_a", "combat_tank_a", "combat_tank_a" },
{ "quad", "quad", "quad", "quad", "quad", "quad" },
{ "combat_tank_a", "combat_tank_a", "combat_tank_a", "combat_tank_a", "quad", "siege_tank", "missile_tank" },
{ "quad", "quad", "quad", "trooper", "trooper", "trooper", "trooper", "trooper" }
},
hard =
{
{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
{ "quad", "quad", "trike", "trike", "combat_tank_a"},
{ "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper", "trooper", "trooper" },
{ "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper", "trooper", "trooper" },
{ "combat_tank_a", "combat_tank_a", "combat_tank_a", "quad" },
{ "quad", "quad", "quad", "trooper", "quad", "quad", "quad", "trooper" },
{ "combat_tank_a", "combat_tank_a", "combat_tank_a", "combat_tank_a", "quad", "siege_tank", "siege_tank", "missile_tank" },
{ "quad", "quad", "quad", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper" }
}
}
AtreidesAttackDelay =
{
easy = DateTime.Minutes(3) + DateTime.Seconds(15),
normal = DateTime.Minutes(2) + DateTime.Seconds(15),
hard = DateTime.Minutes(1) + DateTime.Seconds(15)
}
AtreidesPaths =
{
{ AtreidesEntry4.Location, AtreidesRally4.Location },
{ AtreidesEntry5.Location, AtreidesRally5.Location },
{ AtreidesEntry6.Location, AtreidesRally6.Location },
{ AtreidesEntry7.Location, AtreidesRally7.Location },
{ AtreidesEntry8.Location, AtreidesRally8.Location }
}
InitialReinforcements =
{
AtreidesMainBase = { "combat_tank_a", "combat_tank_a", "quad", "quad", "trike", "light_inf", "light_inf", "light_inf", "light_inf" },
AtreidesSmallBase1 = { "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf" },
AtreidesSmallBase2 = { "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf" }
}
InitialReinforcementsPaths =
{
AtreidesMainBase = { AtreidesEntry1.Location, AtreidesRally1.Location },
AtreidesSmallBase1 = { ABarracks2.Location, AtreidesRally2.Location },
AtreidesSmallBase2 = { ABarracks3.Location, AtreidesRally3.Location }
}
ToHarvest =
{
easy = 12500,
normal = 15000,
hard = 20000
}
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 player.Resources > SpiceToHarvest - 1 then
player.MarkCompletedObjective(GatherSpice)
end
if player.HasNoRequiredUnits() then
atreides_main.MarkCompletedObjective(KillOrdos1)
atreides_small_1.MarkCompletedObjective(KillOrdos2)
atreides_small_2.MarkCompletedObjective(KillOrdos3)
atreides_small_3.MarkCompletedObjective(KillOrdos4)
end
if atreides_main.HasNoRequiredUnits() and atreides_small_1.HasNoRequiredUnits() and atreides_small_2.HasNoRequiredUnits() and atreides_small_3.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillAtreides) then
Media.DisplayMessage("The Atreides have been annihilated!", "Mentat")
player.MarkCompletedObjective(KillAtreides)
end
if #player.GetActorsByType("engineer") == 0 and not player.IsObjectiveCompleted(CaptureStarport) then
player.MarkFailedObjective(CaptureStarport)
end
if player.IsObjectiveCompleted(CaptureStarport) then
UserInterface.SetMissionText("Harvested resources: " .. player.Resources .. "/" .. SpiceToHarvest, player.Color)
end
CheckHarvester(atreides_main)
CheckHarvester(atreides_small_1)
end
WorldLoaded = function()
atreides_main = Player.GetPlayer("AtreidesMainBase")
atreides_small_1 = Player.GetPlayer("AtreidesSmallBase1")
atreides_small_2 = Player.GetPlayer("AtreidesSmallBase2")
atreides_small_3 = Player.GetPlayer("AtreidesSmallBase3")
player = Player.GetPlayer("Ordos")
SpiceToHarvest = ToHarvest[Difficulty]
InitObjectives(player)
KillOrdos1 = atreides_main.AddPrimaryObjective("Kill all Ordos units.")
KillOrdos2 = atreides_small_1.AddPrimaryObjective("Kill all Ordos units.")
KillOrdos3 = atreides_small_2.AddPrimaryObjective("Kill all Ordos units.")
KillOrdos4 = atreides_small_3.AddPrimaryObjective("Kill all Ordos units.")
CaptureStarport = player.AddPrimaryObjective("Capture the Atreides Starport and establish a base.")
GatherSpice = player.AddPrimaryObjective("Harvest " .. tostring(SpiceToHarvest) .. " Solaris worth of Spice.")
KillAtreides = player.AddSecondaryObjective("Destroy the Atreides.")
Camera.Position = OEngi1.CenterPosition
AtreidesAttackLocation = OEngi1.Location
if Difficulty ~= "easy" then
OTrooper3.Destroy()
end
if Difficulty == "hard" then
OTrooper4.Destroy()
OCombat2.Destroy()
end
Hunt(atreides_main)
Hunt(atreides_small_1)
Hunt(atreides_small_2)
Hunt(atreides_small_3)
local path = function() return Utils.Random(AtreidesPaths) end
local waveCondition = function() return player.IsObjectiveCompleted(KillAtreides) end
local huntFunction = function(unit)
unit.AttackMove(AtreidesAttackLocation)
IdleHunt(unit)
end
SendCarryallReinforcements(atreides_main, 0, 8, AtreidesAttackDelay[Difficulty], path, AtreidesReinforcements[Difficulty], waveCondition, huntFunction)
Actor.Create("upgrade.barracks", true, { Owner = atreides_main })
Actor.Create("upgrade.light", true, { Owner = atreides_main })
Actor.Create("upgrade.heavy", true, { Owner = atreides_main })
Actor.Create("upgrade.barracks", true, { Owner = atreides_small_1 })
Actor.Create("upgrade.barracks", true, { Owner = atreides_small_2 })
Trigger.AfterDelay(0, ActivateAI)
Trigger.OnKilled(AStarport, function()
if not player.IsObjectiveCompleted(CaptureStarport) then
player.MarkFailedObjective(CaptureStarport)
end
end)
Trigger.OnCapture(AStarport, function()
player.MarkCompletedObjective(CaptureStarport)
if not AIProductionActivated then
ActivateAIProduction()
end
Reinforcements.ReinforceWithTransport(player, "frigate", { "mcv" }, { OrdosStarportEntry.Location, AStarport.Location + CVec.New(1, 1) }, { OrdosStarportExit.Location })
if APower8.Owner ~= player then
APower8.Sell()
end
if APower9.Owner ~= player then
APower9.Sell()
end
end)
Trigger.OnKilledOrCaptured(APower8, function()
if not AIProductionActivated then
ActivateAIProduction()
end
end)
Trigger.OnKilledOrCaptured(APower9, function()
if not AIProductionActivated then
ActivateAIProduction()
end
end)
end