Files
OpenRA/mods/d2k/maps/atreides-04/atreides04.lua
2017-04-10 21:13:51 +02:00

249 lines
8.4 KiB
Lua

--[[
Copyright 2007-2017 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.
]]
HarkonnenBase = { HarkonnenOutpost, HarkonnenRefinery, HarkonnenHeavyFact, HarkonnenTurret1, HarkonnenTurret2, HarkonnenBarracks, HarkonnenSilo1, HarkonnenSilo2, HarkonnenWindTrap1, HarkonnenWindTrap2, HarkonnenWindTrap3, HarkonnenWindTrap4, HarkonnenWindTrap5 }
HarkonnenReinforcements =
{
easy =
{
{ "combat_tank_h", "trooper", "trooper", "trooper", "trooper" },
{ "trooper", "trooper", "trooper", "trooper", "trooper" },
{ "combat_tank_h", "light_inf", "light_inf", "trooper", "trooper" },
{ "combat_tank_h", "light_inf", "light_inf", "light_inf", "trooper", "trooper" },
{ "combat_tank_h", "trike", "light_inf", "light_inf", "trooper", "trooper" }
},
normal =
{
{ "combat_tank_h", "trooper", "trooper", "trooper", "trooper" },
{ "trooper", "trooper", "trooper", "trooper", "trooper" },
{ "combat_tank_h", "light_inf", "light_inf", "trooper", "trooper" },
{ "combat_tank_h", "light_inf", "light_inf", "light_inf", "trooper", "trooper" },
{ "combat_tank_h", "trike", "light_inf", "light_inf", "trooper", "trooper" },
{ "combat_tank_h", "trike", "combat_tank_h", "light_inf", "trooper", "trooper", "quad" },
{ "combat_tank_h", "trike", "light_inf", "light_inf", "trooper", "trooper", "quad", "quad" }
},
hard =
{
{ "combat_tank_h", "trooper", "trooper", "trooper", "trooper" },
{ "trooper", "trooper", "trooper", "trooper", "trooper" },
{ "combat_tank_h", "light_inf", "light_inf", "trooper", "trooper" },
{ "combat_tank_h", "light_inf", "light_inf", "light_inf", "trooper", "trooper" },
{ "combat_tank_h", "trike", "light_inf", "light_inf", "trooper", "trooper" },
{ "combat_tank_h", "trike", "combat_tank_h", "light_inf", "trooper", "trooper", "quad" },
{ "combat_tank_h", "trike", "light_inf", "light_inf", "trooper", "trooper", "quad", "quad" },
{ "combat_tank_h", "combat_tank_h", "trike", "light_inf", "light_inf", "trooper", "trooper", "quad", "quad" },
{ "combat_tank_h", "combat_tank_h", "combat_tank_h", "combat_tank_h", "combat_tank_h", "combat_tank_h" }
}
}
HarkonnenAttackDelay =
{
easy = DateTime.Minutes(3),
normal = DateTime.Minutes(2) + DateTime.Seconds(20),
hard = DateTime.Minutes(1)
}
HarkonnenAttackWaves =
{
easy = 5,
normal = 7,
hard = 9
}
InitialHarkonnenReinforcements = { "trooper", "trooper", "trooper", "trooper", "trooper", "trooper" }
HarkonnenPaths =
{
{ HarkonnenEntry1.Location, HarkonnenRally3.Location },
{ HarkonnenEntry2.Location, HarkonnenRally2.Location },
{ HarkonnenEntry3.Location, HarkonnenRally4.Location },
{ HarkonnenEntry4.Location, HarkonnenRally4.Location }
}
AtreidesReinforcements =
{
{ "trike", "combat_tank_a", "combat_tank_a" },
{ "quad", "combat_tank_a", "combat_tank_a" }
}
AtreidesPath = { AtreidesEntry.Location, AtreidesRally.Location }
FremenInterval =
{
easy = { DateTime.Minutes(1) + DateTime.Seconds(30), DateTime.Minutes(2) },
normal = { DateTime.Minutes(2) + DateTime.Seconds(20), DateTime.Minutes(2) + DateTime.Seconds(40) },
hard = { DateTime.Minutes(3) + DateTime.Seconds(40), DateTime.Minutes(4) }
}
IntegrityLevel =
{
easy = 50,
normal = 75,
hard = 100
}
wave = 0
SendHarkonnen = function()
Trigger.AfterDelay(HarkonnenAttackDelay[Difficulty], function()
if player.IsObjectiveCompleted(KillHarkonnen) then
return
end
wave = wave + 1
if wave > HarkonnenAttackWaves[Difficulty] then
return
end
local entryPath = Utils.Random(HarkonnenPaths)
local units = Reinforcements.ReinforceWithTransport(harkonnen, "carryall.reinforce", HarkonnenReinforcements[Difficulty][wave], entryPath, { entryPath[1] })[2]
Utils.Do(units, function(unit)
unit.AttackMove(HarkonnenAttackLocation)
IdleHunt(unit)
end)
SendHarkonnen()
end)
end
FremenProduction = function()
if Sietch.IsDead then
return
end
local delay = Utils.RandomInteger(FremenInterval[Difficulty][1], FremenInterval[Difficulty][2] + 1)
fremen.Build({ "nsfremen" }, function()
Trigger.AfterDelay(delay, ProduceInfantry)
end)
end
AttackNotifier = 0
Tick = function()
if player.HasNoRequiredUnits() then
harkonnen.MarkCompletedObjective(KillAtreides)
end
if harkonnen.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillHarkonnen) then
Media.DisplayMessage("The Harkonnen have been annihilated!", "Mentat")
player.MarkCompletedObjective(KillHarkonnen)
player.MarkCompletedObjective(ProtectFremen)
player.MarkCompletedObjective(KeepIntegrity)
end
if DateTime.GameTime % DateTime.Seconds(30) and HarvesterKilled then
local units = harkonnen.GetActorsByType("harvester")
if #units > 0 then
HarvesterKilled = false
ProtectHarvester(units[1])
end
end
if not Sietch.IsDead then
AttackNotifier = AttackNotifier - 1
local integrity = math.floor((Sietch.Health * 100) / Sietch.MaxHealth)
UserInterface.SetMissionText("Sietch structural integrity: " .. integrity .. "%", player.Color)
if integrity < IntegrityLevel[Difficulty] then
player.MarkFailedObjective(KeepIntegrity)
end
end
end
WorldLoaded = function()
harkonnen = Player.GetPlayer("Harkonnen")
fremen = Player.GetPlayer("Fremen")
player = Player.GetPlayer("Atreides")
Difficulty = Map.LobbyOption("difficulty")
InitObjectives()
Camera.Position = AConyard.CenterPosition
HarkonnenAttackLocation = AConyard.Location
Trigger.AfterDelay(DateTime.Seconds(2), function()
Beacon.New(player, Sietch.CenterPosition + WVec.New(0, 1024, 0))
Media.DisplayMessage("Fremen Sietch detected to the southeast.", "Mentat")
end)
Trigger.OnAllKilledOrCaptured(HarkonnenBase, function()
Utils.Do(harkonnen.GetGroundAttackers(), IdleHunt)
end)
Trigger.OnKilled(Sietch, function()
UserInterface.SetMissionText("Sietch destroyed!", player.Color)
player.MarkFailedObjective(ProtectFremen)
end)
Trigger.OnDamaged(Sietch, function()
if AttackNotifier <= 0 then
AttackNotifier = DateTime.Seconds(10)
Beacon.New(player, Sietch.CenterPosition + WVec.New(0, 1024, 0), DateTime.Seconds(7))
Media.DisplayMessage("The Fremen Sietch is under attack!", "Mentat")
local defenders = fremen.GetGroundAttackers()
if #defenders > 0 then
Utils.Do(defenders, function(unit)
unit.Guard(Sietch)
end)
end
end
end)
SendHarkonnen()
Actor.Create("upgrade.barracks", true, { Owner = harkonnen })
Trigger.AfterDelay(0, ActivateAI)
Trigger.AfterDelay(DateTime.Seconds(50), function()
Media.PlaySpeechNotification(player, "Reinforce")
Reinforcements.Reinforce(player, AtreidesReinforcements[1], AtreidesPath)
end)
Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(40), function()
Media.PlaySpeechNotification(player, "Reinforce")
Reinforcements.ReinforceWithTransport(player, "carryall.reinforce", AtreidesReinforcements[2], AtreidesPath, { AtreidesPath[1] })
end)
Trigger.OnEnteredProximityTrigger(HarkonnenRally1.CenterPosition, WDist.New(6 * 1024), function(a, id)
if a.Owner == player then
Trigger.RemoveProximityTrigger(id)
local units = Reinforcements.Reinforce(harkonnen, { "light_inf", "combat_tank_h", "trike" }, HarkonnenPaths[1])
Utils.Do(units, IdleHunt)
end
end)
end
InitObjectives = function()
Trigger.OnObjectiveAdded(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
end)
KillAtreides = harkonnen.AddPrimaryObjective("Kill all Atreides units.")
ProtectFremen = player.AddPrimaryObjective("Protect the Fremen Sietch.")
KillHarkonnen = player.AddPrimaryObjective("Destroy the Harkonnen.")
KeepIntegrity = player.AddSecondaryObjective("Keep the Sietch " .. IntegrityLevel[Difficulty] .. "% intact!")
Trigger.OnObjectiveCompleted(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
end)
Trigger.OnObjectiveFailed(player, function(p, id)
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
end)
Trigger.OnPlayerLost(player, function()
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.PlaySpeechNotification(player, "Lose")
end)
end)
Trigger.OnPlayerWon(player, function()
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.PlaySpeechNotification(player, "Win")
end)
end)
end