253 lines
8.0 KiB
Lua
253 lines
8.0 KiB
Lua
Base =
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{
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Atreides = { AConyard, AOutpost, ARefinery, AHeavyFactory, ALightFactory, AGunt1, AGunt2, ABarracks, ASilo, APower1, APower2, APower3, APower4, APower5, APower6 },
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Fremen = { FGunt1, FGunt2 }
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}
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BaseAreaTriggers =
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{
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{ CPos.New(27, 38), CPos.New(26, 38), CPos.New(26, 39), CPos.New(25, 39), CPos.New(25, 40), CPos.New(25, 41), CPos.New(24, 41), CPos.New(24, 42) },
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{ CPos.New(19, 81), CPos.New(19, 82), CPos.New(19, 83), CPos.New(19, 84), CPos.New(19, 85), CPos.New(19, 86), CPos.New(19, 87), CPos.New(19, 88), CPos.New(19, 89), CPos.New(19, 90), CPos.New(19, 91) },
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{ CPos.New(10, 78), CPos.New(11, 78), CPos.New(12, 78), CPos.New(13, 78), CPos.New(14, 78), CPos.New(15, 78) }
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}
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Sietches = { FSietch1, FSietch2 }
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FremenReinforcements =
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{
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easy =
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{
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{ "combat_tank_a", "combat_tank_a" },
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{ "trooper", "trooper", "trooper" },
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{ "combat_tank_a", "combat_tank_a" },
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{ "combat_tank_a", "light_inf", "light_inf", "trooper", "trooper" },
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{ "combat_tank_a", "trike", "trike", "quad", "trooper", "nsfremen" }
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},
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normal =
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{
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{ "combat_tank_a", "combat_tank_a" },
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{ "trooper", "trooper", "trooper" },
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{ "combat_tank_a", "combat_tank_a" },
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{ "combat_tank_a", "light_inf", "light_inf", "trooper", "trooper" },
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{ "combat_tank_a", "trike", "trike", "quad", "trooper", "nsfremen" },
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{ "combat_tank_a", "trike", "combat_tank_a", "quad", "nsfremen", "nsfremen" },
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{ "fremen", "fremen", "fremen", "fremen", "trooper", "trooper", "trooper", "trooper" }
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},
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hard =
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{
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{ "combat_tank_a", "combat_tank_a" },
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{ "trooper", "trooper", "trooper" },
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{ "combat_tank_a", "combat_tank_a" },
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{ "combat_tank_a", "light_inf", "light_inf", "trooper", "trooper" },
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{ "combat_tank_a", "trike", "trike", "quad", "trooper", "nsfremen" },
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{ "combat_tank_a", "trike", "combat_tank_a", "quad", "nsfremen", "nsfremen" },
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{ "fremen", "fremen", "fremen", "fremen", "trooper", "trooper", "trooper", "trooper" },
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{ "combat_tank_a", "combat_tank_a", "combat_tank_a", "combat_tank_a", "missile_tank" },
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{ "combat_tank_a", "combat_tank_a", "quad", "quad", "trike", "trike", "trooper", "trooper", "light_inf", "light_inf" }
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}
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}
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FremenAttackDelay =
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{
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easy = DateTime.Minutes(3),
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normal = DateTime.Minutes(2) + DateTime.Seconds(20),
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hard = DateTime.Minutes(1)
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}
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FremenAttackWaves =
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{
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easy = 5,
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normal = 7,
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hard = 9
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}
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AtreidesHunters = { "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper" }
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FremenHunters =
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{
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{ "fremen", "fremen", "fremen" },
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{ "combat_tank_a", "combat_tank_a", "combat_tank_a" },
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{ "missile_tank", "missile_tank", "missile_tank" }
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}
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InitialAtreidesReinforcements =
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{
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{ "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "combat_tank_a", "combat_tank_a", "quad", "trike" }
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}
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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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}
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FremenPaths =
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{
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{ FremenEntry4.Location, FremenRally4.Location },
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{ FremenEntry5.Location, FremenRally5.Location },
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{ FremenEntry6.Location, FremenRally6.Location }
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}
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FremenHunterPaths =
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{
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{ FremenEntry1.Location, FremenRally1.Location },
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{ FremenEntry2.Location, FremenRally2.Location },
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{ FremenEntry3.Location, FremenRally3.Location }
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}
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HarkonnenReinforcements = { "combat_tank_h", "combat_tank_h" }
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HarkonnenPath = { HarkonnenEntry.Location, HarkonnenRally.Location }
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FremenInterval =
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{
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easy = { DateTime.Minutes(1) + DateTime.Seconds(30), DateTime.Minutes(2) },
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normal = { DateTime.Minutes(2) + DateTime.Seconds(20), DateTime.Minutes(2) + DateTime.Seconds(40) },
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hard = { DateTime.Minutes(3) + DateTime.Seconds(40), DateTime.Minutes(4) }
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}
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wave = 0
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SendFremen = function()
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Trigger.AfterDelay(FremenAttackDelay[Difficulty], function()
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if player.IsObjectiveCompleted(KillFremen) then
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return
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end
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wave = wave + 1
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if wave > FremenAttackWaves[Difficulty] then
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return
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end
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local entryPath = Utils.Random(FremenPaths)
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local units = Reinforcements.ReinforceWithTransport(fremen, "carryall.reinforce", FremenReinforcements[Difficulty][wave], entryPath, { entryPath[1] })[2]
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Utils.Do(units, function(unit)
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unit.AttackMove(FremenAttackLocation)
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IdleHunt(unit)
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end)
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SendFremen()
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end)
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end
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SendHunters = function(areaTrigger, unit, path, house, objective, check)
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Trigger.OnEnteredFootprint(areaTrigger, function(a, id)
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if player.IsObjectiveCompleted(objective) then
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return
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end
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if not check and a.Owner == player then
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local units = Reinforcements.ReinforceWithTransport(house, "carryall.reinforce", unit, path, { path[1] })[2]
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Utils.Do(units, IdleHunt)
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check = true
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end
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end)
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end
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FremenProduction = function()
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Trigger.OnAllKilled(Sietches, function()
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SietchesAreDestroyed = true
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end)
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if SietchesAreDestroyed then
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return
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end
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local delay = Utils.RandomInteger(FremenInterval[Difficulty][1], FremenInterval[Difficulty][2] + 1)
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fremen.Build({ "nsfremen" }, function()
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Trigger.AfterDelay(delay, ProduceInfantry)
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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.MarkCompletedObjective(KillHarkonnen)
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end
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if atreides.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 fremen.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillFremen) then
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Media.DisplayMessage("The Fremen have been annihilated!", "Mentat")
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player.MarkCompletedObjective(KillFremen)
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end
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if DateTime.GameTime % DateTime.Seconds(30) and HarvesterKilled then
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local units = atreides.GetActorsByType("harvester")
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if #units > 0 then
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HarvesterKilled = false
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ProtectHarvester(units[1])
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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 = Player.GetPlayer("Atreides")
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fremen = Player.GetPlayer("Fremen")
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player = Player.GetPlayer("Harkonnen")
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Difficulty = Map.LobbyOption("difficulty")
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InitObjectives()
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Camera.Position = HConyard.CenterPosition
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FremenAttackLocation = HConyard.Location
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Trigger.OnAllKilledOrCaptured(Base[atreides.Name], function()
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Utils.Do(atreides.GetGroundAttackers(), IdleHunt)
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end)
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SendFremen()
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Actor.Create("upgrade.barracks", true, { Owner = atreides })
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Actor.Create("upgrade.light", true, { Owner = atreides })
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Trigger.AfterDelay(0, ActivateAI)
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Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(15), function()
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Media.PlaySpeechNotification(player, "Reinforce")
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Reinforcements.Reinforce(player, HarkonnenReinforcements, HarkonnenPath)
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end)
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Trigger.AfterDelay(DateTime.Seconds(15), function()
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Media.DisplayMessage("Fremen concentrations spotted to the North and Southwest.", "Mentat")
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end)
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SendHunters(BaseAreaTriggers[1], AtreidesHunters, AtreidesPaths[1], atreides, KillAtreides, HuntersSent1)
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SendHunters(BaseAreaTriggers[1], FremenHunters[1], FremenHunterPaths[3], fremen, KillFremen, HuntersSent2)
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SendHunters(BaseAreaTriggers[2], FremenHunters[2], FremenHunterPaths[2], fremen, KillFremen, HuntersSent3)
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SendHunters(BaseAreaTriggers[3], FremenHunters[3], FremenHunterPaths[1], fremen, KillFremen, HuntersSent4)
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end
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InitObjectives = function()
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Trigger.OnObjectiveAdded(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
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end)
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KillAtreides = player.AddPrimaryObjective("Destroy the Atreiedes.")
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KillFremen = player.AddPrimaryObjective("Destroy the Fremen.")
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KillHarkonnen = atreides.AddPrimaryObjective("Kill all Harkonnen units.")
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Trigger.OnObjectiveCompleted(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
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end)
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Trigger.OnObjectiveFailed(player, function(p, id)
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Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
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end)
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Trigger.OnPlayerLost(player, function()
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Media.PlaySpeechNotification(player, "Lose")
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end)
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end)
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Trigger.OnPlayerWon(player, function()
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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Media.PlaySpeechNotification(player, "Win")
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end)
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end)
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end
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