164 lines
5.3 KiB
Lua
164 lines
5.3 KiB
Lua
Base =
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{
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Harkonnen = { HRefinery, SHeavyFactory, SLightFactory, HGunTurret1, HGunTurret2, HGunTurret3, HGunTurret4, HGunTurret5, SBarracks, HPower1, HPower2, HPower3, HPower4 },
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Smugglers = { SOutpost, SHeavyFactory, SLightFactory, SGunTurret1, SGunTurret2, SGunTurret3, SGunTurret4, SBarracks, SPower1, SPower2, SPower3 }
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}
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HarkonnenLightInfantryRushers =
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{
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easy = { "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
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normal = { "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
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hard = { "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" }
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}
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HarkonnenAttackDelay =
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{
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easy = DateTime.Minutes(3) + DateTime.Seconds(30),
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normal = DateTime.Minutes(2) + DateTime.Seconds(30),
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hard = DateTime.Minutes(1) + DateTime.Seconds(30)
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}
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InitialReinforcements =
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{
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Harkonnen = { "combat_tank_h", "combat_tank_h", "trike", "quad" },
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Smugglers = { "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper" }
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}
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LightInfantryRushersPaths =
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{
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{ HarkonnenEntry1.Location, HarkonnenRally1.Location },
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{ HarkonnenEntry2.Location, HarkonnenRally2.Location },
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{ HarkonnenEntry3.Location, HarkonnenRally3.Location }
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}
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InitialReinforcementsPaths =
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{
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Harkonnen = { HarkonnenEntry4.Location, HarkonnenRally4.Location },
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Smugglers = { SmugglerEntry.Location, SmugglerRally.Location }
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}
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OrdosReinforcements = { "light_inf", "light_inf", "light_inf", "light_inf" }
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OrdosPath = { OrdosEntry.Location, OrdosRally.Location }
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SendHarkonnen = function(path)
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Trigger.AfterDelay(HarkonnenAttackDelay[Difficulty], function()
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if player.IsObjectiveCompleted(KillHarkonnen) then
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return
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end
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local units = Reinforcements.ReinforceWithTransport(harkonnen, "carryall.reinforce", HarkonnenLightInfantryRushers[Difficulty], path, { path[1] })[2]
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Utils.Do(units, function(unit)
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unit.AttackMove(HarkonnenAttackLocation)
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IdleHunt(unit)
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end)
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end)
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end
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Hunt = function(house)
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Trigger.OnAllKilledOrCaptured(Base[house.Name], function()
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Utils.Do(house.GetGroundAttackers(), IdleHunt)
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end)
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end
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CheckHarvester = function(house)
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if DateTime.GameTime % DateTime.Seconds(30) and HarvesterKilled[house.Name] then
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local units = house.GetActorsByType("harvester")
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if #units > 0 then
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HarvesterKilled[house.Name] = false
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ProtectHarvester(units[1], house)
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end
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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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harkonnen.MarkCompletedObjective(KillOrdosH)
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smuggler.MarkCompletedObjective(KillOrdosS)
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smuggler.MarkCompletedObjective(DefendOutpost)
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end
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if harkonnen.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillHarkonnen) then
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Media.DisplayMessage("The Harkonnen have been annihilated!", "Mentat")
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player.MarkCompletedObjective(KillHarkonnen)
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end
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CheckHarvester(harkonnen)
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CheckHarvester(smuggler)
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if SOutpost.IsDead then
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player.MarkFailedObjective(CaptureOutpost)
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end
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if SOutpost.Owner == player then
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player.MarkCompletedObjective(CaptureOutpost)
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smuggler.MarkFailedObjective(DefendOutpost)
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end
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end
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WorldLoaded = function()
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harkonnen = Player.GetPlayer("Harkonnen")
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smuggler = Player.GetPlayer("Smugglers")
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player = Player.GetPlayer("Ordos")
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Difficulty = Map.LobbyOption("difficulty")
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InitObjectives()
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Camera.Position = OConyard.CenterPosition
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HarkonnenAttackLocation = OConyard.Location
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Hunt(harkonnen)
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Hunt(smuggler)
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SendHarkonnen(LightInfantryRushersPaths[1])
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SendHarkonnen(LightInfantryRushersPaths[2])
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SendHarkonnen(LightInfantryRushersPaths[3])
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ActivateAI()
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Actor.Create("upgrade.barracks", true, { Owner = harkonnen })
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Actor.Create("upgrade.light", true, { Owner = harkonnen })
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Actor.Create("upgrade.barracks", true, { Owner = smuggler })
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Actor.Create("upgrade.light", true, { Owner = smuggler })
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Trigger.AfterDelay(HarkonnenAttackDelay[Difficulty] - DateTime.Seconds(5), function()
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Media.PlaySpeechNotification(player, "Reinforce")
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Reinforcements.Reinforce(player, OrdosReinforcements, OrdosPath)
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end)
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Trigger.AfterDelay(HarkonnenAttackDelay[Difficulty], function()
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Media.DisplayMessage("WARNING: Large force approaching!", "Mentat")
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end)
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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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KillOrdosH = harkonnen.AddPrimaryObjective("Kill all Ordos units.")
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KillOrdosS = smuggler.AddSecondaryObjective("Kill all Ordos units.")
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DefendOutpost = smuggler.AddPrimaryObjective("Don't let the outpost to be captured or destroyed.")
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CaptureOutpost = player.AddPrimaryObjective("Capture the Smuggler Outpost.")
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KillHarkonnen = player.AddSecondaryObjective("Destroy the Harkonnen.")
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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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