Initial commit: OpenRA game engine
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Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
let5sne.win10
2026-01-10 21:46:54 +08:00
commit 9cf6ebb986
4065 changed files with 635973 additions and 0 deletions

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--[[
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.
]]
AttackGroupSize =
{
easy = 6,
normal = 8,
hard = 10
}
AttackDelays =
{
easy = { DateTime.Seconds(4), DateTime.Seconds(7) },
normal = { DateTime.Seconds(2), DateTime.Seconds(5) },
hard = { DateTime.Seconds(1), DateTime.Seconds(3) }
}
EnemyInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" }
EnemyVehicleTypes = { "trike", "trike", "quad" }
AtreidesMainTankTypes = { "combat_tank_a", "combat_tank_a", "siege_tank", "missile_tank", "sonic_tank" }
AtreidesSmallTankTypes = { "combat_tank_a", "combat_tank_a", "siege_tank" }
AtreidesStarportTypes = { "trike.starport", "trike.starport", "quad.starport", "combat_tank_a.starport", "combat_tank_a.starport", "siege_tank.starport", "missile_tank.starport" }
CorrinoMainInfantryTypes = { "light_inf", "light_inf", "trooper", "sardaukar" }
CorrinoTankTypes = { "combat_tank_h", "combat_tank_h", "siege_tank", "missile_tank" }
CorrinoStarportTypes = { "trike.starport", "trike.starport", "quad.starport", "combat_tank_h.starport", "combat_tank_h.starport", "siege_tank.starport", "missile_tank.starport" }
ActivateAI = function()
IdlingUnits[AtreidesMain] = Utils.Concat(Reinforcements.Reinforce(AtreidesMain, InitialAtreidesReinforcements[1], InitialAtreidesPaths[1]), Reinforcements.Reinforce(AtreidesMain, InitialAtreidesReinforcements[2], InitialAtreidesPaths[2]))
IdlingUnits[AtreidesSmall] = Reinforcements.Reinforce(AtreidesSmall, InitialAtreidesReinforcements[3], InitialAtreidesPaths[3])
IdlingUnits[CorrinoMain] = Utils.Concat(Reinforcements.Reinforce(CorrinoMain, InitialCorrinoReinforcements[1], InitialCorrinoPaths[1]), Reinforcements.Reinforce(CorrinoMain, InitialCorrinoReinforcements[2], InitialCorrinoPaths[2]))
IdlingUnits[CorrinoSmall] = Reinforcements.Reinforce(CorrinoMain, InitialCorrinoReinforcements[3], InitialCorrinoPaths[3])
DefendAndRepairBase(AtreidesMain, AtreidesMainBase, 0.75, AttackGroupSize[Difficulty])
DefendAndRepairBase(AtreidesSmall, AtreidesSmallBase, 0.75, AttackGroupSize[Difficulty])
DefendAndRepairBase(CorrinoMain, CorrinoMainBase, 0.75, AttackGroupSize[Difficulty])
DefendAndRepairBase(CorrinoSmall, CorrinoSmallBase, 0.75, AttackGroupSize[Difficulty])
local delay = function() return Utils.RandomInteger(AttackDelays[Difficulty][1], AttackDelays[Difficulty][2] + 1) end
local infantryToBuild = function() return { Utils.Random(EnemyInfantryTypes) } end
local infantryToBuildCorrinoMain = function() return { Utils.Random(CorrinoMainInfantryTypes) } end
local vehilcesToBuild = function() return { Utils.Random(EnemyVehicleTypes) } end
local tanksToBuildAtreidesMain = function() return { Utils.Random(AtreidesMainTankTypes) } end
local tanksToBuildAtreidesSmall = function() return { Utils.Random(AtreidesSmallTankTypes) } end
local tanksToBuildCorrino = function() return { Utils.Random(CorrinoTankTypes) } end
local unitsToBuyAtreides = function() return { Utils.Random(AtreidesStarportTypes) } end
local unitsToBuyCorrino = function() return { Utils.Random(CorrinoStarportTypes) } end
local attackThresholdSize = AttackGroupSize[Difficulty] * 2.5
ProduceUnits(AtreidesMain, ABarracks1, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(AtreidesMain, ALightFactory1, delay, vehilcesToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(AtreidesMain, AHeavyFactory1, delay, tanksToBuildAtreidesMain, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(AtreidesMain, AStarport1, delay, unitsToBuyAtreides, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(AtreidesSmall, ABarracks3, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(AtreidesSmall, ALightFactory2, delay, vehilcesToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(AtreidesSmall, AHeavyFactory2, delay, tanksToBuildAtreidesSmall, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(AtreidesSmall, AStarport2, delay, unitsToBuyAtreides, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(CorrinoMain, CBarracks1, delay, infantryToBuildCorrinoMain, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(CorrinoMain, CHeavyFactory, delay, tanksToBuildCorrino, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(CorrinoSmall, CBarracks3, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(CorrinoSmall, CLightFactory, delay, vehilcesToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(CorrinoSmall, CStarport, delay, unitsToBuyCorrino, AttackGroupSize[Difficulty], attackThresholdSize)
end

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--[[
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.
]]
AtreidesMainBase = { AConYard1, AOutpost1, APalace, ARefinery1, ARefinery2, AHeavyFactory1, ALightFactory1, ARepair1, AStarport1, AHiTechFactory, AResearch, ARock1, ARock2, ARock3, ARock4, ARock5, ARock6, ARock7, ARock8, ARock9, ARock10, ABarracks1, ABarracks2, APower1, APower2, APower3, APower4, APower5, APower6, APower7, APower8, APower9, APower10, APower11, ASilo1, ASilo2, ASilo3 }
AtreidesSmallBase = { AConYard2, ARefinery3, ABarracks3, AHeavyFactory2, ALightFactory2, ARepair2, AGunt1, AGunt2, ARock11, APower12, APower13, APower14, APower15, APower16, APower17, APower18, APower19, APower20 }
CorrinoMainBase = { CConYard, COutpost, CPalace, CRefinery1, CHeavyFactory, CResearch, CGunt1, CGunt2, CGunt3, CGunt4, CGunt5, CGunt6, CRock1, CRock2, CRock3, CRock4, CBarracks1, CBarracks2, CPower1, CPower2, CPower3, CPower4, CPower5, CPower6, CPower7, CPower8 }
CorrinoSmallBase = { CRefinery2, CLightFactory, CStarport, CGunt7, CGunt8, CBarracks3, CPower9, CPower10, CPower11, CPower12, CSilo1, CSilo2, CSilo3, CSilo4 }
AtreidesReinforcements =
{
easy =
{
{ "combat_tank_a", "quad", "light_inf", "light_inf" },
{ "fremen", "trike", "combat_tank_a"},
{ "combat_tank_a", "quad", "light_inf", "light_inf" },
{ "trooper", "trooper", "trooper" },
{ "light_inf", "light_inf", "sonic_tank" },
{ "light_inf", "light_inf", "light_inf", "quad" }
},
normal =
{
{ "combat_tank_a", "quad", "quad", "light_inf", "light_inf" },
{ "fremen", "fremen", "trike", "combat_tank_a"},
{ "combat_tank_a", "quad", "quad", "light_inf", "light_inf" },
{ "trooper", "trooper", "trooper", "trooper" },
{ "light_inf", "light_inf", "light_inf", "sonic_tank" },
{ "light_inf", "light_inf", "light_inf", "quad", "quad" },
{ "combat_tank_a", "combat_tank_a", "missile_tank" }
},
hard =
{
{ "combat_tank_a", "quad", "quad", "quad", "light_inf", "light_inf" },
{ "fremen", "fremen", "fremen", "trike", "combat_tank_a"},
{ "combat_tank_a", "quad", "quad", "quad", "light_inf", "light_inf" },
{ "trooper", "trooper", "trooper", "trooper", "trooper" },
{ "light_inf", "light_inf", "light_inf", "light_inf", "sonic_tank" },
{ "light_inf", "light_inf", "light_inf", "quad", "quad", "quad" },
{ "combat_tank_a", "combat_tank_a", "combat_tank_a", "missile_tank" },
{ "fremen", "fremen", "fremen", "fremen", "fremen", "fremen", "fremen", "fremen" }
}
}
CorrinoStarportReinforcements =
{
easy =
{
{ "sardaukar", "sardaukar", "sardaukar", "sardaukar", "sardaukar", "siege_tank", "siege_tank" },
{ "trooper", "trooper", "combat_tank_h", "combat_tank_h" },
{ "trike", "trike", "trike", "trooper", "trooper", "light_inf", "light_inf" }
},
normal =
{
{ "sardaukar", "sardaukar", "sardaukar", "sardaukar", "sardaukar", "sardaukar", "siege_tank", "siege_tank" },
{ "trooper", "trooper", "trooper", "combat_tank_h", "combat_tank_h" },
{ "trike", "trike", "trike", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf" }
},
hard =
{
{ "sardaukar", "sardaukar", "sardaukar", "sardaukar", "sardaukar", "sardaukar", "sardaukar", "siege_tank", "siege_tank" },
{ "trooper", "trooper", "trooper", "trooper", "combat_tank_h", "combat_tank_h" },
{ "trike", "trike", "trike", "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf" }
}
}
AtreidesAttackDelay =
{
easy = DateTime.Minutes(3) + DateTime.Seconds(30),
normal = DateTime.Minutes(2) + DateTime.Seconds(30),
hard = DateTime.Minutes(1) + DateTime.Seconds(30)
}
CorrinoStarportDelay =
{
easy = DateTime.Minutes(10),
normal = DateTime.Minutes(8),
hard = DateTime.Minutes(6)
}
AtreidesAttackWaves =
{
easy = 6,
normal = 7,
hard = 8
}
FremenGroupSize =
{
easy = 2,
normal = 4,
hard = 6
}
InitialAtreidesReinforcements =
{
{ "combat_tank_a", "combat_tank_a", "quad", "trike" },
{ "trooper", "trooper", "trooper", "trooper", "trooper", "combat_tank_a" },
{ "combat_tank_a", "combat_tank_a", "quad", "quad", "trike" }
}
InitialCorrinoReinforcements =
{
{ "trooper", "trooper", "trooper", "trooper", "quad", "quad" },
{ "trooper", "trooper", "trooper", "trooper", "trooper", "combat_tank_h", "combat_tank_h" },
{ "trooper", "trooper", "trooper", "combat_tank_h", "combat_tank_h", "combat_tank_h" }
}
AtreidesPaths =
{
{ AtreidesEntry1.Location, AtreidesRally1.Location },
{ AtreidesEntry2.Location, AtreidesRally2.Location },
{ AtreidesEntry3.Location, AtreidesRally3.Location },
{ AtreidesEntry4.Location, AtreidesRally4.Location },
{ AtreidesEntry5.Location, AtreidesRally5.Location }
}
InitialAtreidesPaths =
{
{ AConYard1.Location, AtreidesRally6.Location },
{ ARefinery2.Location, AtreidesRally7.Location },
{ AtreidesEntry6.Location, AtreidesRally8.Location }
}
InitialCorrinoPaths =
{
{ CConYard.Location, CorrinoRally1.Location },
{ CHeavyFactory.Location, CorrinoRally2.Location },
{ CRefinery2.Location, CorrinoRally3.Location }
}
HarkonnenReinforcements = { "combat_tank_h", "combat_tank_h" }
HarkonnenPath = { HarkonnenEntry.Location, HarkonnenRally.Location }
SendStarportReinforcements = function()
Trigger.AfterDelay(CorrinoStarportDelay[Difficulty], function()
if CStarport.IsDead or CStarport.Owner ~= CorrinoSmall then
return
end
local reinforcements = Utils.Random(CorrinoStarportReinforcements[Difficulty])
local units = Reinforcements.ReinforceWithTransport(CorrinoSmall, "frigate", reinforcements, { CorrinoStarportEntry.Location, CStarport.Location + CVec.New(1, 1) }, { CorrinoStarportExit.Location })[2]
Utils.Do(units, function(unit)
unit.AttackMove(AtreidesAttackLocation)
IdleHunt(unit)
end)
SendStarportReinforcements()
end)
end
SendHarkonnenReinforcements = function(delay)
Trigger.AfterDelay(delay, function()
Reinforcements.ReinforceWithTransport(Harkonnen, "carryall.reinforce", HarkonnenReinforcements, HarkonnenPath, { HarkonnenPath[1] })
Trigger.AfterDelay(DateTime.Seconds(5), function()
Media.PlaySpeechNotification(Harkonnen, "Reinforce")
end)
end)
end
SendAirStrike = function()
if AHiTechFactory.IsDead or AHiTechFactory.Owner ~= AtreidesMain then
return
end
local targets = Utils.Where(Harkonnen.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
BuildFremen = function()
if APalace.IsDead or APalace.Owner ~= AtreidesMain then
return
end
APalace.Produce("fremen")
APalace.Produce("fremen")
Trigger.AfterDelay(DateTime.Seconds(5), function()
IdleFremen = Utils.Where(AtreidesMain.GetActorsByType('fremen'), function(actor) return actor.IsIdle end)
if #IdleFremen >= FremenGroupSize[Difficulty] then
SendFremen()
end
end)
Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds (30), BuildFremen)
end
SendFremen = function()
Utils.Do(IdleFremen, function(freman)
freman.AttackMove(AtreidesAttackLocation)
IdleHunt(freman)
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
CheckSmugglerEnemies = function()
Utils.Do(SmugglerUnits, function(unit)
Trigger.OnDamaged(unit, function(self, attacker)
if unit.Owner == SmugglerNeutral and attacker.Owner == Harkonnen then
ChangeOwner(SmugglerNeutral, SmugglerHarkonnen)
-- Ensure that harvesters that was on a carryall switched sides.
Trigger.AfterDelay(DateTime.Seconds(15), function()
ChangeOwner(SmugglerNeutral, SmugglerHarkonnen)
end)
end
if unit.Owner == SmugglerAI and attacker.Owner == Harkonnen then
ChangeOwner(SmugglerAI, SmugglerBoth)
-- Ensure that harvesters that was on a carryall switched sides.
Trigger.AfterDelay(DateTime.Seconds(15), function()
ChangeOwner(SmugglerAI, SmugglerBoth)
end)
end
if unit.Owner == SmugglerNeutral and (attacker.Owner == AtreidesMain or attacker.Owner == AtreidesSmall or attacker.Owner == CorrinoMain or attacker.Owner == CorrinoSmall) then
ChangeOwner(SmugglerNeutral, SmugglerAI)
-- Ensure that harvesters that was on a carryall switched sides.
Trigger.AfterDelay(DateTime.Seconds(15), function()
ChangeOwner(SmugglerNeutral, SmugglerAI)
end)
end
if unit.Owner == SmugglerHarkonnen and (attacker.Owner == AtreidesMain or attacker.Owner == AtreidesSmall or attacker.Owner == CorrinoMain or attacker.Owner == CorrinoSmall) then
ChangeOwner(SmugglerHarkonnen, SmugglerBoth)
-- Ensure that harvesters that was on a carryall switched sides.
Trigger.AfterDelay(DateTime.Seconds(15), function()
ChangeOwner(SmugglerHarkonnen, SmugglerBoth)
end)
end
if attacker.Owner == Harkonnen and not MessageCheck then
MessageCheck = true
Media.DisplayMessage(UserInterface.GetFluentMessage("smugglers-now-hostile"), Mentat)
end
end)
end)
end
Tick = function()
if Harkonnen.HasNoRequiredUnits() then
AtreidesMain.MarkCompletedObjective(KillHarkonnen1)
AtreidesSmall.MarkCompletedObjective(KillHarkonnen2)
CorrinoMain.MarkCompletedObjective(KillHarkonnen3)
CorrinoSmall.MarkCompletedObjective(KillHarkonnen4)
end
if AtreidesMain.HasNoRequiredUnits() and AtreidesSmall.HasNoRequiredUnits() and not Harkonnen.IsObjectiveCompleted(KillAtreides) then
Media.DisplayMessage(UserInterface.GetFluentMessage("atreides-annihilated"), Mentat)
Harkonnen.MarkCompletedObjective(KillAtreides)
end
if CorrinoMain.HasNoRequiredUnits() and CorrinoSmall.HasNoRequiredUnits() and not Harkonnen.IsObjectiveCompleted(KillCorrino) then
Media.DisplayMessage(UserInterface.GetFluentMessage("emperor-annihilated"), Mentat)
Harkonnen.MarkCompletedObjective(KillCorrino)
end
if SmugglerNeutral.HasNoRequiredUnits() and SmugglerHarkonnen.HasNoRequiredUnits() and SmugglerAI.HasNoRequiredUnits() and SmugglerBoth.HasNoRequiredUnits() and not SmugglersKilled then
Media.DisplayMessage(UserInterface.GetFluentMessage("smugglers-annihilated"), Mentat)
SmugglersKilled = true
end
local playerConYards = Harkonnen.GetActorsByType("construction_yard")
if #playerConYards > 0 and not Harkonnen.IsObjectiveCompleted(DeployMCV) then
Harkonnen.MarkCompletedObjective(DeployMCV)
end
if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[AtreidesMain] then
local units = AtreidesMain.GetActorsByType("harvester")
if #units > 0 then
LastHarvesterEaten[AtreidesMain] = false
ProtectHarvester(units[1], AtreidesMain, AttackGroupSize[Difficulty])
end
end
if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[AtreidesSmall] then
local units = AtreidesSmall.GetActorsByType("harvester")
if #units > 0 then
LastHarvesterEaten[AtreidesSmall] = false
ProtectHarvester(units[1], AtreidesSmall, AttackGroupSize[Difficulty])
end
end
if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[CorrinoMain] then
local units = CorrinoMain.GetActorsByType("harvester")
if #units > 0 then
LastHarvesterEaten[CorrinoMain] = false
ProtectHarvester(units[1], CorrinoMain, AttackGroupSize[Difficulty])
end
end
if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[CorrinoSmall] then
local units = CorrinoSmall.GetActorsByType("harvester")
if #units > 0 then
LastHarvesterEaten[CorrinoSmall] = false
ProtectHarvester(units[1], CorrinoSmall, AttackGroupSize[Difficulty])
end
end
end
WorldLoaded = function()
AtreidesMain = Player.GetPlayer("Atreides Main Base")
AtreidesSmall = Player.GetPlayer("Atreides Small Base")
CorrinoMain = Player.GetPlayer("Corrino Main Base")
CorrinoSmall = Player.GetPlayer("Corrino Small Base")
SmugglerNeutral = Player.GetPlayer("Smugglers - Neutral")
SmugglerHarkonnen = Player.GetPlayer("Smugglers - Enemy to Harkonnen")
SmugglerAI = Player.GetPlayer("Smugglers - Enemy to AI")
SmugglerBoth = Player.GetPlayer("Smugglers - Enemy to Both")
Harkonnen = Player.GetPlayer("Harkonnen")
InitObjectives(Harkonnen)
DeployMCV = AddSecondaryObjective(Harkonnen, "build-deploy-mcv")
KillAtreides = AddPrimaryObjective(Harkonnen, "destroy-atreides")
KillCorrino = AddPrimaryObjective(Harkonnen, "destroy-imperial-forces")
KillHarkonnen1 = AddPrimaryObjective(AtreidesMain, "")
KillHarkonnen2 = AddPrimaryObjective(AtreidesSmall, "")
KillHarkonnen3 = AddPrimaryObjective(CorrinoMain, "")
KillHarkonnen4 = AddPrimaryObjective(CorrinoSmall, "")
-- Wait for carryall drop
Trigger.AfterDelay(DateTime.Seconds(10), function()
SmugglerUnits = SmugglerNeutral.GetActors()
CheckSmugglerEnemies()
end)
Camera.Position = HBarracks.CenterPosition
AtreidesAttackLocation = HBarracks.Location
Trigger.AfterDelay(DateTime.Minutes(5), SendAirStrike)
Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds (30), BuildFremen)
Trigger.OnAllKilledOrCaptured(AtreidesMainBase, function()
Utils.Do(AtreidesMain.GetGroundAttackers(), IdleHunt)
end)
Trigger.OnAllKilledOrCaptured(AtreidesSmallBase, function()
Utils.Do(AtreidesSmall.GetGroundAttackers(), IdleHunt)
end)
Trigger.OnAllKilledOrCaptured(CorrinoMainBase, function()
Utils.Do(CorrinoMain.GetGroundAttackers(), IdleHunt)
end)
Trigger.OnAllKilledOrCaptured(CorrinoSmallBase, function()
Utils.Do(CorrinoSmall.GetGroundAttackers(), IdleHunt)
end)
local path = function() return Utils.Random(AtreidesPaths) end
local waveCondition = function() return Harkonnen.IsObjectiveCompleted(KillAtreides) end
local huntFunction = function(unit)
unit.AttackMove(AtreidesAttackLocation)
IdleHunt(unit)
end
SendCarryallReinforcements(AtreidesMain, 0, AtreidesAttackWaves[Difficulty], AtreidesAttackDelay[Difficulty], path, AtreidesReinforcements[Difficulty], waveCondition, huntFunction)
SendStarportReinforcements()
Actor.Create("upgrade.barracks", true, { Owner = AtreidesMain })
Actor.Create("upgrade.light", true, { Owner = AtreidesMain })
Actor.Create("upgrade.heavy", true, { Owner = AtreidesMain })
Actor.Create("upgrade.hightech", true, { Owner = AtreidesMain })
Actor.Create("upgrade.barracks", true, { Owner = AtreidesSmall })
Actor.Create("upgrade.light", true, { Owner = AtreidesSmall })
Actor.Create("upgrade.heavy", true, { Owner = AtreidesSmall })
Actor.Create("upgrade.barracks", true, { Owner = CorrinoMain })
Actor.Create("upgrade.heavy", true, { Owner = CorrinoMain })
Actor.Create("upgrade.barracks", true, { Owner = CorrinoSmall })
Actor.Create("upgrade.light", true, { Owner = CorrinoSmall })
Trigger.AfterDelay(0, ActivateAI)
SendHarkonnenReinforcements(DateTime.Minutes(2))
end

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## rules.yaml
briefing =
Only the Atreides and Imperial forces now remain. The Sardaukar, still scattered from their long march from the North, cannot amass their forces to attack. Only the destruction of the Emperor's base encampment will stop the flow of Imperial forces.
Once this has been accomplished, turn on the Atreides and annihilate them. Claim Arrakis for House Harkonnen!

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Player:
PlayerResources:
DefaultCash: 5000
World:
LuaScript:
Scripts: campaign.lua, utils.lua, harkonnen09b.lua, harkonnen09b-AI.lua
MissionData:
Briefing: briefing
BriefingVideo: H_BR09_E.VQA
MapOptions:
TechLevel: unrestricted
ScriptLobbyDropdown@difficulty:
ID: difficulty
Label: dropdown-difficulty.label
Description: dropdown-difficulty.description
Values:
easy: options-difficulty.easy
normal: options-difficulty.normal
hard: options-difficulty.hard
Default: easy
^Palettes:
IndexedPlayerPalette:
PlayerIndex:
Atreides Main Base: 143, 142, 141, 140, 139, 138, 137, 136, 135, 134, 133, 132, 131, 130, 129, 128
Atreides Small Base: 143, 142, 141, 140, 139, 138, 137, 136, 135, 134, 133, 132, 131, 130, 129, 128
Corrino Main Base: 191, 190, 189, 188, 187, 186, 185, 184, 183, 182, 181, 180, 179, 178, 177, 176
Corrino Small Base: 191, 190, 189, 188, 187, 186, 185, 184, 183, 182, 181, 180, 179, 178, 177, 176
Smugglers - Neutral: 223, 222, 221, 220, 219, 218, 217, 216, 215, 214, 213, 212, 211, 210, 209, 208
Smugglers - Enemy to Harkonnen: 223, 222, 221, 220, 219, 218, 217, 216, 215, 214, 213, 212, 211, 210, 209, 208
Smugglers - Enemy to AI: 223, 222, 221, 220, 219, 218, 217, 216, 215, 214, 213, 212, 211, 210, 209, 208
Smugglers - Enemy to Both: 223, 222, 221, 220, 219, 218, 217, 216, 215, 214, 213, 212, 211, 210, 209, 208
FixedPlayerColorShift:
BasePalette: player
PlayerIndex:
Atreides Main Base: 0.274, -0.275, 1, 0.32, 0.34
Atreides Small Base: 0.274, -0.275, 1, 0.32, 0.34
Corrino Main Base: 0.477, 0.075, 1, 0.32, 0.34
Corrino Small Base: 0.477, 0.075, 1, 0.32, 0.34
Smugglers - Neutral: -0.318, 0.047, 1, 0.32, 0.34
Smugglers - Enemy to Harkonnen: -0.318, 0.047, 1, 0.32, 0.34
Smugglers - Enemy to AI: -0.318, 0.047, 1, 0.32, 0.34
Smugglers - Enemy to Both: -0.318, 0.047, 1, 0.32, 0.34
carryall.reinforce:
Cargo:
MaxWeight: 10
frigate:
Aircraft:
LandableTerrainTypes: Sand, Rock, Transition, Spice, SpiceSand, Dune, Concrete
mpsardaukar:
Buildable:
Prerequisites: ~disabled
grenadier:
Buildable:
Prerequisites: ~disabled
thumper:
Buildable:
Prerequisites: ~disabled