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OpenRA/mods/d2k/maps/atreides-04/atreides04.lua
let5sne.win10 9cf6ebb986
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Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 21:46:54 +08:00

221 lines
8.1 KiB
Lua

--[[
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.
]]
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
}
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, FremenProduction)
end)
end
AttackNotifier = 0
Tick = function()
if Atreides.HasNoRequiredUnits() then
Harkonnen.MarkCompletedObjective(KillAtreides)
end
if Harkonnen.HasNoRequiredUnits() and not Atreides.IsObjectiveCompleted(KillHarkonnen) then
Media.DisplayMessage(UserInterface.GetFluentMessage("harkonnen-annihilated"), Mentat)
Atreides.MarkCompletedObjective(KillHarkonnen)
Atreides.MarkCompletedObjective(ProtectFremen)
Atreides.MarkCompletedObjective(KeepIntegrity)
end
if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[Harkonnen] then
local units = Harkonnen.GetActorsByType("harvester")
if #units > 0 then
LastHarvesterEaten[Harkonnen] = false
ProtectHarvester(units[1], Harkonnen, AttackGroupSize[Difficulty])
end
end
if not Sietch.IsDead then
AttackNotifier = AttackNotifier - 1
local integrity = math.floor((Sietch.Health * 100) / Sietch.MaxHealth)
SiegeIntegrity = UserInterface.GetFluentMessage("sietch-integrity", { ["integrity"] = integrity })
UserInterface.SetMissionText(SiegeIntegrity, Atreides.Color)
if integrity < IntegrityLevel[Difficulty] then
Atreides.MarkFailedObjective(KeepIntegrity)
end
end
end
WorldLoaded = function()
Harkonnen = Player.GetPlayer("Harkonnen")
Fremen = Player.GetPlayer("Fremen")
Atreides = Player.GetPlayer("Atreides")
InitObjectives(Atreides)
KillAtreides = AddPrimaryObjective(Harkonnen, "")
ProtectFremen = AddPrimaryObjective(Atreides, "protect-fremen-sietch")
KillHarkonnen = AddPrimaryObjective(Atreides, "destroy-harkonnen")
local keepSietchIntact = UserInterface.GetFluentMessage("keep-sietch-intact", { ["integrity"] = IntegrityLevel[Difficulty] })
KeepIntegrity = AddPrimaryObjective(Atreides, keepSietchIntact)
Camera.Position = AConyard.CenterPosition
HarkonnenAttackLocation = AConyard.Location
Trigger.AfterDelay(DateTime.Seconds(2), function()
Beacon.New(Atreides, Sietch.CenterPosition + WVec.New(0, 1024, 0))
Media.DisplayMessage(UserInterface.GetFluentMessage("fremen-sietch-southeast"), Mentat)
end)
Trigger.OnAllKilledOrCaptured(HarkonnenBase, function()
Utils.Do(Harkonnen.GetGroundAttackers(), IdleHunt)
end)
Trigger.OnKilled(Sietch, function()
Actor.Create("invisibleBlocker", true, { Owner = Fremen, Location = CPos.New(62, 59) })
UserInterface.SetMissionText(UserInterface.GetFluentMessage("sietch-destroyed"), Atreides.Color)
Atreides.MarkFailedObjective(ProtectFremen)
end)
Trigger.OnDamaged(Sietch, function()
if AttackNotifier <= 0 then
AttackNotifier = DateTime.Seconds(10)
Beacon.New(Atreides, Sietch.CenterPosition + WVec.New(0, 1024, 0), DateTime.Seconds(7))
Media.DisplayMessage(UserInterface.GetFluentMessage("fremen-sietch-under-attack"), Mentat)
local defenders = Fremen.GetGroundAttackers()
if #defenders > 0 then
Utils.Do(defenders, function(unit)
unit.Guard(Sietch)
end)
end
end
end)
local path = function() return Utils.Random(HarkonnenPaths) end
local waveCondition = function() return Atreides.IsObjectiveCompleted(KillHarkonnen) end
local huntFunction = function(unit)
unit.AttackMove(HarkonnenAttackLocation)
IdleHunt(unit)
end
SendCarryallReinforcements(Harkonnen, 0, HarkonnenAttackWaves[Difficulty], HarkonnenAttackDelay[Difficulty], path, HarkonnenReinforcements[Difficulty], waveCondition, huntFunction)
Actor.Create("upgrade.barracks", true, { Owner = Harkonnen })
Trigger.AfterDelay(0, ActivateAI)
Trigger.AfterDelay(DateTime.Seconds(50), function()
Media.PlaySpeechNotification(Atreides, "Reinforce")
Reinforcements.Reinforce(Atreides, AtreidesReinforcements[1], AtreidesPath)
end)
Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(40), function()
Media.PlaySpeechNotification(Atreides, "Reinforce")
Reinforcements.ReinforceWithTransport(Atreides, "carryall.reinforce", AtreidesReinforcements[2], AtreidesPath, { AtreidesPath[1] })
end)
Trigger.OnEnteredProximityTrigger(HarkonnenRally1.CenterPosition, WDist.New(6 * 1024), function(a, id)
if a.Owner == Atreides then
Trigger.RemoveProximityTrigger(id)
local units = Reinforcements.Reinforce(Harkonnen, { "light_inf", "combat_tank_h", "trike" }, HarkonnenPaths[1])
Utils.Do(units, IdleHunt)
end
end)
Trigger.OnExitedProximityTrigger(Sietch.CenterPosition, WDist.New(10.5 * 1024), function(a, id)
if a.Owner == Fremen and not a.IsDead then
a.AttackMove(FremenRally.Location)
Trigger.OnIdle(a, function()
if a.Location.X < 54 or a.Location.Y < 54 then
a.AttackMove(FremenRally.Location)
end
end)
end
end)
end