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IdlingUnits = { } | ||
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AttackGroupSize = | ||
{ | ||
easy = 6, | ||
normal = 8, | ||
hard = 10 | ||
} | ||
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AttackDelays = | ||
{ | ||
easy = { DateTime.Seconds(4), DateTime.Seconds(9) }, | ||
normal = { DateTime.Seconds(2), DateTime.Seconds(7) }, | ||
hard = { DateTime.Seconds(1), DateTime.Seconds(5) } | ||
} | ||
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AtreidesInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" } | ||
AtreidesVehicleTypes = { "trike.mg", "trike.mg", "quad.rocket" } | ||
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HarvesterKilled = true | ||
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IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end | ||
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SetupAttackGroup = function() | ||
local units = { } | ||
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for i = 0, AttackGroupSize[Map.LobbyOption("difficulty")], 1 do | ||
if #IdlingUnits == 0 then | ||
return units | ||
end | ||
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local number = Utils.RandomInteger(1, #IdlingUnits + 1) | ||
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if IdlingUnits[number] and not IdlingUnits[number].IsDead then | ||
units[i] = IdlingUnits[number] | ||
table.remove(IdlingUnits, number) | ||
end | ||
end | ||
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return units | ||
end | ||
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SendAttack = function() | ||
if IsAttacking then | ||
return | ||
end | ||
IsAttacking = true | ||
HoldProduction = true | ||
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local units = SetupAttackGroup() | ||
Utils.Do(units, function(unit) | ||
IdleHunt(unit) | ||
end) | ||
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Trigger.OnAllRemovedFromWorld(units, function() | ||
IsAttacking = false | ||
HoldProduction = false | ||
end) | ||
end | ||
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ProtectHarvester = function(unit) | ||
DefendActor(unit) | ||
Trigger.OnKilled(unit, function() HarvesterKilled = true end) | ||
end | ||
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DefendActor = function(unit) | ||
Trigger.OnDamaged(unit, function(self, attacker) | ||
if AttackOnGoing then | ||
return | ||
end | ||
AttackOnGoing = true | ||
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local Guards = SetupAttackGroup() | ||
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if #Guards <= 0 then | ||
AttackOnGoing = false | ||
return | ||
end | ||
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Utils.Do(Guards, function(unit) | ||
if not self.IsDead then | ||
unit.AttackMove(self.Location) | ||
end | ||
IdleHunt(unit) | ||
end) | ||
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Trigger.OnAllRemovedFromWorld(Guards, function() AttackOnGoing = false end) | ||
end) | ||
end | ||
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InitAIUnits = function() | ||
IdlingUnits = Reinforcements.Reinforce(atreides, AtreidesInitialReinforcements, AtreidesInitialPath) | ||
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Utils.Do(AtreidesBase, function(actor) | ||
DefendActor(actor) | ||
Trigger.OnDamaged(actor, function(building) | ||
if building.Health < building.MaxHealth * 3/4 then | ||
building.StartBuildingRepairs() | ||
end | ||
end) | ||
end) | ||
end | ||
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ProduceInfantry = function() | ||
if ABarracks.IsDead then | ||
return | ||
end | ||
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if HoldProduction then | ||
Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry) | ||
return | ||
end | ||
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local delay = Utils.RandomInteger(AttackDelays[Map.LobbyOption("difficulty")][1], AttackDelays[Map.LobbyOption("difficulty")][2] + 1) | ||
local toBuild = { Utils.Random(AtreidesInfantryTypes) } | ||
atreides.Build(toBuild, function(unit) | ||
IdlingUnits[#IdlingUnits + 1] = unit[1] | ||
Trigger.AfterDelay(delay, ProduceInfantry) | ||
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if #IdlingUnits >= (AttackGroupSize[Map.LobbyOption("difficulty")] * 2.5) then | ||
SendAttack() | ||
end | ||
end) | ||
end | ||
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ProduceVehicles = function() | ||
if ALightFactory.IsDead then | ||
return | ||
end | ||
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if HoldProduction then | ||
Trigger.AfterDelay(DateTime.Minutes(1), ProduceVehicles) | ||
return | ||
end | ||
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local delay = Utils.RandomInteger(AttackDelays[Map.LobbyOption("difficulty")][1], AttackDelays[Map.LobbyOption("difficulty")][2] + 1) | ||
local toBuild = { Utils.Random(AtreidesVehicleTypes) } | ||
atreides.Build(toBuild, function(unit) | ||
IdlingUnits[#IdlingUnits + 1] = unit[1] | ||
Trigger.AfterDelay(delay, ProduceVehicles) | ||
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if #IdlingUnits >= (AttackGroupSize[Map.LobbyOption("difficulty")] * 2.5) then | ||
SendAttack() | ||
end | ||
end) | ||
end | ||
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ActivateAI = function() | ||
Trigger.AfterDelay(0, InitAIUnits) | ||
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AConyard.Produce(HarkonnenUpgrades[1]) | ||
AConyard.Produce(HarkonnenUpgrades[2]) | ||
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-- Finish the upgrades first before trying to build something | ||
Trigger.AfterDelay(DateTime.Seconds(14), function() | ||
ProduceInfantry() | ||
ProduceVehicles() | ||
end) | ||
end |
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Original file line number | Diff line number | Diff line change |
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AtreidesBase = { ABarracks, AWindTrap1, AWindTrap2, AWindTrap3, ALightFactory, AOutpost, AConyard, ARefinery, ASilo1, ASilo2, ASilo3, ASilo4 } | ||
AtreidesBaseAreaTriggers = | ||
{ | ||
{ CPos.New(10, 53), CPos.New(11, 53), CPos.New(12, 53), CPos.New(13, 53), CPos.New(14, 53), CPos.New(15, 53), CPos.New(16, 53), CPos.New(17, 53), CPos.New(17, 52), CPos.New(17, 51), CPos.New(17, 50), CPos.New(17, 49), CPos.New(17, 48), CPos.New(17, 47), CPos.New(17, 46), CPos.New(17, 45), CPos.New(17, 44), CPos.New(17, 43), CPos.New(17, 42), CPos.New(17, 41), CPos.New(17, 40), CPos.New(17, 39), CPos.New(17, 38), CPos.New(2, 35), CPos.New(3, 35), CPos.New(4, 35), CPos.New(5, 35), CPos.New(6, 35), CPos.New(7, 35), CPos.New(8, 35), CPos.New(9, 35), CPos.New(10, 35), CPos.New(11, 35), CPos.New(12, 35) }, | ||
{ CPos.New(49, 25), CPos.New(50, 25), CPos.New(51, 25), CPos.New(52, 25), CPos.New(53, 25), CPos.New(54, 25), CPos.New(54, 26), CPos.New(54, 27), CPos.New(54, 28), CPos.New(54, 29) }, | ||
{ CPos.New(19, 2), CPos.New(19, 3), CPos.New(19, 4), CPos.New(41, 2), CPos.New(41, 3), CPos.New(41, 4), CPos.New(41, 5), CPos.New(41, 6), CPos.New(41, 7), CPos.New(41, 8), CPos.New(41, 9), CPos.New(41, 10), CPos.New(41, 11) }, | ||
{ CPos.New(2, 16), CPos.New(3, 16), CPos.New(4, 16), CPos.New(5, 16), CPos.New(19, 2), CPos.New(19, 3), CPos.New(19, 4) } | ||
} | ||
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AtreidesReinforcements = | ||
{ | ||
easy = | ||
{ | ||
{ "light_inf", "trike.mg", "trooper" }, | ||
{ "light_inf", "trike.mg", "quad.rocket" }, | ||
{ "light_inf", "light_inf", "trooper", "trike.mg", "trike.mg", "quad.rocket" } | ||
}, | ||
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normal = | ||
{ | ||
{ "light_inf", "trike.mg", "trooper" }, | ||
{ "light_inf", "trike.mg", "trike.mg" }, | ||
{ "light_inf", "light_inf", "trooper", "trike.mg", "trike.mg", "quad.rocket" }, | ||
{ "light_inf", "light_inf", "trooper", "trooper" }, | ||
{ "light_inf", "light_inf", "light_inf", "light_inf" }, | ||
{ "light_inf", "trike.mg", "quad.rocket", "quad.rocket" } | ||
}, | ||
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hard = | ||
{ | ||
{ "trike.mg", "trike.mg", "quad.rocket" }, | ||
{ "light_inf", "trike.mg", "trike.mg" }, | ||
{ "trooper", "trooper", "light_inf", "trike.mg" }, | ||
{ "light_inf", "light_inf", "light_inf", "trike.mg", "trike.mg" }, | ||
{ "light_inf", "light_inf", "trooper", "trooper" }, | ||
{ "trike.mg", "trike.mg", "quad.rocket", "quad.rocket", "quad.rocket", "trike.mg" }, | ||
{ "light_inf", "light_inf", "light_inf", "trike.mg", "trike.mg" }, | ||
{ "light_inf", "trike.mg", "light_inf", "trooper", "trooper", "quad.rocket" }, | ||
{ "trike.mg", "trike.mg", "quad.rocket", "quad.rocket", "quad.rocket", "trike.mg" } | ||
} | ||
} | ||
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AtreidesAttackDelay = | ||
{ | ||
easy = DateTime.Minutes(5), | ||
normal = DateTime.Minutes(2) + DateTime.Seconds(40), | ||
hard = DateTime.Minutes(1) + DateTime.Seconds(20) | ||
} | ||
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AtreidesAttackWaves = | ||
{ | ||
easy = 3, | ||
normal = 6, | ||
hard = 9 | ||
} | ||
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AtreidesHunters = | ||
{ | ||
{ "trooper", "trooper", "trooper" }, | ||
{ "trike.mg", "light_inf", "light_inf", "light_inf", "light_inf" }, | ||
{ "trooper", "trooper", "trooper", "trike.mg", "trike.mg" }, | ||
{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper", "trooper", "trooper" } | ||
} | ||
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AtreidesPaths = | ||
{ | ||
{ AtreidesEntry4.Location, AtreidesRally4.Location }, | ||
{ AtreidesEntry7.Location, AtreidesRally7.Location }, | ||
{ AtreidesEntry8.Location, AtreidesRally8.Location } | ||
} | ||
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AtreidesHunterPaths = | ||
{ | ||
{ AtreidesEntry6.Location, AtreidesRally6.Location }, | ||
{ AtreidesEntry5.Location, AtreidesRally5.Location }, | ||
{ AtreidesEntry3.Location, AtreidesRally3.Location }, | ||
{ AtreidesEntry1.Location, AtreidesRally1.Location } | ||
} | ||
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AtreidesInitialPath = { AtreidesEntry2.Location, AtreidesRally2.Location } | ||
AtreidesInitialReinforcements = { "light_inf", "light_inf", "quad.rocket", "quad.rocket", "trike.mg", "trike.mg", "trooper", "trooper" } | ||
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HarkonnenReinforcements = { "trike.rocket", "trike.rocket" } | ||
HarkonnenPath = { HarkonnenEntry.Location, HarkonnenRally.Location } | ||
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HarkonnenBaseBuildings = { "barracks", "light_factory" } | ||
HarkonnenUpgrades = { "upgrade.barracks", "upgrade.light" } | ||
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wave = 0 | ||
SendAtreides = function() | ||
Trigger.AfterDelay(AtreidesAttackDelay[Map.LobbyOption("difficulty")], function() | ||
if player.IsObjectiveCompleted(KillAtreides) then | ||
return | ||
end | ||
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wave = wave + 1 | ||
if wave > AtreidesAttackWaves[Map.LobbyOption("difficulty")] then | ||
return | ||
end | ||
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local path = Utils.Random(AtreidesPaths) | ||
local units = Reinforcements.ReinforceWithTransport(atreides, "carryall.reinforce", AtreidesReinforcements[Map.LobbyOption("difficulty")][wave], path, { path[1] })[2] | ||
Utils.Do(units, IdleHunt) | ||
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SendAtreides() | ||
end) | ||
end | ||
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MessageCheck = function(index) | ||
return #player.GetActorsByType(HarkonnenBaseBuildings[index]) > 0 and not player.HasPrerequisites({ HarkonnenUpgrades[index] }) | ||
end | ||
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SendHunters = function(areaTrigger, unit, path, check) | ||
Trigger.OnEnteredFootprint(areaTrigger, function(a, id) | ||
if not check and a.Owner == player then | ||
local units = Reinforcements.ReinforceWithTransport(atreides, "carryall.reinforce", unit, path, { path[1] })[2] | ||
Utils.Do(units, IdleHunt) | ||
check = true | ||
end | ||
end) | ||
end | ||
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Tick = function() | ||
if player.HasNoRequiredUnits() then | ||
atreides.MarkCompletedObjective(KillHarkonnen) | ||
end | ||
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if atreides.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillAtreides) then | ||
Media.DisplayMessage("The Atreides have been annihilated!", "Mentat") | ||
player.MarkCompletedObjective(KillAtreides) | ||
end | ||
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if DateTime.GameTime % DateTime.Seconds(30) and HarvesterKilled then | ||
local units = atreides.GetActorsByType("harvester") | ||
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if #units > 0 then | ||
HarvesterKilled = false | ||
ProtectHarvester(units[1]) | ||
end | ||
end | ||
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if DateTime.GameTime % DateTime.Seconds(32) == 0 and (MessageCheck(1) or MessageCheck(2)) then | ||
Media.DisplayMessage("Upgrade barracks and light factory to produce more advanced units.", "Mentat") | ||
end | ||
end | ||
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WorldLoaded = function() | ||
atreides = Player.GetPlayer("Atreides") | ||
player = Player.GetPlayer("Harkonnen") | ||
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InitObjectives() | ||
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Camera.Position = HConyard.CenterPosition | ||
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Trigger.OnAllKilled(AtreidesBase, function() | ||
Utils.Do(atreides.GetGroundAttackers(), IdleHunt) | ||
end) | ||
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SendAtreides() | ||
ActivateAI() | ||
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Trigger.AfterDelay(DateTime.Minutes(2) + DateTime.Seconds(30), function() | ||
Reinforcements.ReinforceWithTransport(player, "carryall.reinforce", HarkonnenReinforcements, HarkonnenPath, { HarkonnenPath[1] }) | ||
end) | ||
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SendHunters(AtreidesBaseAreaTriggers[1], AtreidesHunters[1], AtreidesHunterPaths[1], HuntersSent1) | ||
SendHunters(AtreidesBaseAreaTriggers[2], AtreidesHunters[2], AtreidesHunterPaths[2], HuntersSent2) | ||
SendHunters(AtreidesBaseAreaTriggers[3], AtreidesHunters[3], AtreidesHunterPaths[3], HuntersSent3) | ||
SendHunters(AtreidesBaseAreaTriggers[4], AtreidesHunters[4], AtreidesHunterPaths[4], HuntersSent4) | ||
end | ||
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InitObjectives = function() | ||
Trigger.OnObjectiveAdded(player, function(p, id) | ||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective") | ||
end) | ||
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KillHarkonnen = atreides.AddPrimaryObjective("Kill all Harkonnen units.") | ||
KillAtreides = player.AddPrimaryObjective("Eliminate all Atreides units and reinforcements\nin the area.") | ||
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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) | ||
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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 |
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