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