Fix Tiles errors in Atr2s and add AI production/repair for them.

This commit is contained in:
Mustafa Alperen Seki
2017-02-11 16:32:31 +02:00
committed by abcdefg30
parent 5999a028ad
commit 000ae29cb6
8 changed files with 248 additions and 2 deletions

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@@ -0,0 +1,122 @@
IdlingUnits = { }
AttackGroupSize =
{
easy = 6,
normal = 8,
hard = 10
}
AttackDelays =
{
easy = { DateTime.Seconds(4), DateTime.Seconds(9) },
normal = { DateTime.Seconds(2), DateTime.Seconds(7) },
hard = { DateTime.Seconds(1), DateTime.Seconds(5) }
}
HarkonnenInfantryTypes = { "light_inf" }
AttackOnGoing = false
HoldProduction = false
HarvesterKilled = true
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
SetupAttackGroup = function()
local units = { }
for i = 0, AttackGroupSize[Map.LobbyOption("difficulty")], 1 do
if #IdlingUnits == 0 then
return units
end
local number = Utils.RandomInteger(1, #IdlingUnits + 1)
if IdlingUnits[number] and not IdlingUnits[number].IsDead then
units[i] = IdlingUnits[number]
table.remove(IdlingUnits, number)
end
end
return units
end
SendAttack = function()
if Attacking then
return
end
Attacking = true
HoldProduction = true
local units = SetupAttackGroup()
Utils.Do(units, function(unit)
IdleHunt(unit)
end)
Trigger.OnAllRemovedFromWorld(units, function()
Attacking = false
HoldProduction = false
end)
end
DefendActor = function(unit)
Trigger.OnDamaged(unit, function(self, attacker)
if AttackOnGoing then
return
end
AttackOnGoing = true
local Guards = SetupAttackGroup()
if #Guards <= 0 then
AttackOnGoing = false
return
end
Utils.Do(Guards, function(unit)
if not self.IsDead then
unit.AttackMove(self.Location)
end
IdleHunt(unit)
end)
Trigger.OnAllRemovedFromWorld(Guards, function() AttackOnGoing = false end)
end)
end
InitAIUnits = function()
Utils.Do(HarkonnenBase, function(actor)
DefendActor(actor)
Trigger.OnDamaged(actor, function(building)
if building.Health < building.MaxHealth * 3/4 then
building.StartBuildingRepairs()
end
end)
end)
end
ProduceInfantry = function()
if HBarracks.IsDead then
return
end
if HoldProduction then
Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry)
return
end
local delay = Utils.RandomInteger(AttackDelays[Map.LobbyOption("difficulty")][1], AttackDelays[Map.LobbyOption("difficulty")][2] + 1)
local toBuild = { Utils.Random(HarkonnenInfantryTypes) }
harkonnen.Build(toBuild, function(unit)
IdlingUnits[#IdlingUnits + 1] = unit[1]
Trigger.AfterDelay(delay, ProduceInfantry)
if #IdlingUnits >= (AttackGroupSize[Map.LobbyOption("difficulty")] * 2.5) then
SendAttack()
end
end)
end
ActivateAI = function()
InitAIUnits()
ProduceInfantry()
end

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@@ -94,6 +94,7 @@ WorldLoaded = function()
end)
SendHarkonnen()
Trigger.AfterDelay(0, ActivateAI)
end
InitObjectives = function()

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@@ -4,7 +4,7 @@ Player:
World:
LuaScript:
Scripts: atreides02a.lua
Scripts: atreides02a.lua, atreides02a-AI.lua
MissionData:
Briefing: Infiltrate the Imperial Basin and build up our forces until they are strong enough to eradicate the local Harkonnen presence.\n\nThe Harkonnen are reinforcing their troops by air, so be on your guard. Use the Outpost's radar to detect attacks from unexpected quarters.\n\nBe careful when mining the Spice. Spice mounds grow out of the sand. While a vital source of Spice, Spice mounds can damage or destroy any unit that blunders into them.\n\nGood luck.\n
BriefingVideo: A_BR02_E.VQA

View File

@@ -0,0 +1,122 @@
IdlingUnits = { }
AttackGroupSize =
{
easy = 6,
normal = 8,
hard = 10
}
AttackDelays =
{
easy = { DateTime.Seconds(4), DateTime.Seconds(9) },
normal = { DateTime.Seconds(2), DateTime.Seconds(7) },
hard = { DateTime.Seconds(1), DateTime.Seconds(5) }
}
HarkonnenInfantryTypes = { "light_inf" }
AttackOnGoing = false
HoldProduction = false
HarvesterKilled = true
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
SetupAttackGroup = function()
local units = { }
for i = 0, AttackGroupSize[Map.LobbyOption("difficulty")], 1 do
if #IdlingUnits == 0 then
return units
end
local number = Utils.RandomInteger(1, #IdlingUnits + 1)
if IdlingUnits[number] and not IdlingUnits[number].IsDead then
units[i] = IdlingUnits[number]
table.remove(IdlingUnits, number)
end
end
return units
end
SendAttack = function()
if Attacking then
return
end
Attacking = true
HoldProduction = true
local units = SetupAttackGroup()
Utils.Do(units, function(unit)
IdleHunt(unit)
end)
Trigger.OnAllRemovedFromWorld(units, function()
Attacking = false
HoldProduction = false
end)
end
DefendActor = function(unit)
Trigger.OnDamaged(unit, function(self, attacker)
if AttackOnGoing then
return
end
AttackOnGoing = true
local Guards = SetupAttackGroup()
if #Guards <= 0 then
AttackOnGoing = false
return
end
Utils.Do(Guards, function(unit)
if not self.IsDead then
unit.AttackMove(self.Location)
end
IdleHunt(unit)
end)
Trigger.OnAllRemovedFromWorld(Guards, function() AttackOnGoing = false end)
end)
end
InitAIUnits = function()
Utils.Do(HarkonnenBase, function(actor)
DefendActor(actor)
Trigger.OnDamaged(actor, function(building)
if building.Health < building.MaxHealth * 3/4 then
building.StartBuildingRepairs()
end
end)
end)
end
ProduceInfantry = function()
if HBarracks.IsDead then
return
end
if HoldProduction then
Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry)
return
end
local delay = Utils.RandomInteger(AttackDelays[Map.LobbyOption("difficulty")][1], AttackDelays[Map.LobbyOption("difficulty")][2] + 1)
local toBuild = { Utils.Random(HarkonnenInfantryTypes) }
harkonnen.Build(toBuild, function(unit)
IdlingUnits[#IdlingUnits + 1] = unit[1]
Trigger.AfterDelay(delay, ProduceInfantry)
if #IdlingUnits >= (AttackGroupSize[Map.LobbyOption("difficulty")] * 2.5) then
SendAttack()
end
end)
end
ActivateAI = function()
InitAIUnits()
ProduceInfantry()
end

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@@ -98,6 +98,7 @@ WorldLoaded = function()
end)
SendHarkonnen()
Trigger.AfterDelay(0, ActivateAI)
end
InitObjectives = function()

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@@ -4,7 +4,7 @@ Player:
World:
LuaScript:
Scripts: atreides02b.lua
Scripts: atreides02b.lua, atreides02b-AI.lua
MissionData:
Briefing: Infiltrate the Imperial Basin and build up our forces until they are strong enough to eradicate the local Harkonnen presence.\n\nThe Harkonnen are reinforcing their troops by air, so be on your guard. Use the Outpost's radar to detect attacks from unexpected quarters.\n\nBe careful when mining the Spice. Spice mounds grow out of the sand. While a vital source of Spice, Spice mounds can damage or destroy any unit that blunders into them.\n\nGood luck.\n
BriefingVideo: A_BR02_E.VQA