Add Soviet-08b
This commit is contained in:
156
mods/ra/maps/soviet-08b/soviet08b-AI.lua
Normal file
156
mods/ra/maps/soviet-08b/soviet08b-AI.lua
Normal file
@@ -0,0 +1,156 @@
|
||||
--[[
|
||||
Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
|
||||
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.
|
||||
]]
|
||||
IdlingUnits = { }
|
||||
|
||||
DDPatrol = { "dd", "dd" }
|
||||
DDPatrol1Path = { DDPatrol1Point1.Location, DDPatrol1Point2.Location, DDPatrol1Point3.Location, DDPatrol1Point4.Location }
|
||||
DDPatrol2Path = { DDPatrol2Point1.Location, DDPatrol2Point2.Location, DDPatrol2Point3.Location, DDPatrol2Point4.Location }
|
||||
ShipArrivePath = { DDEntry.Location, DDEntryStop.Location }
|
||||
|
||||
WTransWays =
|
||||
{
|
||||
{ WaterUnloadEntry1.Location, WaterUnload1.Location },
|
||||
{ WaterUnloadEntry2.Location, WaterUnload2.Location },
|
||||
{ WaterUnloadEntry3.Location, WaterUnload3.Location },
|
||||
{ WaterUnloadEntry4.Location, WaterUnload4.Location },
|
||||
{ WaterUnloadEntry5.Location, WaterUnload5.Location },
|
||||
{ WaterUnloadEntry6.Location, WaterUnload6.Location }
|
||||
}
|
||||
|
||||
WTransUnits =
|
||||
{
|
||||
hard = { { "2tnk", "1tnk", "e1", "e3", "e3" }, { "2tnk", "2tnk", "2tnk" } },
|
||||
normal = { { "1tnk", "1tnk", "e3", "e3", "jeep" }, { "2tnk", "e3", "e3", "jeep" } },
|
||||
easy = { { "1tnk", "e1", "e1", "e3", "e3" }, { "e3", "e3", "jeep", "jeep" } }
|
||||
}
|
||||
|
||||
WTransDelays =
|
||||
{
|
||||
easy = DateTime.Minutes(4),
|
||||
normal = DateTime.Minutes(2),
|
||||
hard = DateTime.Minutes(1)
|
||||
}
|
||||
|
||||
AttackGroup = { }
|
||||
AttackGroupSize = 10
|
||||
|
||||
ProductionInterval =
|
||||
{
|
||||
easy = DateTime.Seconds(30),
|
||||
normal = DateTime.Seconds(20),
|
||||
hard = DateTime.Seconds(10)
|
||||
}
|
||||
|
||||
AlliedInfantry = { "e1", "e3" }
|
||||
AlliedVehiclesUpgradeDelay = DateTime.Minutes(15)
|
||||
AlliedVehicleType = "Normal"
|
||||
AlliedVehicles =
|
||||
{
|
||||
Normal = { "jeep", "1tnk", "1tnk" },
|
||||
Upgraded = { "2tnk", "arty" }
|
||||
}
|
||||
|
||||
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
|
||||
|
||||
WTransWaves = function()
|
||||
local way = Utils.Random(WTransWays)
|
||||
local units = Utils.Random(WTransUnits)
|
||||
local attackUnits = Reinforcements.ReinforceWithTransport(Greece, "lst", units , way, { way[2], way[1] })[2]
|
||||
Utils.Do(attackUnits, function(a)
|
||||
Trigger.OnAddedToWorld(a, function()
|
||||
a.AttackMove(SovietBase.Location)
|
||||
IdleHunt(a)
|
||||
end)
|
||||
end)
|
||||
|
||||
Trigger.AfterDelay(WTransDelays, WTransWaves)
|
||||
end
|
||||
|
||||
SendAttackGroup = function()
|
||||
if #AttackGroup < AttackGroupSize then
|
||||
return
|
||||
end
|
||||
|
||||
Utils.Do(AttackGroup, function(unit)
|
||||
if not unit.IsDead then
|
||||
Trigger.OnIdle(unit, unit.Hunt)
|
||||
end
|
||||
end)
|
||||
|
||||
AttackGroup = { }
|
||||
end
|
||||
|
||||
ProduceInfantry = function()
|
||||
if (GreeceTent1.IsDead or GreeceTent1.Owner ~= Greece) and (GreeceTent2.IsDead or GreeceTent2.Owner ~= Greece) then
|
||||
return
|
||||
end
|
||||
|
||||
Greece.Build({ Utils.Random(AlliedInfantry) }, function(units)
|
||||
table.insert(AttackGroup, units[1])
|
||||
SendAttackGroup()
|
||||
Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceInfantry)
|
||||
end)
|
||||
end
|
||||
|
||||
ProduceVehicles = function()
|
||||
if GreeceWarFactory.IsDead or GreeceWarFactory.Owner ~= Greece then
|
||||
return
|
||||
end
|
||||
|
||||
Greece.Build({ Utils.Random(AlliedVehicles[AlliedVehicleType]) }, function(units)
|
||||
table.insert(AttackGroup, units[1])
|
||||
SendAttackGroup()
|
||||
Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceVehicles)
|
||||
end)
|
||||
end
|
||||
|
||||
BringDDPatrol = function(patrolPath)
|
||||
local units = Reinforcements.Reinforce(Greece, DDPatrol, ShipArrivePath)
|
||||
Utils.Do(units, function(unit)
|
||||
Trigger.OnIdle(unit, function(patrols)
|
||||
patrols.Patrol(patrolPath, true, 200)
|
||||
end)
|
||||
end)
|
||||
|
||||
Trigger.OnAllKilled(units, function()
|
||||
if GreeceNavalYard.IsDead then
|
||||
return
|
||||
else
|
||||
if Map.LobbyOption("difficulty") == "easy" then
|
||||
Trigger.AfterDelay(DateTime.Minutes(7), function() BringDDPatrol(patrolPath) end)
|
||||
else
|
||||
Trigger.AfterDelay(DateTime.Minutes(4), function() BringDDPatrol(patrolPath) end)
|
||||
end
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
ActivateAI = function()
|
||||
local difficulty = Map.LobbyOption("difficulty")
|
||||
WTransUnits = WTransUnits[difficulty]
|
||||
WTransDelays = WTransDelays[difficulty]
|
||||
|
||||
local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == Greece and self.HasProperty("StartBuildingRepairs") end)
|
||||
Utils.Do(buildings, function(actor)
|
||||
Trigger.OnDamaged(actor, function(building)
|
||||
if building.Owner == Greece and building.Health < building.MaxHealth * 3/4 then
|
||||
building.StartBuildingRepairs()
|
||||
end
|
||||
end)
|
||||
end)
|
||||
|
||||
Trigger.AfterDelay(DateTime.Minutes(3), WTransWaves)
|
||||
|
||||
Trigger.AfterDelay(AlliedVehiclesUpgradeDelay, function() AlliedVehicleType = "Upgraded" end)
|
||||
|
||||
ProduceInfantry()
|
||||
ProduceVehicles()
|
||||
BringDDPatrol(DDPatrol1Path)
|
||||
Trigger.AfterDelay(DateTime.Minutes(1), function() BringDDPatrol(DDPatrol2Path) end)
|
||||
end
|
||||
Reference in New Issue
Block a user