Rework D2k campaign scripts:

- Add InitialProductionDelay
- Different attacksDelays for early game and late game
- Adjust T3 unit production for selected missions
- Implement InitialAttackDelay, TimeBetweenAttacks
- Implement routines for idle units
- Emergency mode
- Airstrike rework
This commit is contained in:
N.N
2026-01-27 10:11:07 +00:00
committed by Gustas Kažukauskas
parent 0a933ba09c
commit 3a86c035b3
107 changed files with 5292 additions and 454 deletions

View File

@@ -7,6 +7,24 @@
information, see COPYING.
]]
EarlyGameStage = DateTime.Minutes(7)
InitialProductionDelay = {
AtreidesMain =
{
easy = DateTime.Seconds(130),
normal = DateTime.Seconds(80),
hard = DateTime.Seconds(50)
},
HarkonnenSmall =
{
easy = DateTime.Seconds(120),
normal = DateTime.Seconds(60),
hard = DateTime.Seconds(30)
}
}
AttackGroupSize =
{
easy = 6,
@@ -14,41 +32,116 @@ AttackGroupSize =
hard = 10
}
ProductionDelays =
EarlyProductionDelays =
{
easy = { DateTime.Seconds(16), DateTime.Seconds(30) },
easy = { DateTime.Seconds(7), DateTime.Seconds(10) },
normal = { DateTime.Seconds(5), DateTime.Seconds(7) },
hard = { DateTime.Seconds(3), DateTime.Seconds(5) }
}
LateProductionDelays =
{
easy = { DateTime.Seconds(4), DateTime.Seconds(7) },
normal = { DateTime.Seconds(2), DateTime.Seconds(5) },
hard = { DateTime.Seconds(1), DateTime.Seconds(3) }
}
EnemyInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" }
EnemyVehicleTypes = { "trike", "trike", "quad" }
AtreidesTankTypes = { "combat_tank_a", "siege_tank", "missile_tank" }
HarkonnenTankTypes = { "combat_tank_h", "siege_tank" }
InitAIUnits = function(house)
LastHarvesterEaten[house] = true
IdlingUnits[house] = Reinforcements.Reinforce(house, InitialReinforcements[house.InternalName], InitialReinforcementsPaths[house.InternalName])
DefendAndRepairBase(house, Base[house.InternalName], 0.75, AttackGroupSize[Difficulty])
end
ActivateAI = function()
Defending[Atreides] = {}
Defending[Harkonnen] = {}
AttackDelay[Atreides] = 15000 * DifficultyModifier[Difficulty]
AttackDelay[Harkonnen] = 12000 * DifficultyModifier[Difficulty]
TimeBetweenAttacks[Atreides] = 4000 * DifficultyModifier[Difficulty]
TimeBetweenAttacks[Harkonnen] = 6000 * DifficultyModifier[Difficulty]
HarvesterCount[Atreides] = 2
HarvesterCount[Harkonnen] = 0
PatrolPoints[Atreides] = { HarkonnenRally7.Location, APatrolPoint1.Location, APatrolPoint2.Location }
PatrolPoints[Harkonnen] = {HarkonnenRally4.Location, HarkonnenRally5.Location, HPatrolPoint1.Location, HPatrolPoint2.Location }
DefencePerimeter[Atreides] = GetCellsInRectangle(CPos.New(3,4), CPos.New(20,27))
DefencePerimeter[Harkonnen] = Utils.Concat(GetCellsInRectangle(CPos.New(15,73), CPos.New(44,80)), GetCellsInRectangle(CPos.New(27,55), CPos.New(38,68)))
InitAIUnits(Atreides)
InitAIUnits(Harkonnen)
local delay = function() return Utils.RandomInteger(ProductionDelays[Difficulty][1], ProductionDelays[Difficulty][2] + 1) end
local delay = function(player)
if EmergencyBuildRate[player] and Difficulty ~= "easy" then
return 1
end
if EarlyGameStage >= DateTime.GameTime then
return Utils.RandomInteger(EarlyProductionDelays[Difficulty][1], EarlyProductionDelays[Difficulty][2] + 1)
else
return Utils.RandomInteger(LateProductionDelays[Difficulty][1], LateProductionDelays[Difficulty][2] + 1)
end
end
local infantryToBuild = function() return { Utils.Random(EnemyInfantryTypes) } end
local vehiclesToBuild = function() return { Utils.Random(EnemyVehicleTypes) } end
local tanksToBuildAtreides = function() return { Utils.Random(AtreidesTankTypes) } end
local tanksToBuildHarkonnen = function() return { Utils.Random(HarkonnenTankTypes) } end
local attackTresholdSize = AttackGroupSize[Difficulty] * 2.5
local attackThresholdSize = AttackGroupSize[Difficulty] * 2.5
ProduceUnits(Atreides, ABarracks, delay, infantryToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
ProduceUnits(Atreides, ALightFactory, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
ProduceUnits(Atreides, AHeavyFactory, delay, tanksToBuildAtreides, AttackGroupSize[Difficulty], attackTresholdSize)
Trigger.AfterDelay(InitialProductionDelay["AtreidesMain"][Difficulty], function()
ProduceUnits(Atreides, ABarracks, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(Atreides, ALightFactory, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(Atreides, AHeavyFactory, delay, tanksToBuildAtreides, AttackGroupSize[Difficulty], attackThresholdSize)
end)
ProduceUnits(Harkonnen, HBarracks, delay, infantryToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
ProduceUnits(Harkonnen, HHeavyFactory, delay, tanksToBuildHarkonnen, AttackGroupSize[Difficulty], attackTresholdSize)
Trigger.AfterDelay(InitialProductionDelay["HarkonnenSmall"][Difficulty], function()
ProduceUnits(Harkonnen, HBarracks, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(Harkonnen, HHeavyFactory, delay, tanksToBuildHarkonnen, AttackGroupSize[Difficulty], attackThresholdSize)
end)
ActivateCrushLogic()
if Difficulty == "normal" then
Atreides.GrantCondition("base-rebuilder")
Harkonnen.GrantCondition("base-rebuilder2")
end
if Difficulty == "hard" then
Atreides.GrantCondition("defense-rebuilder")
Harkonnen.GrantCondition("defense-rebuilder2")
end
local productionTypesAtreides =
{
barracks = infantryToBuild,
light_factory = vehiclesToBuild,
heavy_factory = tanksToBuildAtreides
}
local productionTypesHarkonnen =
{
barracks = infantryToBuild,
light_factory = vehiclesToBuild,
heavy_factory = tanksToBuildHarkonnen
}
Trigger.OnBuildingPlaced(Atreides, function(p, building)
table.insert(Base["Atreides"], building)
DefendAndRepairBase(Atreides, {building}, 0.75, AttackGroupSize[Difficulty] )
if productionTypesAtreides[building.Type] == nil then return end
ProduceUnits(Atreides, building, delay, productionTypesAtreides[building.Type], AttackGroupSize[Difficulty], attackThresholdSize)
end)
Trigger.OnBuildingPlaced(Harkonnen, function(p, building)
table.insert(Base["Harkonnen"], building)
DefendAndRepairBase(Harkonnen, {building}, 0.75, AttackGroupSize[Difficulty] )
if productionTypesHarkonnen[building.Type] == nil then return end
ProduceUnits(Atreides, building, delay, productionTypesHarkonnen[building.Type], AttackGroupSize[Difficulty], attackThresholdSize)
end)
end