Adjust difficulty, add speeches to allies-06a

This commit is contained in:
JovialFeline
2024-07-21 08:45:30 -04:00
committed by Gustas
parent 2d0b5f5fea
commit 723ba5a507
5 changed files with 387 additions and 96 deletions

View File

@@ -7,6 +7,8 @@
information, see COPYING.
]]
SovietsActivated = false
WTransWays =
{
{ WaterUnloadEntry1.Location, WaterUnload1.Location },
@@ -20,23 +22,23 @@ WTransUnits =
}
WTransDelays =
{
easy = 4,
normal = 3,
hard = 1
easy = DateTime.Seconds(240),
normal = DateTime.Seconds(180),
hard = DateTime.Seconds(140)
}
BuildDelays =
{
easy = 90,
normal = 60,
hard = 30
easy = DateTime.Seconds(90),
normal = DateTime.Seconds(60),
hard = DateTime.Seconds(30)
}
WaterAttacks =
FirstAirDelays =
{
easy = 1,
normal = 2,
hard = 3
easy = DateTime.Seconds(180),
normal = DateTime.Seconds(120),
hard = DateTime.Seconds(90)
}
WaterAttackTypes =
@@ -52,6 +54,7 @@ InfTypes =
{
{ "e1", "e1", "e1"},
{ "e2", "e1", "e1"},
{ "e2", "e2", "e1"},
{ "e4", "e4", "e1"}
}
@@ -62,14 +65,12 @@ AttackRallyPoints =
{ SovietOreAttack2.Location }
}
ImportantBuildings = { WeaponsFactory, Airfield, dome2, SovietConyard }
ImportantBuildings = { WeaponsFactory, Airfield, EastRadarDome, SovietConyard }
SovietAircraftType = { "yak" }
Yaks = { }
IdlingUnits = { }
IdlingTanks = { tank1, tank2, tank3, tank4, tank5, tank6, tank7, tank8 }
IdlingNavalUnits = { }
InitialiseAttack = function()
PrepareTankDefenders = function()
Utils.Do(ImportantBuildings, function(a)
Trigger.OnDamaged(a, function()
Utils.Do(IdlingTanks, function(unit)
@@ -81,23 +82,23 @@ InitialiseAttack = function()
end)
end
Attack = 0
InfantryWave = 0
ProduceInfantry = function()
if SovietBarracks.IsDead or SovietBarracks.Owner ~= USSR then
return
end
Attack = Attack + 1
InfantryWave = InfantryWave + 1
local toBuild = Utils.Random(InfTypes)
USSR.Build(toBuild, function(units)
if Attack == 2 and not AttackTnk1.IsDead then
if InfantryWave == 2 and not AttackTnk1.IsDead then
units[#units + 1] = AttackTnk1
elseif Attack == 4 and not AttackTnk2.IsDead then
elseif InfantryWave == 4 and not AttackTnk2.IsDead then
units[#units + 1] = AttackTnk2
end
SendAttack(units, Utils.Random(AttackRallyPoints))
Trigger.AfterDelay(DateTime.Seconds(BuildDelays), ProduceInfantry)
Trigger.AfterDelay(BuildDelays[Difficulty], ProduceInfantry)
end)
end
@@ -115,24 +116,22 @@ ProduceVehicles = function()
end
ProduceNaval = function()
if not ShouldProduce and #Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == Greece and self.Type == "syrd" end) < 1 then
Trigger.AfterDelay(DateTime.Minutes(1), ProduceNaval)
if not Greece.HasPrerequisites({ "syrd" }) then
Trigger.AfterDelay(DateTime.Seconds(60), ProduceNaval)
return
end
ShouldProduce = true
if SubPen.IsDead or SubPen.Owner ~= USSR then
return
end
USSR.Build(WaterAttackTypes, function(units)
USSR.Build(WaterAttackTypes[Difficulty], function(units)
Utils.Do(units, function(unit)
IdlingNavalUnits[#IdlingNavalUnits + 1] = unit
end)
Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(40), ProduceNaval)
if #IdlingNavalUnits >= WaterAttacks then
if #IdlingNavalUnits >= #WaterAttackTypes[Difficulty] then
Trigger.AfterDelay(DateTime.Seconds(20), function()
SendAttack(SetupNavalAttackGroup(), { Harbor.Location })
end)
@@ -146,15 +145,12 @@ ProduceAircraft = function()
end
USSR.Build(SovietAircraftType, function(units)
local yak = units[1]
Yaks[#Yaks + 1] = yak
Trigger.OnKilled(yak, ProduceAircraft)
if #Yaks == 1 then
Trigger.AfterDelay(DateTime.Seconds(BuildDelays), ProduceAircraft)
end
InitializeAttackAircraft(yak, Greece)
Utils.Do(units, function(yak)
InitializeAttackAircraft(yak, Greece)
Trigger.OnKilled(yak, function()
Trigger.AfterDelay(BuildDelays[Difficulty], ProduceAircraft)
end)
end)
end)
end
@@ -167,7 +163,7 @@ end
SetupNavalAttackGroup = function()
local units = { }
for i = 0, 3 do
for i = 1, 3 do
if #IdlingNavalUnits == 0 then
return units
end
@@ -184,7 +180,7 @@ end
WTransWaves = function()
local way = Utils.Random(WTransWays)
local units = Utils.Random(WTransUnits)
local units = Utils.Random(WTransUnits[Difficulty])
local attackUnits = Reinforcements.ReinforceWithTransport(USSR, "lst", units , way, { way[2], way[1] })[2]
Utils.Do(attackUnits, function(a)
Trigger.OnAddedToWorld(a, function()
@@ -193,25 +189,31 @@ WTransWaves = function()
end)
end)
Trigger.AfterDelay(DateTime.Minutes(WTransDelays), WTransWaves)
Trigger.AfterDelay(WTransDelays[Difficulty], WTransWaves)
end
ActivateAI = function()
WaterAttackTypes = WaterAttackTypes[Difficulty]
WaterAttacks = WaterAttacks[Difficulty]
WTransUnits = WTransUnits[Difficulty]
WTransDelays = WTransDelays[Difficulty]
BuildDelays = BuildDelays[Difficulty]
InitialiseAttack()
Trigger.AfterDelay(DateTime.Seconds(10), ProduceInfantry)
Trigger.AfterDelay(DateTime.Minutes(1) + DateTime.Seconds(10), function()
ProduceAircraft()
ProduceVehicles()
end)
if SovietsActivated then
return
end
SovietsActivated = true
WeaponsFactory.RallyPoint = WeaponMeetPoint.Location
SubPen.RallyPoint = SubMeetPoint.Location
Trigger.AfterDelay(DateTime.Minutes(5) + DateTime.Seconds(10), ProduceNaval)
Trigger.AfterDelay(DateTime.Minutes(WTransDelays), WTransWaves)
PrepareTankDefenders()
ProduceInfantry()
Trigger.AfterDelay(DateTime.Minutes(1), ProduceVehicles)
Trigger.AfterDelay(FirstAirDelays[Difficulty], ProduceAircraft)
Trigger.OnProduction(Airfield, function()
if not YakCamera.IsInWorld then
return
end
-- This begins neutral to lessen its effect on ground attacks.
YakCamera.Owner = USSR
end)
Trigger.OnAnyKilled(USSR.GetActorsByType("ss"), ProduceNaval)
Trigger.AfterDelay(WTransDelays[Difficulty], WTransWaves)
end