Use a modular AI in soviet05

This commit is contained in:
abcdefg30
2019-09-18 20:51:21 +02:00
committed by atlimit8
parent 37f90fff44
commit 76ba4fc32d
4 changed files with 78 additions and 126 deletions

View File

@@ -1,6 +1,64 @@
Player:
PlayerResources:
DefaultCash: 5000
ExternalCondition@luaAI:
Condition: ai-active
HarvesterBotModule:
RequiresCondition: ai-active
BuildingRepairBotModule:
RequiresCondition: ai-active
McvManagerBotModule:
RequiresCondition: ai-active
BaseBuilderBotModule@campaign:
RequiresCondition: ai-active
MinimumExcessPower: 60
MaximumExcessPower: 160
ExcessPowerIncrement: 40
ExcessPowerIncreaseThreshold: 4
ConstructionYardTypes: fact
RefineryTypes: proc
PowerTypes: powr
BarracksTypes: tent
VehiclesFactoryTypes: weap
ProductionTypes: tent, weap
SiloTypes: silo
BuildingLimits:
powr: 6
tent: 1
hbox: 3
proc: 3
weap: 1
gun: 6
agun: 2
silo: 1
BuildingFractions:
tent: 50
hbox: 50
proc: 90
weap: 20
gun: 30
agun: 20
silo: 10
SquadManagerBotModule@campaign:
RequiresCondition: ai-active
SquadSize: 10
ExcludeFromSquadsTypes: harv, mcv
NavalUnitsTypes: dd, ca, lst, pt
ConstructionYardTypes: fact
UnitBuilderBotModule@campaign:
RequiresCondition: ai-active
UnitsToBuild:
e1: 60
e3: 30
jeep: 50
1tnk: 50
harv: 30
UnitLimits:
e1: 20
e3: 10
harv: 6
jeep: 10
1tnk: 10
World:
LuaScript:

View File

@@ -6,11 +6,12 @@
the License, or (at your option) any later version. For more
information, see COPYING.
]]
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
IdlingUnits = function()
local lazyUnits = Utils.Where(Map.ActorsInWorld, function(actor)
return actor.HasProperty("Hunt") and (actor.Owner == GoodGuy or actor.Owner == Greece) end)
return actor.HasProperty("Hunt") and actor.Owner == Greece end)
Utils.Do(lazyUnits, function(unit)
Trigger.OnDamaged(unit, function()
@@ -20,64 +21,6 @@ IdlingUnits = function()
end)
end
BaseBuildings =
{
{ type = "powr", pos = CVec.New(3, -2), cost = 300 },
{ type = "tent", pos = CVec.New(0, 4), cost = 400 },
{ type = "hbox", pos = CVec.New(3, 6), cost = 600 },
{ type = "proc", pos = CVec.New(4, 2), cost = 1400 },
{ type = "powr", pos = CVec.New(5, -3), cost = 300 },
{ type = "weap", pos = CVec.New(-5, 3), cost = 2000 },
{ type = "hbox", pos = CVec.New(-6, 5), cost = 600 },
{ type = "gun", pos = CVec.New(0, 8), cost = 600 },
{ type = "gun", pos = CVec.New(-4, 7), cost = 600 },
{ type = "powr", pos = CVec.New(-4, -3), cost = 300 },
{ type = "proc", pos = CVec.New(-9, 1), cost = 1400 },
{ type = "powr", pos = CVec.New(-8, -2), cost = 300 },
{ type = "silo", pos = CVec.New(6, 0), cost = 150 },
{ type = "agun", pos = CVec.New(-3, 0), cost = 800 },
{ type = "powr", pos = CVec.New(-6, -2), cost = 300 },
{ type = "agun", pos = CVec.New(4, 1), cost = 800 },
{ type = "gun", pos = CVec.New(-9, 5), cost = 600 },
{ type = "gun", pos = CVec.New(-2, -3), cost = 600 },
{ type = "powr", pos = CVec.New(4, 6), cost = 300 },
{ type = "gun", pos = CVec.New(3, -6), cost = 600 },
{ type = "hbox", pos = CVec.New(3, -4), cost = 600 },
{ type = "gun", pos = CVec.New(2, 3), cost = 600 }
}
BuildBase = function()
if not CheckForCYard() then
return
end
for i,v in ipairs(BaseBuildings) do
if not v.exists then
BuildBuilding(v)
return
end
end
Trigger.AfterDelay(DateTime.Seconds(5), BuildBase)
end
BuildBuilding = function(building)
Trigger.AfterDelay(Actor.BuildTime(building.type), function()
local actor = Actor.Create(building.type, true, { Owner = GoodGuy, Location = MCVDeploy.Location + building.pos })
GoodGuy.Cash = GoodGuy.Cash - building.cost
building.exists = true
Trigger.OnKilled(actor, function() building.exists = false end)
Trigger.OnDamaged(actor, function(building)
if building.Owner == GoodGuy and building.Health < building.MaxHealth * 3/4 then
building.StartBuildingRepairs()
end
end)
Trigger.AfterDelay(DateTime.Seconds(1), BuildBase)
end)
end
ProduceInfantry = function()
if Barr.IsDead then
return
@@ -116,46 +59,6 @@ ProduceShips = function()
end)
end
ProduceInfantryGG = function()
if not BaseBuildings[2][4] then
return
end
local delay = Utils.RandomInteger(DateTime.Seconds(3), DateTime.Seconds(9))
local toBuild = { Utils.Random(AlliedInfantryTypes) }
GoodGuy.Build(toBuild, function(unit)
GGInfAttack[#GGInfAttack + 1] = unit[1]
if #GGInfAttack >= 10 then
SendUnits(GGInfAttack, InfantryGGWaypoints)
GGInfAttack = { }
Trigger.AfterDelay(DateTime.Minutes(2), ProduceInfantryGG)
else
Trigger.AfterDelay(delay, ProduceInfantryGG)
end
end)
end
ProduceTanksGG = function()
if not BaseBuildings[6][4] then
return
end
local delay = Utils.RandomInteger(DateTime.Seconds(12), DateTime.Seconds(17))
local toBuild = { Utils.Random(AlliedTankTypes) }
GoodGuy.Build(toBuild, function(unit)
TankAttackGG[#TankAttackGG + 1] = unit[1]
if #TankAttackGG >= 6 then
SendUnits(TankAttackGG, TanksGGWaypoints)
TankAttackGG = { }
Trigger.AfterDelay(DateTime.Minutes(3), ProduceTanksGG)
else
Trigger.AfterDelay(delay, ProduceTanksGG)
end
end)
end
SendUnits = function(units, waypoints)
Utils.Do(units, function(unit)
if not unit.IsDead then

View File

@@ -6,6 +6,7 @@
the License, or (at your option) any later version. For more
information, see COPYING.
]]
SovietStartReinf = { "e2", "e2" }
SovietStartToBasePath = { StartPoint.Location, SovietBasePoint.Location }
SovietMCVReinf = { "mcv", "3tnk", "3tnk", "e1", "e1" }
@@ -92,7 +93,7 @@ IslandTroops1 = function()
end
IslandTroops2 = function()
local units = Reinforcements.ReinforceWithTransport(GoodGuy, "lst", ArmorReinfGreece, NorthReinfPath, { ReinfEastPoint.Location })[2]
local units = Reinforcements.ReinforceWithTransport(Greece, "lst", ArmorReinfGreece, NorthReinfPath, { ReinfEastPoint.Location })[2]
Utils.Do(units, function(unit)
Trigger.OnIdle(unit, function(patrols)
patrols.Patrol(GoodGuyOrefieldPatrolPath, true, 150)
@@ -114,7 +115,7 @@ IslandTroops2 = function()
end
IslandTroops3 = function()
local units = Reinforcements.ReinforceWithTransport(GoodGuy, "lst", SovExpansionPointGuard, SouthReinfPath, { ReinfEastPoint.Location })[2]
local units = Reinforcements.ReinforceWithTransport(Greece, "lst", SovExpansionPointGuard, SouthReinfPath, { ReinfEastPoint.Location })[2]
Utils.Do(units, function(unit)
Trigger.OnIdle(unit, function(guards)
guards.AttackMove(USSRExpansionPoint.Location)

View File

@@ -100,39 +100,31 @@ Expand = function()
mcvtransport.Move(GGUnloadPoint.Location)
mcvtransport.UnloadPassengers()
Trigger.AfterDelay(DateTime.Seconds(12), function()
mcvtransport.CallFunc(function()
if mcvGG.IsDead then
return
end
mcvGG.Move(MCVDeploy.Location)
Trigger.AfterDelay(DateTime.Seconds(4), function()
if not mcvGG.IsDead then
mcvGG.Deploy()
Trigger.AfterDelay(DateTime.Seconds(4), function()
local fact = Map.ActorsInBox(mcvGGLoadPoint.CenterPosition, ReinfEastPoint.CenterPosition, function(actor)
return actor.Type == "fact" and actor.Owner == GoodGuy end)
if #fact == 0 then
return
else
Trigger.OnDamaged(fact[1], function()
if fact[1].Owner == GoodGuy and fact[1].Health < fact[1].MaxHealth * 3/4 then
fact[1].StartBuildingRepairs()
end
end)
end
end)
mcvGG.CallFunc(function()
-- Avoid crashing through modifying the actor list from mcvGG's tick
Trigger.AfterDelay(0, function()
mcvGG.Owner = GoodGuy
IslandTroops1()
Trigger.AfterDelay(DateTime.Minutes(3), IslandTroops2)
Trigger.AfterDelay(DateTime.Minutes(6), IslandTroops3)
Trigger.AfterDelay(DateTime.Seconds(7), BuildBase)
end
if not mcvtransport.IsDead then
mcvtransport.Move(ReinfNorthPoint.Location)
mcvtransport.Destroy()
end
if not mcvtransport.IsDead then
mcvtransport.Move(ReinfNorthPoint.Location)
mcvtransport.Destroy()
end
end)
Trigger.AfterDelay(DateTime.Seconds(1), function()
GoodGuy.GrantCondition("ai-active")
end)
end)
end)
end)
@@ -263,8 +255,6 @@ WorldLoaded = function()
Trigger.RemoveProximityTrigger(id)
Para2()
ProduceInfantryGG()
ProduceTanksGG()
local units = Reinforcements.ReinforceWithTransport(player, "lst", SovietMCVReinf, { ReinfSouthPoint.Location, USSRlstPoint.Location }, { ReinfSouthPoint.Location })[2]
Utils.Do(units, function(unit)