Add Ordos 5
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reaperrr
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0f1cd07dee
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62
mods/d2k/maps/ordos-05/ordos05-AI.lua
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62
mods/d2k/maps/ordos-05/ordos05-AI.lua
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--[[
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Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
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This file is part of OpenRA, which is free software. It is made
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available to you under the terms of the GNU General Public License
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as published by the Free Software Foundation, either version 3 of
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the License, or (at your option) any later version. For more
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information, see COPYING.
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]]
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AttackGroupSize =
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{
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easy = 6,
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normal = 8,
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hard = 10
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}
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AttackDelays =
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{
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easy = { DateTime.Seconds(4), DateTime.Seconds(7) },
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normal = { DateTime.Seconds(2), DateTime.Seconds(5) },
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hard = { DateTime.Seconds(1), DateTime.Seconds(3) }
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}
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EnemyInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" }
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EnemyVehicleTypes = { "trike", "trike", "quad" }
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EnemyTankType = { "combat_tank_a" }
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InitAIUnits = function(house)
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LastHarvesterEaten[house] = true
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if house ~= atreides_small_3 then
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IdlingUnits[house] = Reinforcements.Reinforce(house, InitialReinforcements[house.InternalName], InitialReinforcementsPaths[house.InternalName])
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else
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IdlingUnits[house] = { }
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end
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DefendAndRepairBase(house, Base[house.InternalName], 0.75, AttackGroupSize[Difficulty])
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end
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ActivateAIProduction = function()
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local delay = function() return Utils.RandomInteger(AttackDelays[Difficulty][1], AttackDelays[Difficulty][2] + 1) end
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local infantryToBuild = function() return { Utils.Random(EnemyInfantryTypes) } end
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local vehiclesToBuild = function() return { Utils.Random(EnemyVehicleTypes) } end
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local tanksToBuild = function() return EnemyTankType end
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local attackTresholdSize = AttackGroupSize[Difficulty] * 2.5
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ProduceUnits(atreides_main, ABarracks1, delay, infantryToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
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ProduceUnits(atreides_main, ALightFactory, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
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ProduceUnits(atreides_main, AHeavyFactory, delay, tanksToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
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ProduceUnits(atreides_small_1, ABarracks2, delay, infantryToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
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ProduceUnits(atreides_small_2, ABarracks3, delay, infantryToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
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AIProductionActivated = true
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end
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ActivateAI = function()
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InitAIUnits(atreides_main)
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InitAIUnits(atreides_small_1)
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InitAIUnits(atreides_small_2)
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InitAIUnits(atreides_small_3)
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end
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