--[[ Copyright (c) The OpenRA Developers and Contributors 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. ]] EarlyGameStage = DateTime.Minutes(5) InitialProductionDelay = { HarkonnenMain = { easy = DateTime.Seconds(100), normal = DateTime.Seconds(60), hard = DateTime.Seconds(30) } } AttackGroupSize = { easy = 6, normal = 8, hard = 10 } EarlyProductionDelays = { 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) } } HarkonnenInfantryTypes = { "light_inf", "light_inf", "trooper", "trooper", "trooper" } HarkonnenVehicleTypes = { "trike", "trike", "trike", "quad", "quad" } HarkonnenTankType = { "combat_tank_h" } InitAIUnits = function() IdlingUnits[Harkonnen] = Reinforcements.ReinforceWithTransport(Harkonnen, "carryall.reinforce", InitialHarkonnenReinforcements, HarkonnenPaths[1], { HarkonnenPaths[1][1] })[2] DefendAndRepairBase(Harkonnen, HarkonnenBase, 0.75, AttackGroupSize[Difficulty]) DefendActor(HarkonnenBarracks, Harkonnen, AttackGroupSize[Difficulty]) RepairBuilding(Harkonnen, HarkonnenBarracks, 0.75) Utils.Do(SmugglerBase, function(actor) RepairBuilding(Smuggler, actor, 0.75) end) RepairBuilding(Smuggler, Starport, 0.75) end -- Not using ProduceUnits because of the custom StopInfantryProduction condition ProduceInfantry = function() if StopInfantryProduction or HarkonnenBarracks.IsDead or HarkonnenBarracks.Owner ~= Harkonnen then return end if HoldProduction[Harkonnen] then Trigger.AfterDelay(DateTime.Seconds(30), ProduceInfantry) return end local delay = 0 if EarlyGameStage >= DateTime.GameTime then delay = Utils.RandomInteger(EarlyProductionDelays[Difficulty][1], EarlyProductionDelays[Difficulty][2] + 1) else delay = Utils.RandomInteger(LateProductionDelays[Difficulty][1], LateProductionDelays[Difficulty][2] + 1) end local toBuild = { Utils.Random(HarkonnenInfantryTypes) } Harkonnen.Build(toBuild, function(unit) IdlingUnits[Harkonnen][#IdlingUnits[Harkonnen] + 1] = unit[1] Trigger.AfterDelay(delay, ProduceInfantry) if #IdlingUnits[Harkonnen] >= (AttackGroupSize[Difficulty] * 2.5) then SendAttack(Harkonnen, AttackGroupSize[Difficulty]) end end) end ActivateAI = function() Harkonnen.Cash = 15000 Defending[Harkonnen] = {} AttackDelay[Harkonnen] = 6000 * DifficultyModifier[Difficulty] TimeBetweenAttacks[Harkonnen] = 5000 * DifficultyModifier[Difficulty] HarvesterCount[Harkonnen] = 1 PatrolPoints[Harkonnen] = { HPatrolPoint1.Location, HPatrolPoint2.Location,HPatrolPoint3.Location } DefencePerimeter[Harkonnen] = GetCellsInRectangle(CPos.New(13,13), CPos.New(36,25)) LastHarvesterEaten[Harkonnen] = true InitAIUnits() 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 vehiclesToBuild = function() return { Utils.Random(HarkonnenVehicleTypes) } end local tanksToBuild = function() return HarkonnenTankType end local attackThresholdSize = AttackGroupSize[Difficulty] * 2.5 Trigger.AfterDelay(InitialProductionDelay["HarkonnenMain"][Difficulty], function() ProduceInfantry() ProduceUnits(Harkonnen, HarkonnenLightFactory, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackThresholdSize) ProduceUnits(Harkonnen, HarkonnenHeavyFactory, delay, tanksToBuild, AttackGroupSize[Difficulty], attackThresholdSize) end) ActivateCrushLogic() if Difficulty == "normal" then Harkonnen.GrantCondition("base-rebuilder") end if Difficulty == "hard" then Harkonnen.GrantCondition("defense-rebuilder") end local productionTypes = { light_factory = vehiclesToBuild, heavy_factory = tanksToBuild } Trigger.OnBuildingPlaced(Harkonnen, function(p, building) table.insert(HarkonnenBase, building) DefendAndRepairBase(Harkonnen, {building}, 0.75, AttackGroupSize[Difficulty] ) if productionTypes[building.Type] == nil then return end ProduceUnits(Harkonnen, building, delay, productionTypes[building.Type], AttackGroupSize[Difficulty], attackThresholdSize) end) end