--[[ 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 = { easy = DateTime.Seconds(150), normal = DateTime.Seconds(100), hard = DateTime.Seconds(50) } AttackGroupSize = { easy = 6, normal = 8, hard = 10 } ProductionDelays = { easy = { DateTime.Seconds(4), DateTime.Seconds(7) }, normal = { DateTime.Seconds(2), DateTime.Seconds(5) }, hard = { DateTime.Seconds(1), DateTime.Seconds(3) } } AtreidesInfantryTypes = { "light_inf", "light_inf", "trooper", "trooper", "trooper" } AtreidesVehicleTypes = { "trike", "trike", "quad" } AtreidesTankType = { "combat_tank_a" } local attackThresholdSize = AttackGroupSize[Difficulty] * 2 ActivateAI = function() Defending[Atreides] = { } Defending[Fremen] = { } AttackDelay[Atreides] = 5000 * DifficultyModifier[Difficulty] AttackDelay[Fremen] = 5000 * DifficultyModifier[Difficulty] TimeBetweenAttacks[Atreides] = 6000 * DifficultyModifier[Difficulty] TimeBetweenAttacks[Fremen] = 5000 * DifficultyModifier[Difficulty] HarvesterCount[Atreides] = 2 HarvesterCount[Fremen] = 2 IdlingUnits[Fremen] = { } IdlingUnits[Atreides] = Utils.Concat(Reinforcements.Reinforce(Atreides, InitialAtreidesReinforcements[1], AtreidesPaths[2]), Reinforcements.Reinforce(Atreides, InitialAtreidesReinforcements[2], AtreidesPaths[3])) FremenProduction() DefencePerimeter[Atreides] = GetCellsInRectangle(CPos.New(4,68), CPos.New(44,82)) Utils.Do(IdlingUnits[Atreides], function(a) SelectRoutine(Atreides, a) end) PatrolPoints[Atreides] = { APatrolPoint1.Location, APatrolPoint2.Location, APatrolPoint3.Location, APatrolPoint4.Location } DefendAndRepairBase(Atreides, AtreidesBase, 0.75, AttackGroupSize[Difficulty]) DefendAndRepairBase(Fremen, FremenBase, 0.75, AttackGroupSize[Difficulty]) local delay = function(player) if EmergencyBuildRate[player] and Difficulty ~= "easy" then return 1 end return Utils.RandomInteger(ProductionDelays[Difficulty][1], ProductionDelays[Difficulty][2] + 1) end local infantryToBuild = function() return { Utils.Random(AtreidesInfantryTypes) } end local vehiclesToBuild = function() return { Utils.Random(AtreidesVehicleTypes) } end local tanksToBuild = function() return AtreidesTankType end ProduceUnits(Atreides, ABarracks, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize) Trigger.AfterDelay(InitialProductionDelay[Difficulty], function() ProduceUnits(Atreides, ALightFactory, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackThresholdSize) ProduceUnits(Atreides, AHeavyFactory, delay, tanksToBuild, AttackGroupSize[Difficulty], attackThresholdSize) end) ActivateCrushLogic() if Difficulty == "normal" then Atreides.GrantCondition("base-rebuilder") end if Difficulty == "hard" then Atreides.GrantCondition("defense-rebuilder") end local productionTypes = { barracks = infantryToBuild, light_factory = vehiclesToBuild, heavy_factory = tanksToBuild } Trigger.OnBuildingPlaced(Atreides, function(p, building) table.insert(AtreidesBase, building) DefendAndRepairBase(Atreides, {building}, 0.75, AttackGroupSize[Difficulty] ) if productionTypes[building.Type] == nil then return end ProduceUnits(Atreides, building, delay, productionTypes[building.Type], AttackGroupSize[Difficulty], attackThresholdSize) end) end