--[[ 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(7) InitialProductionDelay = { OrdosMain = { easy = DateTime.Seconds(180), normal = DateTime.Seconds(120), hard = DateTime.Seconds(60) }, OrdosSmall = { easy = DateTime.Seconds(120), normal = DateTime.Seconds(60), hard = DateTime.Seconds(0) } } 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) } } OrdosInfantryTypes = { "light_inf", "light_inf", "trooper", "trooper", "trooper" } OrdosVehicleTypes = { "raider", "raider", "quad" } OrdosTankTypes = { "combat_tank_o", "combat_tank_o", "siege_tank" } OrdosStarportTypes = { EarlyGame = { "trike.starport", "trike.starport", "quad.starport", "combat_tank_o.starport", "combat_tank_o.starport", "siege_tank.starport" }, LateGame = { "trike.starport", "quad.starport", "combat_tank_o.starport", "siege_tank.starport", "missile_tank.starport", "missile_tank.starport" } } ActivateAI = function() Defending[OrdosMain] = {} Defending[OrdosSmall] = {} AttackDelay[OrdosMain] = 14000 * DifficultyModifier[Difficulty] AttackDelay[OrdosSmall] = 12000 * DifficultyModifier[Difficulty] TimeBetweenAttacks[OrdosMain] = 7000 * DifficultyModifier[Difficulty] TimeBetweenAttacks[OrdosSmall] = 7000 * DifficultyModifier[Difficulty] HarvesterCount[OrdosMain] = 4 HarvesterCount[OrdosSmall] = 2 Trigger.OnAllKilledOrCaptured(ProductionBuildingsOrdosSmallBase, function() TimeBetweenAttacks[OrdosMain] = 0 end) PatrolPoints[OrdosMain] = {OrdosPatrol3.Location, OrdosPatrol4.Location, OrdosPatrol2.Location } PatrolPoints[OrdosSmall] = {OrdosPatrol1.Location, OrdosPatrol2.Location, OrdosRally1.Location} DefencePerimeter[OrdosMain] = GetCellsInRectangle(CPos.New(50,3), CPos.New(94,21)) DefencePerimeter[OrdosSmall] = GetCellsInRectangle(CPos.New(3,3), CPos.New(25,20)) IdlingUnits[OrdosMain] = Utils.Concat(Reinforcements.Reinforce(OrdosMain, InitialOrdosReinforcements[1], InitialOrdosPaths[1]), Reinforcements.Reinforce(OrdosMain, InitialOrdosReinforcements[2], InitialOrdosPaths[2])) IdlingUnits[OrdosSmall] = Reinforcements.Reinforce(OrdosSmall, InitialOrdosReinforcements[1], InitialOrdosPaths[3]) DefendAndRepairBase(OrdosMain, OrdosMainBase, 0.75, AttackGroupSize[Difficulty]) DefendAndRepairBase(OrdosSmall, OrdosSmallBase, 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(OrdosInfantryTypes) } end local vehiclesToBuild = function() return { Utils.Random(OrdosVehicleTypes) } end local tanksToBuild = function() return { Utils.Random(OrdosTankTypes) } end local unitsToBuy = function() if EarlyGameStage >= DateTime.GameTime then return { Utils.Random(OrdosStarportTypes["EarlyGame"]) } else return { Utils.Random(OrdosStarportTypes["LateGame"]) } end end local attackThresholdSize = {} attackThresholdSize[OrdosMain] = AttackGroupSize[Difficulty] * 3 attackThresholdSize[OrdosSmall] = AttackGroupSize[Difficulty] * 2 Trigger.AfterDelay(InitialProductionDelay["OrdosMain"][Difficulty], function() ProduceUnits(OrdosMain, OBarracks1, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize[OrdosMain]) ProduceUnits(OrdosMain, OLightFactory1, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackThresholdSize[OrdosMain]) ProduceUnits(OrdosMain, OHeavyFactory, delay, tanksToBuild, AttackGroupSize[Difficulty], attackThresholdSize[OrdosMain]) ProduceUnits(OrdosMain, OStarport, delay, unitsToBuy, AttackGroupSize[Difficulty], attackThresholdSize[OrdosMain]) end) Trigger.AfterDelay(InitialProductionDelay["OrdosSmall"][Difficulty], function() ProduceUnits(OrdosSmall, OBarracks2, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize[OrdosSmall]) ProduceUnits(OrdosSmall, OLightFactory2, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackThresholdSize[OrdosSmall]) end) local crusherTypes = { "combat_tank_o", "combat_tank_o.starport" } local crusherFactories = { OHeavyFactory, OStarport } ActivateCrushLogic() if Difficulty == "easy" then OrdosMain.GrantCondition("base-rebuilder") OrdosMain.GrantCondition("base-rebuilder2") end if Difficulty == "hard" then OrdosMain.GrantCondition("defense-rebuilder") OrdosMain.GrantCondition("base-rebuilder2") end local productionTypes = { barracks = infantryToBuild, light_factory = vehiclesToBuild, heavy_factory = tanksToBuild } Trigger.OnBuildingPlaced(OrdosMain, function(p, building) table.insert(OrdosMainBase, building) DefendAndRepairBase(OrdosMain, {building}, 0.75, AttackGroupSize[Difficulty] ) if productionTypes[building.Type] == nil then return end ProduceUnits(OrdosMain, building, delay, productionTypes[building.Type], AttackGroupSize[Difficulty], attackThresholdSize[OrdosMain]) end) Trigger.OnBuildingPlaced(OrdosSmall, function(p, building) table.insert(OrdosSmallBase, building) DefendAndRepairBase(OrdosSmall, {building}, 0.75, AttackGroupSize[Difficulty] ) if productionTypes[building.Type] == nil then return end ProduceUnits(OrdosSmall, building, delay, productionTypes[building.Type], AttackGroupSize[Difficulty], attackThresholdSize[OrdosSmall]) end) end