--[[ 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(10) AttackGroupSize = { easy = 6, normal = 8, hard = 10 } EarlyProductionDelays = { easy = { DateTime.Seconds(12), DateTime.Seconds(15) }, normal = { DateTime.Seconds(10), DateTime.Seconds(13) }, hard = { DateTime.Seconds(9), DateTime.Seconds(10) } } LateProductionDelays = { easy = { DateTime.Seconds(5), DateTime.Seconds(8) }, normal = { DateTime.Seconds(3), DateTime.Seconds(6) }, hard = { DateTime.Seconds(2), DateTime.Seconds(4) } } InitialProductionDelay = { AtreidesMain = { easy = DateTime.Seconds(200), normal = DateTime.Seconds(150), hard = DateTime.Seconds(100) }, AtreidesSmall = { easy = DateTime.Seconds(160), normal = DateTime.Seconds(80), hard = DateTime.Seconds(50) }, CorrinoMain = { easy = DateTime.Seconds(250), normal = DateTime.Seconds(200), hard = DateTime.Seconds(150) }, CorrinoSmall = { easy = DateTime.Seconds(100), normal = DateTime.Seconds(80), hard = DateTime.Seconds(60) } } EnemyInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" } EnemyVehicleTypes = { "trike", "trike", "quad" } AtreidesMainTankTypes = { EarlyGame = { "combat_tank_a", "combat_tank_a", "siege_tank", "missile_tank" }, LateGame = {"combat_tank_a", "siege_tank", "missile_tank", "sonic_tank"} } AtreidesSmallTankTypes = { "combat_tank_a", "combat_tank_a", "siege_tank" } CorrinoMainInfantryTypes = { "light_inf", "light_inf", "trooper", "sardaukar" } CorrinoMainTankTypes = { EarlyGame = { "combat_tank_h" }, LateGame = { "combat_tank_h", "combat_tank_h", "siege_tank", "missile_tank" } } CorrinoSmallTankTypes = { "combat_tank_h", "combat_tank_h", "siege_tank" } ActivateAI = function() Defending[AtreidesMain] = {} Defending[AtreidesSmall1] = {} Defending[AtreidesSmall2] = {} Defending[CorrinoMain] = {} Defending[CorrinoSmall] = {} -- this is also first attack timing AttackDelay[AtreidesMain] = 16000 AttackDelay[AtreidesSmall1] = 16000 AttackDelay[AtreidesSmall2] = 16000 AttackDelay[CorrinoMain] = 16000 AttackDelay[CorrinoSmall] = 16000 TimeBetweenAttacks[AtreidesMain] = 13000 * DifficultyModifier[Difficulty] TimeBetweenAttacks[AtreidesSmall1] = 1000 * DifficultyModifier[Difficulty] TimeBetweenAttacks[AtreidesSmall2] = 4000 * DifficultyModifier[Difficulty] TimeBetweenAttacks[CorrinoMain] = 12000 * DifficultyModifier[Difficulty] TimeBetweenAttacks[CorrinoSmall] = 10000 * DifficultyModifier[Difficulty] Trigger.OnAllKilledOrCaptured(AtreidesSmall1Base, function() TimeBetweenAttacks[AtreidesMain] = 0 end) Trigger.OnAllKilledOrCaptured(CorrinoMainBase, function() TimeBetweenAttacks[CorrinoSmall] = 0 end) Trigger.OnAllKilledOrCaptured(CorrinoSmallBase, function() TimeBetweenAttacks[CorrinoMain] = 0 end) HarvesterCount[AtreidesMain] = 4 HarvesterCount[AtreidesSmall1] = 2 HarvesterCount[AtreidesSmall2] = 2 HarvesterCount[CorrinoMain] = 4 HarvesterCount[CorrinoSmall] = 2 PatrolPoints[AtreidesMain] = {AtreidesPatrolPoint3.Location, AtreidesPatrolPoint4.Location, AtreidesPatrolPoint2.Location, AtreidesRally10.Location, AtreidesPatrolPoint5.Location } PatrolPoints[AtreidesSmall1] = {AtreidesPatrolPoint1.Location, AtreidesPatrolPoint2.Location, AtreidesRally3.Location } PatrolPoints[CorrinoMain] = {CorrinoPatrolPoint1.Location, CorrinoPatrolPoint2.Location, AtreidesPatrolPoint5.Location } PatrolPoints[CorrinoSmall] = {CorrinoPatrolPoint3.Location, AtreidesPatrolPoint3.Location, AtreidesPatrolPoint5.Location } DefencePerimeter[AtreidesMain] = GetCellsInRectangle(CPos.New(36,15), CPos.New(57,30)) DefencePerimeter[AtreidesSmall1] = GetCellsInRectangle(CPos.New(34,51), CPos.New(46,74)) DefencePerimeter[AtreidesSmall2] = GetCellsInRectangle(CPos.New(18,32), CPos.New(30,37)) DefencePerimeter[CorrinoMain] = GetCellsInRectangle(CPos.New(3,13), CPos.New(24,26)) DefencePerimeter[CorrinoSmall] = GetCellsInRectangle(CPos.New(74,27), CPos.New(96,48)) IdlingUnits[AtreidesMain] = Utils.Concat(Reinforcements.Reinforce(AtreidesMain, InitialAtreidesReinforcements[1], InitialAtreidesPaths[1]), Utils.Concat(Reinforcements.Reinforce(AtreidesMain, InitialAtreidesReinforcements[2], InitialAtreidesPaths[2]), Reinforcements.Reinforce(AtreidesMain, InitialAtreidesReinforcements[3], InitialAtreidesPaths[3]))) IdlingUnits[AtreidesSmall1] = Utils.Concat(Reinforcements.Reinforce(AtreidesSmall1, InitialAtreidesReinforcements[4], InitialAtreidesPaths[4]), Reinforcements.Reinforce(AtreidesSmall1, InitialAtreidesReinforcements[5], InitialAtreidesPaths[5])) IdlingUnits[AtreidesSmall2] = Reinforcements.Reinforce(AtreidesSmall2, InitialAtreidesReinforcements[6], InitialAtreidesPaths[6]) IdlingUnits[CorrinoMain] = Reinforcements.Reinforce(CorrinoMain, InitialCorrinoReinforcements, InitialCorrinoPaths[1]) IdlingUnits[CorrinoSmall] = Reinforcements.Reinforce(CorrinoMain, InitialCorrinoReinforcements, InitialCorrinoPaths[2]) DefendAndRepairBase(AtreidesMain, AtreidesMainBase, 0.75, AttackGroupSize[Difficulty]) DefendAndRepairBase(AtreidesSmall1, AtreidesSmall1Base, 0.75, AttackGroupSize[Difficulty]) DefendAndRepairBase(AtreidesSmall2, AtreidesSmall2Base, 0.75, AttackGroupSize[Difficulty]) DefendAndRepairBase(CorrinoMain, CorrinoMainBase, 0.75, AttackGroupSize[Difficulty]) DefendAndRepairBase(CorrinoSmall, CorrinoSmallBase, 0.75, AttackGroupSize[Difficulty]) 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 infantryToBuild = function() return { Utils.Random(EnemyInfantryTypes) } end local infantryToBuildCorrinoMain = function() return { Utils.Random(CorrinoMainInfantryTypes) } end local vehiclesToBuild = function() return { Utils.Random(EnemyVehicleTypes) } end local tanksToBuildAtreidesMain = function() if EarlyGameStage >= DateTime.GameTime then return { Utils.Random(AtreidesMainTankTypes["EarlyGame"]) } else return { Utils.Random(AtreidesMainTankTypes["LateGame"]) } end end local tanksToBuildAtreidesSmall = function() return { Utils.Random(AtreidesSmallTankTypes) } end local tanksToBuildCorrinoMain = function() if EarlyGameStage >= DateTime.GameTime then return { Utils.Random(CorrinoMainTankTypes["EarlyGame"]) } else return { Utils.Random(CorrinoMainTankTypes["LateGame"]) } end end local tanksToBuildCorrinoSmall = function() return { Utils.Random(CorrinoSmallTankTypes) } end local attackThresholdSize = AttackGroupSize[Difficulty] * 3 local attackThresholdSizeCorrino = AttackGroupSize[Difficulty] * 4 local attackThresholdSizeSmallBase = AttackGroupSize[Difficulty] * 2 Trigger.AfterDelay(InitialProductionDelay["AtreidesMain"][Difficulty], function () ProduceUnits(AtreidesMain, ABarracks1, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize) ProduceUnits(AtreidesMain, ALightFactory1, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackThresholdSize) ProduceUnits(AtreidesMain, AHeavyFactory1, delay, tanksToBuildAtreidesMain, AttackGroupSize[Difficulty], attackThresholdSize) --ProduceUnits(AtreidesMain, AStarport, delay, unitsToBuyAtreides, AttackGroupSize[Difficulty], AttackThresholdSize) end) Trigger.AfterDelay(InitialProductionDelay["AtreidesSmall"][Difficulty], function () ProduceUnits(AtreidesSmall1, ABarracks3, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSizeSmallBase) ProduceUnits(AtreidesSmall1, ALightFactory2, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackThresholdSizeSmallBase) ProduceUnits(AtreidesSmall1, AHeavyFactory2, delay, tanksToBuildAtreidesSmall, AttackGroupSize[Difficulty], attackThresholdSizeSmallBase) end) ProduceUnits(AtreidesSmall2, ABarracks4, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSizeSmallBase) Trigger.AfterDelay(InitialProductionDelay["CorrinoMain"][Difficulty], function () ProduceUnits(CorrinoMain, CBarracks1, delay, infantryToBuildCorrinoMain, AttackGroupSize[Difficulty], attackThresholdSizeCorrino) ProduceUnits(CorrinoMain, CLightFactory1, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackThresholdSizeCorrino) ProduceUnits(CorrinoMain, CHeavyFactory1, delay, tanksToBuildCorrinoMain, AttackGroupSize[Difficulty], attackThresholdSizeCorrino) --ProduceUnits(CorrinoMain, CStarport, delay, unitsToBuyCorrino, AttackGroupSize[Difficulty], AttackThresholdSize) end) Trigger.AfterDelay(InitialProductionDelay["CorrinoSmall"][Difficulty], function () ProduceUnits(CorrinoSmall, CBarracks2, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSizeSmallBase) ProduceUnits(CorrinoSmall, CLightFactory2, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackThresholdSizeSmallBase) ProduceUnits(CorrinoSmall, CHeavyFactory2, delay, tanksToBuildCorrinoSmall, AttackGroupSize[Difficulty], attackThresholdSizeSmallBase) end) local crusherTypes = { "combat_tank_a", "combat_tank_a.starport", "combat_tank_h", "combat_tank_h.starport" } local crusherFactories = { AStarport, AHeavyFactory1, AHeavyFactory2, CHeavyFactory1, CHeavyFactory2, CStarport } ActivateCrusherLogic(crusherTypes, crusherFactories) if Difficulty == "normal" then AtreidesMain.GrantCondition("base-rebuilder") AtreidesSmall1.GrantCondition("base-rebuilder2") CorrinoSmall.GrantCondition("base-rebuilder3") end if Difficulty == "hard" then AtreidesMain.GrantCondition("defense-rebuilder") AtreidesSmall1.GrantCondition("defense-rebuilder2") CorrinoSmall.GrantCondition("defense-rebuilder3") end local productionTypesAtreidis = { barracks = infantryToBuild, light_factory = vehiclesToBuild, heavy_factory = tanksToBuildAtreidesMain } local productionTypesCorrino = { barracks = infantryToBuild, light_factory = vehiclesToBuild, heavy_factory = tanksToBuildCorrinoSmall } Trigger.OnBuildingPlaced(AtreidesMain, function(p, building) table.insert(AtreidesMainBase, building) DefendAndRepairBase(AtreidesMain, {building}, 0.5, AttackGroupSize[Difficulty] ) if productionTypesAtreidis[building.Type] == nil then return end ProduceUnits(AtreidesMain, building, delay, productionTypesAtreidis[building.Type], AttackGroupSize[Difficulty], attackThresholdSize) end) Trigger.OnBuildingPlaced(AtreidesSmall1, function(p, building) table.insert(AtreidesSmallBase, building) DefendAndRepairBase(AtreidesSmall1, {building}, 0.5, AttackGroupSize[Difficulty] ) if productionTypesAtreidis[building.Type] == nil then return end ProduceUnits(AtreidesSmall1, building, delay, productionTypesAtreidis[building.Type], AttackGroupSize[Difficulty], attackThresholdSize) end) Trigger.OnBuildingPlaced(CorrinoMain, function(p, building) table.insert(CorrinoMainBase, building) DefendAndRepairBase(CorrinoMain, {building}, 0.5, AttackGroupSize[Difficulty] ) if productionTypesCorrino[building.Type] == nil then return end ProduceUnits(CorrinoMain, building, delay, productionTypesCorrino[building.Type], AttackGroupSize[Difficulty], attackThresholdSize) end) end