--[[ 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. ]] 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) } } EnemyInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" } HarkonnenVehicleTypes = { "trike", "trike", "quad" } HarkonnenTankType = { "combat_tank_h" } SmugglerVehicleTypes = { "raider", "raider", "quad" } SmugglerTankType = { "combat_tank_o" } InitAIUnits = function(house) LastHarvesterEaten[house] = true IdlingUnits[house] = Reinforcements.Reinforce(house, InitialReinforcements[house.InternalName], InitialReinforcementsPaths[house.InternalName]) DefendAndRepairBase(house, Base[house.InternalName], 0.75, AttackGroupSize[Difficulty]) end ActivateAI = function() Defending[Harkonnen] = { } Defending[Smuggler] = { } AttackDelay[Harkonnen] = 7000 AttackDelay[Smuggler] = 7000 TimeBetweenAttacks[Harkonnen] = 8000 * DifficultyModifier[Difficulty] TimeBetweenAttacks[Smuggler] = 15000 * DifficultyModifier[Difficulty] HarvesterCount[Harkonnen] = 2 HarvesterCount[Smuggler] = 0 PatrolPoints[Harkonnen] = { HPatrolPoint1.Location, HPatrolPoint2.Location, HarkonnenRally2.Location } DefencePerimeter[Harkonnen] = GetCellsInRectangle(CPos.New(23,3), CPos.New(41,22)) DefencePerimeter[Smuggler] = Utils.Concat(GetCellsInRectangle(CPos.New(57,15), CPos.New(65, 24)), GetCellsInRectangle(CPos.New(43,4), CPos.New(54, 16))) InitAIUnits(Harkonnen) InitAIUnits(Smuggler) local delay = function(player) if EmergencyBuildRate[player] and Difficulty ~= "easy" then return 1 else return Utils.RandomInteger(ProductionDelays[Difficulty][1], ProductionDelays[Difficulty][2] + 1) end end local infantryToBuild = function() return { Utils.Random(EnemyInfantryTypes) } end local hVehiclesToBuild = function() return { Utils.Random(HarkonnenVehicleTypes) } end local hTanksToBuild = function() return HarkonnenTankType end local sVehiclesToBuild = function() return { Utils.Random(SmugglerVehicleTypes) } end local sTanksToBuild = function() return SmugglerTankType end local attackTresholdSize = AttackGroupSize[Difficulty] * 2.5 ProduceUnits(Harkonnen, HBarracks, delay, infantryToBuild, AttackGroupSize[Difficulty], attackTresholdSize) ProduceUnits(Harkonnen, HLightFactory, delay, hVehiclesToBuild, AttackGroupSize[Difficulty], attackTresholdSize) ProduceUnits(Harkonnen, HHeavyFactory, delay, hTanksToBuild, AttackGroupSize[Difficulty], attackTresholdSize) ProduceUnits(Smuggler, SBarracks, delay, infantryToBuild, AttackGroupSize[Difficulty], attackTresholdSize) ProduceUnits(Smuggler, SLightFactory, delay, sVehiclesToBuild, AttackGroupSize[Difficulty], attackTresholdSize) ProduceUnits(Smuggler, SHeavyFactory, delay, sTanksToBuild, AttackGroupSize[Difficulty], attackTresholdSize) ActivateCrushLogic() AIProductionActivated = true if Difficulty == "normal" then Harkonnen.GrantCondition("base-rebuilder") end if Difficulty == "hard" then Harkonnen.GrantCondition("defense-rebuilder") end local productionTypes = { barracks = infantryToBuild, light_factory = hVehiclesToBuild, heavy_factory = hTanksToBuild } Trigger.OnBuildingPlaced(Harkonnen, function(p, building) table.insert(Base[Harkonnen], 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