--[[ 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 = { AtreidesMain = { easy = DateTime.Seconds(130), normal = DateTime.Seconds(80), hard = DateTime.Seconds(50) }, HarkonnenSmall = { easy = DateTime.Seconds(120), 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) } } EnemyInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" } EnemyVehicleTypes = { "trike", "trike", "quad" } AtreidesTankTypes = { "combat_tank_a", "siege_tank", "missile_tank" } HarkonnenTankTypes = { "combat_tank_h", "siege_tank" } 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[Atreides] = {} Defending[Harkonnen] = {} AttackDelay[Atreides] = 15000 * DifficultyModifier[Difficulty] AttackDelay[Harkonnen] = 12000 * DifficultyModifier[Difficulty] TimeBetweenAttacks[Atreides] = 4000 * DifficultyModifier[Difficulty] TimeBetweenAttacks[Harkonnen] = 6000 * DifficultyModifier[Difficulty] HarvesterCount[Atreides] = 2 HarvesterCount[Harkonnen] = 0 PatrolPoints[Atreides] = { HarkonnenRally7.Location, APatrolPoint1.Location, APatrolPoint2.Location } PatrolPoints[Harkonnen] = {HarkonnenRally4.Location, HarkonnenRally5.Location, HPatrolPoint1.Location, HPatrolPoint2.Location } DefencePerimeter[Atreides] = GetCellsInRectangle(CPos.New(3,4), CPos.New(20,27)) DefencePerimeter[Harkonnen] = Utils.Concat(GetCellsInRectangle(CPos.New(15,73), CPos.New(44,80)), GetCellsInRectangle(CPos.New(27,55), CPos.New(38,68))) InitAIUnits(Atreides) InitAIUnits(Harkonnen) 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 vehiclesToBuild = function() return { Utils.Random(EnemyVehicleTypes) } end local tanksToBuildAtreides = function() return { Utils.Random(AtreidesTankTypes) } end local tanksToBuildHarkonnen = function() return { Utils.Random(HarkonnenTankTypes) } end local attackThresholdSize = AttackGroupSize[Difficulty] * 2.5 Trigger.AfterDelay(InitialProductionDelay["AtreidesMain"][Difficulty], function() ProduceUnits(Atreides, ABarracks, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize) ProduceUnits(Atreides, ALightFactory, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackThresholdSize) ProduceUnits(Atreides, AHeavyFactory, delay, tanksToBuildAtreides, AttackGroupSize[Difficulty], attackThresholdSize) end) Trigger.AfterDelay(InitialProductionDelay["HarkonnenSmall"][Difficulty], function() ProduceUnits(Harkonnen, HBarracks, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize) ProduceUnits(Harkonnen, HHeavyFactory, delay, tanksToBuildHarkonnen, AttackGroupSize[Difficulty], attackThresholdSize) end) ActivateCrushLogic() if Difficulty == "normal" then Atreides.GrantCondition("base-rebuilder") Harkonnen.GrantCondition("base-rebuilder2") end if Difficulty == "hard" then Atreides.GrantCondition("defense-rebuilder") Harkonnen.GrantCondition("defense-rebuilder2") end local productionTypesAtreides = { barracks = infantryToBuild, light_factory = vehiclesToBuild, heavy_factory = tanksToBuildAtreides } local productionTypesHarkonnen = { barracks = infantryToBuild, light_factory = vehiclesToBuild, heavy_factory = tanksToBuildHarkonnen } Trigger.OnBuildingPlaced(Atreides, function(p, building) table.insert(Base["Atreides"], building) DefendAndRepairBase(Atreides, {building}, 0.75, AttackGroupSize[Difficulty] ) if productionTypesAtreides[building.Type] == nil then return end ProduceUnits(Atreides, building, delay, productionTypesAtreides[building.Type], AttackGroupSize[Difficulty], attackThresholdSize) end) Trigger.OnBuildingPlaced(Harkonnen, function(p, building) table.insert(Base["Harkonnen"], building) DefendAndRepairBase(Harkonnen, {building}, 0.75, AttackGroupSize[Difficulty] ) if productionTypesHarkonnen[building.Type] == nil then return end ProduceUnits(Atreides, building, delay, productionTypesHarkonnen[building.Type], AttackGroupSize[Difficulty], attackThresholdSize) end) end