--[[ Copyright 2007-2020 The OpenRA Developers (see AUTHORS) 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. ]] IdlingUnits = { } AttackGroup = { } AttackGroupSize = 10 BGAttackGroup = { } BGAttackGroupSize = 8 SovietAircraftType = { "yak" } Yaks = { } SovietInfantry = { "e1", "e2", "e4" } SovietVehicles = { hard = { "3tnk", "3tnk", "v2rl" }, normal = { "3tnk" }, easy = { "3tnk", "apc" } } ProductionInterval = { easy = DateTime.Seconds(30), normal = DateTime.Seconds(15), hard = DateTime.Seconds(5) } ParadropDelay = { DateTime.Seconds(30), DateTime.Minutes(1) } ParadropWaves = 6 ParadropLZs = { ParaLZ1.CenterPosition, ParaLZ2.CenterPosition, ParaLZ3.CenterPosition, ParaLZ4.CenterPosition } Paradropped = 0 Paradrop = function() Trigger.AfterDelay(Utils.RandomInteger(ParadropDelay[1], ParadropDelay[2]), function() local aircraft = PowerProxy.TargetParatroopers(Utils.Random(ParadropLZs)) Utils.Do(aircraft, function(a) Trigger.OnPassengerExited(a, function(t, p) IdleHunt(p) end) end) Paradropped = Paradropped + 1 if Paradropped <= ParadropWaves then Paradrop() end end) end SendBGAttackGroup = function() if #BGAttackGroup < BGAttackGroupSize then return end Utils.Do(BGAttackGroup, function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end) BGAttackGroup = { } end ProduceBadGuyInfantry = function() if BadGuyRax.IsDead or BadGuyRax.Owner ~= badguy then return end badguy.Build({ Utils.Random(SovietInfantry) }, function(units) table.insert(BGAttackGroup, units[1]) SendBGAttackGroup() Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceBadGuyInfantry) end) end SendAttackGroup = function() if #AttackGroup < AttackGroupSize then return end Utils.Do(AttackGroup, function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end) AttackGroup = { } end ProduceUSSRInfantry = function() if USSRRax.IsDead or USSRRax.Owner ~= ussr then return end ussr.Build({ Utils.Random(SovietInfantry) }, function(units) table.insert(AttackGroup, units[1]) SendAttackGroup() Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceUSSRInfantry) end) end ProduceVehicles = function() if USSRWarFactory.IsDead or USSRWarFactory.Owner ~= ussr then return end ussr.Build({ Utils.Random(SovietVehicles) }, function(units) table.insert(AttackGroup, units[1]) SendAttackGroup() Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceVehicles) end) end ProduceAircraft = function() if (Airfield1.IsDead or Airfield1.Owner ~= ussr) and (Airfield2.IsDead or Airfield2.Owner ~= ussr) and (Airfield3.IsDead or Airfield3.Owner ~= ussr) and (Airfield4.IsDead or Airfield4.Owner ~= ussr) then return end ussr.Build(SovietAircraftType, function(units) local yak = units[1] Yaks[#Yaks + 1] = yak Trigger.OnKilled(yak, ProduceAircraft) local alive = Utils.Where(Yaks, function(y) return not y.IsDead end) if #alive < 2 then Trigger.AfterDelay(DateTime.Seconds(ProductionInterval[Map.LobbyOption("difficulty")] / 2), ProduceAircraft) end InitializeAttackAircraft(yak, greece) end) end ActivateAI = function() local difficulty = Map.LobbyOption("difficulty") SovietVehicles = SovietVehicles[difficulty] local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == ussr and self.HasProperty("StartBuildingRepairs") end) Utils.Do(buildings, function(actor) Trigger.OnDamaged(actor, function(building) if building.Owner == ussr and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) end) Paradrop() ProduceBadGuyInfantry() ProduceUSSRInfantry() ProduceVehicles() ProduceAircraft() end