IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end IdlingUnits = function() local lazyUnits = Map.ActorsInBox(NWIdlePoint.CenterPosition, Map.BottomRight, function(actor) return actor.HasProperty("Hunt") and (actor.Owner == GoodGuy or actor.Owner == Greece) end) Utils.Do(lazyUnits, function(unit) Trigger.OnDamaged(unit, function() Trigger.ClearAll(unit) Trigger.AfterDelay(0, function() IdleHunt(unit) end) end) end) end BaseBuildings = { { "powr", CVec.New(3, -2), 300 }, { "tent", CVec.New(0, 4), 400 }, { "hbox", CVec.New(3, 6), 600 }, { "proc", CVec.New(4, 2), 1400 }, { "powr", CVec.New(5, -3), 300 }, { "weap", CVec.New(-5, 3), 2000 }, { "hbox", CVec.New(-6, 5), 600 }, { "gun", CVec.New(0, 8), 600 }, { "gun", CVec.New(-4, 7), 600 }, { "powr", CVec.New(-4, -3), 300 }, { "proc", CVec.New(-9, 1), 1400 }, { "powr", CVec.New(-8, -2), 300 }, { "silo", CVec.New(6, 0), 150 }, { "agun", CVec.New(-3, 0), 800 }, { "powr", CVec.New(-6, -2), 300 }, { "agun", CVec.New(4, 1), 800 }, { "gun", CVec.New(-9, 5), 600 }, { "gun", CVec.New(-2, -3), 600 }, { "powr", CVec.New(4, 6), 300 }, { "gun", CVec.New(3, -6), 600 }, { "hbox", CVec.New(3, -4), 600 }, { "gun", CVec.New(2, 3), 600 } } BuildBase = function() if not CheckForCYard() then return end for i,v in ipairs(BaseBuildings) do if not v[4] then BuildBuilding(v) return end end Trigger.AfterDelay(DateTime.Seconds(5), BuildBase) end BuildBuilding = function(building) Trigger.AfterDelay(Actor.BuildTime(building[1]), function() local actor = Actor.Create(building[1], true, { Owner = GoodGuy, Location = MCVDeploy.Location + building[2] }) GoodGuy.Cash = GoodGuy.Cash - building[3] building[4] = true Trigger.OnKilled(actor, function() building[4] = false end) Trigger.OnDamaged(actor, function(building) if building.Owner == GoodGuy and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) Trigger.AfterDelay(DateTime.Seconds(1), BuildBase) end) end ProduceInfantry = function() if Barr.IsDead then return end local delay = Utils.RandomInteger(DateTime.Seconds(3), DateTime.Seconds(9)) local toBuild = { Utils.Random(AlliedInfantryTypes) } Greece.Build(toBuild, function(unit) GreeceInfAttack[#GreeceInfAttack + 1] = unit[1] if #GreeceInfAttack >= 7 then SendUnits(GreeceInfAttack, InfantryWaypoints) GreeceInfAttack = { } Trigger.AfterDelay(DateTime.Minutes(2), ProduceInfantry) else Trigger.AfterDelay(delay, ProduceInfantry) end end) end ProduceShips = function() if Shipyard.IsDead then return end Greece.Build( {"dd"}, function(unit) Ships[#Ships + 1] = unit[1] if #Ships >= 2 then SendUnits(Ships, ShipWaypoints) Ships = { } Trigger.AfterDelay(DateTime.Minutes(6), ProduceShips) else Trigger.AfterDelay(Actor.BuildTime("dd"), ProduceShips) end end) end ProduceInfantryGG = function() if not BaseBuildings[2][4] then return end local delay = Utils.RandomInteger(DateTime.Seconds(3), DateTime.Seconds(9)) local toBuild = { Utils.Random(AlliedInfantryTypes) } GoodGuy.Build(toBuild, function(unit) GGInfAttack[#GGInfAttack + 1] = unit[1] if #GGInfAttack >= 10 then SendUnits(GGInfAttack, InfantryGGWaypoints) GGInfAttack = { } Trigger.AfterDelay(DateTime.Minutes(2), ProduceInfantryGG) else Trigger.AfterDelay(delay, ProduceInfantryGG) end end) end ProduceTanksGG = function() if not BaseBuildings[6][4] then return end local delay = Utils.RandomInteger(DateTime.Seconds(12), DateTime.Seconds(17)) local toBuild = { Utils.Random(AlliedTankTypes) } GoodGuy.Build(toBuild, function(unit) TankAttackGG[#TankAttackGG + 1] = unit[1] if #TankAttackGG >= 6 then SendUnits(TankAttackGG, TanksGGWaypoints) TankAttackGG = { } Trigger.AfterDelay(DateTime.Minutes(3), ProduceTanksGG) else Trigger.AfterDelay(delay, ProduceTanksGG) end end) end SendUnits = function(units, waypoints) Utils.Do(units, function(unit) if not unit.IsDead then Utils.Do(waypoints, function(waypoint) unit.AttackMove(waypoint.Location) end) unit.Hunt() end end) end