--[[ 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. ]] IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end IdlingUnits = function() local lazyUnits = enemy.GetGroundAttackers() Utils.Do(lazyUnits, function(unit) Trigger.OnDamaged(unit, function() Trigger.ClearAll(unit) Trigger.AfterDelay(0, function() IdleHunt(unit) end) end) end) end BaseApwr = { type = "apwr", pos = CVec.New(-13, 7), cost = 500, exists = true } BaseTent = { type = "tent", pos = CVec.New(-2, 12), cost = 400, exists = true } BaseProc = { type = "proc", pos = CVec.New(-7, 5), cost = 1400, exists = true } BaseWeap = { type = "weap", pos = CVec.New(-9, 11), cost = 2000, exists = true } BaseApwr2 = { type = "apwr", pos = CVec.New(-4, 1), cost = 500, exists = true } BaseBuildings = { BaseApwr, BaseTent, BaseProc, BaseWeap, BaseApwr2 } BuildBase = function() for i,v in ipairs(BaseBuildings) do if not v.exists then BuildBuilding(v) return end end Trigger.AfterDelay(DateTime.Seconds(10), BuildBase) end BuildBuilding = function(building) Trigger.AfterDelay(Actor.BuildTime(building.type), function() if CYard.IsDead or CYard.Owner ~= enemy then return elseif Harvester.IsDead and enemy.Resources <= 299 then return end local actor = Actor.Create(building.type, true, { Owner = enemy, Location = CYardLocation.Location + building.pos }) enemy.Cash = enemy.Cash - building.cost building.exists = true Trigger.OnKilled(actor, function() building.exists = false end) Trigger.OnDamaged(actor, function(building) if building.Owner == enemy and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) Trigger.AfterDelay(DateTime.Seconds(10), BuildBase) end) end ProduceInfantry = function() if not BaseTent.exists then return elseif Harvester.IsDead and enemy.Resources <= 299 then return end local delay = Utils.RandomInteger(DateTime.Seconds(3), DateTime.Seconds(9)) local toBuild = { Utils.Random(AlliedInfantryTypes) } local Path = Utils.Random(AttackPaths) enemy.Build(toBuild, function(unit) InfAttack[#InfAttack + 1] = unit[1] if #InfAttack >= 10 then SendUnits(InfAttack, Path) InfAttack = { } Trigger.AfterDelay(DateTime.Minutes(2), ProduceInfantry) else Trigger.AfterDelay(delay, ProduceInfantry) end end) end ProduceArmor = function() if not BaseWeap.exists then return elseif Harvester.IsDead and enemy.Resources <= 599 then return end local delay = Utils.RandomInteger(DateTime.Seconds(12), DateTime.Seconds(17)) local toBuild = { Utils.Random(AlliedArmorTypes) } local Path = Utils.Random(AttackPaths) enemy.Build(toBuild, function(unit) ArmorAttack[#ArmorAttack + 1] = unit[1] if #ArmorAttack >= 6 then SendUnits(ArmorAttack, Path) ArmorAttack = { } Trigger.AfterDelay(DateTime.Minutes(3), ProduceArmor) else Trigger.AfterDelay(delay, ProduceArmor) 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) IdleHunt(unit) end end) end