--[[ 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 = { } DDPatrol = { "dd", "dd" } DDPatrol1Path = { DDPatrol1Point1.Location, DDPatrol1Point2.Location, DDPatrol1Point3.Location, DDPatrol1Point4.Location, DDPatrol1Point5.Location, DDPatrol1Point6.Location } DDPatrol2Path = { DDPatrol2Point1.Location, DDPatrol2Point2.Location, DDPatrol2Point3.Location, DDPatrol2Point4.Location, DDPatrol2Point5.Location, DDPatrol2Point6.Location, DDPatrol2Point7.Location } ShipArrivePath = { DDEntry.Location, DDEntryStop.Location } WTransWays = { { WaterUnloadEntry1.Location, WaterUnload1.Location }, { WaterUnloadEntry2.Location, WaterUnload2.Location }, { WaterUnloadEntry3.Location, WaterUnload3.Location }, { WaterUnloadEntry4.Location, WaterUnload4.Location }, { WaterUnloadEntry5.Location, WaterUnload5.Location }, { WaterUnloadEntry6.Location, WaterUnload6.Location } } WTransUnits = { hard = { { "2tnk", "1tnk", "e1", "e3", "e3" }, { "2tnk", "2tnk", "2tnk" } }, normal = { { "1tnk", "1tnk", "e3", "e3", "jeep" }, { "2tnk", "e3", "e3", "jeep" } }, easy = { { "1tnk", "e1", "e1", "e3", "e3" }, { "e3", "e3", "jeep", "jeep" } } } WTransDelays = { easy = DateTime.Minutes(5), normal = DateTime.Minutes(3), hard = DateTime.Minutes(2) } AttackGroup = { } AttackGroupSize = 8 ProductionInterval = { easy = DateTime.Seconds(30), normal = DateTime.Seconds(20), hard = DateTime.Seconds(10) } AlliedInfantry = { "e1", "e3" } AlliedVehiclesUpgradeDelay = DateTime.Minutes(15) AlliedVehicleType = "Normal" AlliedVehicles = { Normal = { "jeep", "1tnk", "1tnk" }, Upgraded = { "2tnk", "arty" } } IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end WTransWaves = function() local way = Utils.Random(WTransWays) local units = Utils.Random(WTransUnits) local attackUnits = Reinforcements.ReinforceWithTransport(Greece, "lst", units , way, { way[2], way[1] })[2] Utils.Do(attackUnits, function(a) Trigger.OnAddedToWorld(a, function() a.AttackMove(SovietStart.Location) IdleHunt(a) end) end) Trigger.AfterDelay(WTransDelays, WTransWaves) 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 ProduceInfantry = function() if (GreeceTent1.IsDead or GreeceTent1.Owner ~= Greece) and (GreeceTent2.IsDead or GreeceTent2.Owner ~= Greece) then return end Greece.Build({ Utils.Random(AlliedInfantry) }, function(units) table.insert(AttackGroup, units[1]) SendAttackGroup() Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceInfantry) end) end ProduceVehicles = function() if GreeceWarFactory.IsDead or GreeceWarFactory.Owner ~= Greece then return end Greece.Build({ Utils.Random(AlliedVehicles[AlliedVehicleType]) }, function(units) table.insert(AttackGroup, units[1]) SendAttackGroup() Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceVehicles) end) end BringDDPatrol = function(patrolPath) local units = Reinforcements.Reinforce(Greece, DDPatrol, ShipArrivePath) Utils.Do(units, function(unit) Trigger.OnIdle(unit, function(patrols) patrols.Patrol(patrolPath, true, 200) end) end) Trigger.OnAllKilled(units, function() if GreeceNavalYard.IsDead then return else if Map.LobbyOption("difficulty") == "easy" then Trigger.AfterDelay(DateTime.Minutes(7), function() BringDDPatrol(patrolPath) end) else Trigger.AfterDelay(DateTime.Minutes(4), function() BringDDPatrol(patrolPath) end) end end end) end ActivateAI = function() local difficulty = Map.LobbyOption("difficulty") WTransUnits = WTransUnits[difficulty] WTransDelays = WTransDelays[difficulty] local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == Greece and self.HasProperty("StartBuildingRepairs") end) Utils.Do(buildings, function(actor) Trigger.OnDamaged(actor, function(building) if building.Owner == Greece and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) end) Trigger.AfterDelay(DateTime.Minutes(3), WTransWaves) Trigger.AfterDelay(AlliedVehiclesUpgradeDelay, function() AlliedVehicleType = "Upgraded" end) ProduceInfantry() ProduceVehicles() BringDDPatrol(DDPatrol1Path) Trigger.AfterDelay(DateTime.Minutes(1), function() BringDDPatrol(DDPatrol2Path) end) end