--[[ Copyright 2007-2019 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 = Utils.Where(Map.ActorsInWorld, 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 = { { type = "powr", pos = CVec.New(3, -2), cost = 300 }, { type = "tent", pos = CVec.New(0, 4), cost = 400 }, { type = "hbox", pos = CVec.New(3, 6), cost = 600 }, { type = "proc", pos = CVec.New(4, 2), cost = 1400 }, { type = "powr", pos = CVec.New(5, -3), cost = 300 }, { type = "weap", pos = CVec.New(-5, 3), cost = 2000 }, { type = "hbox", pos = CVec.New(-6, 5), cost = 600 }, { type = "gun", pos = CVec.New(0, 8), cost = 600 }, { type = "gun", pos = CVec.New(-4, 7), cost = 600 }, { type = "powr", pos = CVec.New(-4, -3), cost = 300 }, { type = "proc", pos = CVec.New(-9, 1), cost = 1400 }, { type = "powr", pos = CVec.New(-8, -2), cost = 300 }, { type = "silo", pos = CVec.New(6, 0), cost = 150 }, { type = "agun", pos = CVec.New(-3, 0), cost = 800 }, { type = "powr", pos = CVec.New(-6, -2), cost = 300 }, { type = "agun", pos = CVec.New(4, 1), cost = 800 }, { type = "gun", pos = CVec.New(-9, 5), cost = 600 }, { type = "gun", pos = CVec.New(-2, -3), cost = 600 }, { type = "powr", pos = CVec.New(4, 6), cost = 300 }, { type = "gun", pos = CVec.New(3, -6), cost = 600 }, { type = "hbox", pos = CVec.New(3, -4), cost = 600 }, { type = "gun", pos = CVec.New(2, 3), cost = 600 } } BuildBase = function() if not CheckForCYard() then return end for i,v in ipairs(BaseBuildings) do if not v.exists then BuildBuilding(v) return end end Trigger.AfterDelay(DateTime.Seconds(5), BuildBase) end BuildBuilding = function(building) Trigger.AfterDelay(Actor.BuildTime(building.type), function() local actor = Actor.Create(building.type, true, { Owner = GoodGuy, Location = MCVDeploy.Location + building.pos }) GoodGuy.Cash = GoodGuy.Cash - building.cost building.exists = true Trigger.OnKilled(actor, function() building.exists = 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 Navalyard.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