--[[ Copyright (c) The OpenRA Developers and Contributors 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. ]] AttackGroupSize = { easy = 6, normal = 8, hard = 10 } AttackDelays = { easy = { DateTime.Seconds(4), DateTime.Seconds(7) }, normal = { DateTime.Seconds(2), DateTime.Seconds(5) }, hard = { DateTime.Seconds(1), DateTime.Seconds(3) } } EnemyInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" } EnemyVehicleTypes = { "trike", "trike", "quad" } EnemyTankType = { "combat_tank_a" } InitAIUnits = function(house) LastHarvesterEaten[house] = true if house ~= AtreidesSmall3 then IdlingUnits[house] = Reinforcements.Reinforce(house, InitialReinforcements[house.InternalName], InitialReinforcementsPaths[house.InternalName]) else IdlingUnits[house] = { } end DefendAndRepairBase(house, Base[house.InternalName], 0.75, AttackGroupSize[Difficulty]) end ActivateAIProduction = function() local delay = function() return Utils.RandomInteger(AttackDelays[Difficulty][1], AttackDelays[Difficulty][2] + 1) end local infantryToBuild = function() return { Utils.Random(EnemyInfantryTypes) } end local vehiclesToBuild = function() return { Utils.Random(EnemyVehicleTypes) } end local tanksToBuild = function() return EnemyTankType end local attackTresholdSize = AttackGroupSize[Difficulty] * 2.5 ProduceUnits(AtreidesMain, ABarracks1, delay, infantryToBuild, AttackGroupSize[Difficulty], attackTresholdSize) ProduceUnits(AtreidesMain, ALightFactory, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackTresholdSize) ProduceUnits(AtreidesMain, AHeavyFactory, delay, tanksToBuild, AttackGroupSize[Difficulty], attackTresholdSize) ProduceUnits(AtreidesSmall1, ABarracks2, delay, infantryToBuild, AttackGroupSize[Difficulty], attackTresholdSize) ProduceUnits(AtreidesSmall2, ABarracks3, delay, infantryToBuild, AttackGroupSize[Difficulty], attackTresholdSize) AIProductionActivated = true end ActivateAI = function() InitAIUnits(AtreidesMain) InitAIUnits(AtreidesSmall1) InitAIUnits(AtreidesSmall2) InitAIUnits(AtreidesSmall3) end