Files
OpenRA/mods/d2k/maps/atreides-05/atreides05-AI.lua
N.N 3a86c035b3 Rework D2k campaign scripts:
- Add InitialProductionDelay
- Different attacksDelays for early game and late game
- Adjust T3 unit production for selected missions
- Implement InitialAttackDelay, TimeBetweenAttacks
- Implement routines for idle units
- Emergency mode
- Airstrike rework
2026-02-22 17:04:04 +02:00

145 lines
4.7 KiB
Lua

--[[
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.
]]
EarlyGameStage = DateTime.Minutes(5)
InitialProductionDelay = {
HarkonnenMain =
{
easy = DateTime.Seconds(100),
normal = DateTime.Seconds(60),
hard = DateTime.Seconds(30)
}
}
AttackGroupSize =
{
easy = 6,
normal = 8,
hard = 10
}
EarlyProductionDelays =
{
easy = { DateTime.Seconds(7), DateTime.Seconds(10) },
normal = { DateTime.Seconds(5), DateTime.Seconds(7) },
hard = { DateTime.Seconds(3), DateTime.Seconds(5) }
}
LateProductionDelays =
{
easy = { DateTime.Seconds(4), DateTime.Seconds(7) },
normal = { DateTime.Seconds(2), DateTime.Seconds(5) },
hard = { DateTime.Seconds(1), DateTime.Seconds(3) }
}
HarkonnenInfantryTypes = { "light_inf", "light_inf", "trooper", "trooper", "trooper" }
HarkonnenVehicleTypes = { "trike", "trike", "trike", "quad", "quad" }
HarkonnenTankType = { "combat_tank_h" }
InitAIUnits = function()
IdlingUnits[Harkonnen] = Reinforcements.ReinforceWithTransport(Harkonnen, "carryall.reinforce", InitialHarkonnenReinforcements, HarkonnenPaths[1], { HarkonnenPaths[1][1] })[2]
DefendAndRepairBase(Harkonnen, HarkonnenBase, 0.75, AttackGroupSize[Difficulty])
DefendActor(HarkonnenBarracks, Harkonnen, AttackGroupSize[Difficulty])
RepairBuilding(Harkonnen, HarkonnenBarracks, 0.75)
Utils.Do(SmugglerBase, function(actor)
RepairBuilding(Smuggler, actor, 0.75)
end)
RepairBuilding(Smuggler, Starport, 0.75)
end
-- Not using ProduceUnits because of the custom StopInfantryProduction condition
ProduceInfantry = function()
if StopInfantryProduction or HarkonnenBarracks.IsDead or HarkonnenBarracks.Owner ~= Harkonnen then
return
end
if HoldProduction[Harkonnen] then
Trigger.AfterDelay(DateTime.Seconds(30), ProduceInfantry)
return
end
local delay = 0
if EarlyGameStage >= DateTime.GameTime then
delay = Utils.RandomInteger(EarlyProductionDelays[Difficulty][1], EarlyProductionDelays[Difficulty][2] + 1)
else
delay = Utils.RandomInteger(LateProductionDelays[Difficulty][1], LateProductionDelays[Difficulty][2] + 1)
end
local toBuild = { Utils.Random(HarkonnenInfantryTypes) }
Harkonnen.Build(toBuild, function(unit)
IdlingUnits[Harkonnen][#IdlingUnits[Harkonnen] + 1] = unit[1]
Trigger.AfterDelay(delay, ProduceInfantry)
if #IdlingUnits[Harkonnen] >= (AttackGroupSize[Difficulty] * 2.5) then
SendAttack(Harkonnen, AttackGroupSize[Difficulty])
end
end)
end
ActivateAI = function()
Harkonnen.Cash = 15000
Defending[Harkonnen] = {}
AttackDelay[Harkonnen] = 6000 * DifficultyModifier[Difficulty]
TimeBetweenAttacks[Harkonnen] = 5000 * DifficultyModifier[Difficulty]
HarvesterCount[Harkonnen] = 1
PatrolPoints[Harkonnen] = { HPatrolPoint1.Location, HPatrolPoint2.Location,HPatrolPoint3.Location }
DefencePerimeter[Harkonnen] = GetCellsInRectangle(CPos.New(13,13), CPos.New(36,25))
LastHarvesterEaten[Harkonnen] = true
InitAIUnits()
local delay = function(player)
if EmergencyBuildRate[player] and Difficulty ~= "easy" then
return 1
end
if EarlyGameStage >= DateTime.GameTime then
return Utils.RandomInteger(EarlyProductionDelays[Difficulty][1], EarlyProductionDelays[Difficulty][2] + 1)
else
return Utils.RandomInteger(LateProductionDelays[Difficulty][1], LateProductionDelays[Difficulty][2] + 1)
end
end
local vehiclesToBuild = function() return { Utils.Random(HarkonnenVehicleTypes) } end
local tanksToBuild = function() return HarkonnenTankType end
local attackThresholdSize = AttackGroupSize[Difficulty] * 2.5
Trigger.AfterDelay(InitialProductionDelay["HarkonnenMain"][Difficulty], function()
ProduceInfantry()
ProduceUnits(Harkonnen, HarkonnenLightFactory, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(Harkonnen, HarkonnenHeavyFactory, delay, tanksToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
end)
ActivateCrushLogic()
if Difficulty == "normal" then
Harkonnen.GrantCondition("base-rebuilder")
end
if Difficulty == "hard" then
Harkonnen.GrantCondition("defense-rebuilder")
end
local productionTypes =
{
light_factory = vehiclesToBuild,
heavy_factory = tanksToBuild
}
Trigger.OnBuildingPlaced(Harkonnen, function(p, building)
table.insert(HarkonnenBase, building)
DefendAndRepairBase(Harkonnen, {building}, 0.75, AttackGroupSize[Difficulty] )
if productionTypes[building.Type] == nil then return end
ProduceUnits(Harkonnen, building, delay, productionTypes[building.Type], AttackGroupSize[Difficulty], attackThresholdSize)
end)
end