- 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
137 lines
5.4 KiB
Lua
137 lines
5.4 KiB
Lua
--[[
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Copyright (c) The OpenRA Developers and Contributors
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This file is part of OpenRA, which is free software. It is made
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available to you under the terms of the GNU General Public License
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as published by the Free Software Foundation, either version 3 of
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the License, or (at your option) any later version. For more
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information, see COPYING.
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]]
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EarlyGameStage = DateTime.Minutes(6)
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InitialProductionDelay = {
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OrdosMain =
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{
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easy = DateTime.Seconds(140),
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normal = DateTime.Seconds(80),
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hard = DateTime.Seconds(40)
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},
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OrdosSmall =
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{
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easy = DateTime.Seconds(120),
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normal = DateTime.Seconds(60),
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hard = DateTime.Seconds(30)
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},
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}
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AttackGroupSize =
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{
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easy = 6,
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normal = 8,
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hard = 10
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}
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EarlyProductionDelays =
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{
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easy = { DateTime.Seconds(10), DateTime.Seconds(13) },
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normal = { DateTime.Seconds(6), DateTime.Seconds(8) },
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hard = { DateTime.Seconds(3), DateTime.Seconds(5) }
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}
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LateProductionDelays =
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{
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easy = { DateTime.Seconds(4), DateTime.Seconds(7) },
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normal = { DateTime.Seconds(2), DateTime.Seconds(5) },
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hard = { DateTime.Seconds(1), DateTime.Seconds(3) }
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}
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OrdosInfantryTypes = { "light_inf", "light_inf", "trooper", "trooper", "trooper" }
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OrdosVehicleTypes = { "raider", "raider", "quad" }
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OrdosTankTypes = { "combat_tank_o", "combat_tank_o", "siege_tank" }
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OrdosStarportTypes = { "trike.starport", "trike.starport", "quad.starport", "combat_tank_o.starport", "combat_tank_o.starport", "siege_tank.starport", "missile_tank.starport" }
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ActivateAI = function()
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Defending[OrdosMain] = {}
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Defending[OrdosSmall] = {}
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AttackDelay[OrdosMain] = 14000 * DifficultyModifier[Difficulty]
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AttackDelay[OrdosSmall] = 14000 * DifficultyModifier[Difficulty]
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TimeBetweenAttacks[OrdosMain] = 10000 * DifficultyModifier[Difficulty]
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TimeBetweenAttacks[OrdosSmall] = 8000 * DifficultyModifier[Difficulty]
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HarvesterCount[OrdosMain] = 4
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HarvesterCount[OrdosSmall] = 2
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Trigger.OnAllKilledOrCaptured(ProductionBuildingsOrdosSmallBase, function()
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TimeBetweenAttacks[OrdosMain] = 0
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end)
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PatrolPoints[OrdosMain] = {OrdosRally5.Location, OrdosRally11.Location, OrdosRally12.Location }
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PatrolPoints[OrdosSmall] = {OrdosRally5.Location, OrdosRally7.Location, OrdosRally4.Location, OrdosRally5.Location }
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DefencePerimeter[OrdosMain] = Utils.Concat( GetCellsInRectangle(CPos.New(37,30), CPos.New(69,50)), GetCellsInRectangle(CPos.New(54,13), CPos.New(70,30)))
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DefencePerimeter[OrdosSmall] = GetCellsInRectangle(CPos.New(4,20), CPos.New(15,40))
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IdlingUnits[OrdosMain] = Utils.Concat(Reinforcements.Reinforce(OrdosMain, InitialOrdosReinforcements[1], InitialOrdosPaths[1]), Reinforcements.Reinforce(OrdosMain, InitialOrdosReinforcements[2], InitialOrdosPaths[2]))
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IdlingUnits[OrdosSmall] = Reinforcements.Reinforce(OrdosSmall, InitialOrdosReinforcements[1], InitialOrdosPaths[3])
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DefendAndRepairBase(OrdosMain, OrdosMainBase, 0.75, AttackGroupSize[Difficulty])
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DefendAndRepairBase(OrdosSmall, OrdosSmallBase, 0.75, AttackGroupSize[Difficulty])
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local delay = function(player)
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if EmergencyBuildRate[player] and Difficulty ~= "easy" then
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return 1
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end
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if EarlyGameStage >= DateTime.GameTime then
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return Utils.RandomInteger(EarlyProductionDelays[Difficulty][1], EarlyProductionDelays[Difficulty][2] + 1)
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else
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return Utils.RandomInteger(LateProductionDelays[Difficulty][1], LateProductionDelays[Difficulty][2] + 1)
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end
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end
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local infantryToBuild = function() return { Utils.Random(OrdosInfantryTypes) } end
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local vehiclesToBuild = function() return { Utils.Random(OrdosVehicleTypes) } end
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local tanksToBuild = function() return { Utils.Random(OrdosTankTypes) } end
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local unitsToBuy = function() return { Utils.Random(OrdosStarportTypes) } end
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local attackThresholdSize = {}
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attackThresholdSize[OrdosMain] = AttackGroupSize[Difficulty] * 3
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attackThresholdSize[OrdosSmall] = AttackGroupSize[Difficulty] * 2
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Trigger.AfterDelay(InitialProductionDelay["OrdosMain"][Difficulty], function()
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ProduceUnits(OrdosMain, OBarracks1, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize[OrdosMain])
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ProduceUnits(OrdosMain, OLightFactory1, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackThresholdSize[OrdosMain])
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ProduceUnits(OrdosMain, OHeavyFactory1, delay, tanksToBuild, AttackGroupSize[Difficulty], attackThresholdSize[OrdosMain])
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ProduceUnits(OrdosMain, OStarport, delay, unitsToBuy, AttackGroupSize[Difficulty], attackThresholdSize[OrdosMain])
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end)
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Trigger.AfterDelay(InitialProductionDelay["OrdosSmall"][Difficulty], function()
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ProduceUnits(OrdosSmall, OBarracks2, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize[OrdosSmall] )
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ProduceUnits(OrdosSmall, OLightFactory2, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackThresholdSize[OrdosSmall] )
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end)
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ActivateCrushLogic()
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if Difficulty == "normal" then
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OrdosSmall.GrantCondition("base-rebuilder2")
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end
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if Difficulty == "hard" then
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OrdosSmall.GrantCondition("defense-rebuilder2")
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end
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local productionTypes =
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{
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barracks = infantryToBuild,
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light_factory = vehiclesToBuild,
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heavy_factory = tanksToBuild
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}
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Trigger.OnBuildingPlaced(OrdosSmall, function(p, building)
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table.insert(OrdosSmallBase, building)
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DefendAndRepairBase(OrdosSmall, {building}, 0.75, AttackGroupSize[Difficulty] )
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if productionTypes[building.Type] == nil then return end
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ProduceUnits(OrdosSmall, building, delay, productionTypes[building.Type], AttackGroupSize[Difficulty], attackThresholdSize[OrdosSmall])
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end)
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end
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