- 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
147 lines
5.8 KiB
Lua
147 lines
5.8 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(7)
|
|
|
|
InitialProductionDelay = {
|
|
OrdosMain =
|
|
{
|
|
easy = DateTime.Seconds(180),
|
|
normal = DateTime.Seconds(120),
|
|
hard = DateTime.Seconds(60)
|
|
},
|
|
OrdosSmall =
|
|
{
|
|
easy = DateTime.Seconds(120),
|
|
normal = DateTime.Seconds(60),
|
|
hard = DateTime.Seconds(0)
|
|
}
|
|
}
|
|
|
|
AttackGroupSize =
|
|
{
|
|
easy = 6,
|
|
normal = 8,
|
|
hard = 10
|
|
}
|
|
|
|
ProductionDelays =
|
|
{
|
|
easy = { DateTime.Seconds(4), DateTime.Seconds(7) },
|
|
normal = { DateTime.Seconds(2), DateTime.Seconds(5) },
|
|
hard = { DateTime.Seconds(1), DateTime.Seconds(3) }
|
|
}
|
|
|
|
OrdosInfantryTypes = { "light_inf", "light_inf", "trooper", "trooper", "trooper" }
|
|
|
|
OrdosVehicleTypes = { "raider", "raider", "quad" }
|
|
|
|
OrdosTankTypes = { "combat_tank_o", "combat_tank_o", "siege_tank" }
|
|
|
|
OrdosStarportTypes =
|
|
{
|
|
EarlyGame = { "trike.starport", "trike.starport", "quad.starport", "combat_tank_o.starport", "combat_tank_o.starport", "siege_tank.starport" },
|
|
LateGame = { "trike.starport", "quad.starport", "combat_tank_o.starport", "siege_tank.starport", "missile_tank.starport", "missile_tank.starport" }
|
|
}
|
|
|
|
ActivateAI = function()
|
|
Defending[OrdosMain] = {}
|
|
Defending[OrdosSmall] = {}
|
|
AttackDelay[OrdosMain] = 14000 * DifficultyModifier[Difficulty]
|
|
AttackDelay[OrdosSmall] = 12000 * DifficultyModifier[Difficulty]
|
|
TimeBetweenAttacks[OrdosMain] = 7000 * DifficultyModifier[Difficulty]
|
|
TimeBetweenAttacks[OrdosSmall] = 7000 * DifficultyModifier[Difficulty]
|
|
HarvesterCount[OrdosMain] = 4
|
|
HarvesterCount[OrdosSmall] = 2
|
|
|
|
Trigger.OnAllKilledOrCaptured(ProductionBuildingsOrdosSmallBase, function()
|
|
TimeBetweenAttacks[OrdosMain] = 0
|
|
end)
|
|
|
|
PatrolPoints[OrdosMain] = {OrdosPatrol3.Location, OrdosPatrol4.Location, OrdosPatrol2.Location }
|
|
PatrolPoints[OrdosSmall] = {OrdosPatrol1.Location, OrdosPatrol2.Location, OrdosRally1.Location}
|
|
DefencePerimeter[OrdosMain] = GetCellsInRectangle(CPos.New(50,3), CPos.New(94,21))
|
|
DefencePerimeter[OrdosSmall] = GetCellsInRectangle(CPos.New(3,3), CPos.New(25,20))
|
|
IdlingUnits[OrdosMain] = Utils.Concat(Reinforcements.Reinforce(OrdosMain, InitialOrdosReinforcements[1], InitialOrdosPaths[1]), Reinforcements.Reinforce(OrdosMain, InitialOrdosReinforcements[2], InitialOrdosPaths[2]))
|
|
IdlingUnits[OrdosSmall] = Reinforcements.Reinforce(OrdosSmall, InitialOrdosReinforcements[1], InitialOrdosPaths[3])
|
|
|
|
DefendAndRepairBase(OrdosMain, OrdosMainBase, 0.75, AttackGroupSize[Difficulty])
|
|
DefendAndRepairBase(OrdosSmall, OrdosSmallBase, 0.75, AttackGroupSize[Difficulty])
|
|
|
|
local delay = function(player)
|
|
if EmergencyBuildRate[player] and Difficulty ~= "easy" then
|
|
return 1
|
|
end
|
|
return Utils.RandomInteger(ProductionDelays[Difficulty][1], ProductionDelays[Difficulty][2] + 1)
|
|
end
|
|
|
|
local infantryToBuild = function() return { Utils.Random(OrdosInfantryTypes) } end
|
|
local vehiclesToBuild = function() return { Utils.Random(OrdosVehicleTypes) } end
|
|
local tanksToBuild = function() return { Utils.Random(OrdosTankTypes) } end
|
|
local unitsToBuy = function()
|
|
if EarlyGameStage >= DateTime.GameTime then
|
|
return { Utils.Random(OrdosStarportTypes["EarlyGame"]) }
|
|
else
|
|
return { Utils.Random(OrdosStarportTypes["LateGame"]) }
|
|
end
|
|
end
|
|
|
|
local attackThresholdSize = {}
|
|
attackThresholdSize[OrdosMain] = AttackGroupSize[Difficulty] * 3
|
|
attackThresholdSize[OrdosSmall] = AttackGroupSize[Difficulty] * 2
|
|
|
|
Trigger.AfterDelay(InitialProductionDelay["OrdosMain"][Difficulty], function()
|
|
ProduceUnits(OrdosMain, OBarracks1, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize[OrdosMain])
|
|
ProduceUnits(OrdosMain, OLightFactory1, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackThresholdSize[OrdosMain])
|
|
ProduceUnits(OrdosMain, OHeavyFactory, delay, tanksToBuild, AttackGroupSize[Difficulty], attackThresholdSize[OrdosMain])
|
|
ProduceUnits(OrdosMain, OStarport, delay, unitsToBuy, AttackGroupSize[Difficulty], attackThresholdSize[OrdosMain])
|
|
end)
|
|
|
|
Trigger.AfterDelay(InitialProductionDelay["OrdosSmall"][Difficulty], function()
|
|
ProduceUnits(OrdosSmall, OBarracks2, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize[OrdosSmall])
|
|
ProduceUnits(OrdosSmall, OLightFactory2, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackThresholdSize[OrdosSmall])
|
|
end)
|
|
|
|
local crusherTypes = { "combat_tank_o", "combat_tank_o.starport" }
|
|
local crusherFactories = { OHeavyFactory, OStarport }
|
|
|
|
ActivateCrushLogic()
|
|
|
|
if Difficulty == "easy" then
|
|
OrdosMain.GrantCondition("base-rebuilder")
|
|
OrdosMain.GrantCondition("base-rebuilder2")
|
|
end
|
|
|
|
if Difficulty == "hard" then
|
|
OrdosMain.GrantCondition("defense-rebuilder")
|
|
OrdosMain.GrantCondition("base-rebuilder2")
|
|
end
|
|
|
|
local productionTypes =
|
|
{
|
|
barracks = infantryToBuild,
|
|
light_factory = vehiclesToBuild,
|
|
heavy_factory = tanksToBuild
|
|
}
|
|
|
|
Trigger.OnBuildingPlaced(OrdosMain, function(p, building)
|
|
table.insert(OrdosMainBase, building)
|
|
DefendAndRepairBase(OrdosMain, {building}, 0.75, AttackGroupSize[Difficulty] )
|
|
if productionTypes[building.Type] == nil then return end
|
|
ProduceUnits(OrdosMain, building, delay, productionTypes[building.Type], AttackGroupSize[Difficulty], attackThresholdSize[OrdosMain])
|
|
end)
|
|
|
|
Trigger.OnBuildingPlaced(OrdosSmall, function(p, building)
|
|
table.insert(OrdosSmallBase, building)
|
|
DefendAndRepairBase(OrdosSmall, {building}, 0.75, AttackGroupSize[Difficulty] )
|
|
if productionTypes[building.Type] == nil then return end
|
|
ProduceUnits(OrdosSmall, building, delay, productionTypes[building.Type], AttackGroupSize[Difficulty], attackThresholdSize[OrdosSmall])
|
|
end)
|
|
end
|