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OpenRA/mods/d2k/maps/harkonnen-09a/harkonnen09a-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

257 lines
11 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(10)
AttackGroupSize =
{
easy = 6,
normal = 8,
hard = 10
}
EarlyProductionDelays =
{
easy = { DateTime.Seconds(12), DateTime.Seconds(15) },
normal = { DateTime.Seconds(10), DateTime.Seconds(13) },
hard = { DateTime.Seconds(9), DateTime.Seconds(10) }
}
LateProductionDelays =
{
easy = { DateTime.Seconds(5), DateTime.Seconds(8) },
normal = { DateTime.Seconds(3), DateTime.Seconds(6) },
hard = { DateTime.Seconds(2), DateTime.Seconds(4) }
}
InitialProductionDelay = {
AtreidesMain =
{
easy = DateTime.Seconds(200),
normal = DateTime.Seconds(150),
hard = DateTime.Seconds(100)
},
AtreidesSmall =
{
easy = DateTime.Seconds(160),
normal = DateTime.Seconds(80),
hard = DateTime.Seconds(50)
},
CorrinoMain =
{
easy = DateTime.Seconds(250),
normal = DateTime.Seconds(200),
hard = DateTime.Seconds(150)
},
CorrinoSmall =
{
easy = DateTime.Seconds(100),
normal = DateTime.Seconds(80),
hard = DateTime.Seconds(60)
}
}
EnemyInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" }
EnemyVehicleTypes = { "trike", "trike", "quad" }
AtreidesMainTankTypes = {
EarlyGame = { "combat_tank_a", "combat_tank_a", "siege_tank", "missile_tank" },
LateGame = {"combat_tank_a", "siege_tank", "missile_tank", "sonic_tank"}
}
AtreidesSmallTankTypes = { "combat_tank_a", "combat_tank_a", "siege_tank" }
CorrinoMainInfantryTypes = { "light_inf", "light_inf", "trooper", "sardaukar" }
CorrinoMainTankTypes = {
EarlyGame = { "combat_tank_h" },
LateGame = { "combat_tank_h", "combat_tank_h", "siege_tank", "missile_tank" }
}
CorrinoSmallTankTypes = { "combat_tank_h", "combat_tank_h", "siege_tank" }
ActivateAI = function()
Defending[AtreidesMain] = {}
Defending[AtreidesSmall1] = {}
Defending[AtreidesSmall2] = {}
Defending[CorrinoMain] = {}
Defending[CorrinoSmall] = {}
-- this is also first attack timing
AttackDelay[AtreidesMain] = 16000
AttackDelay[AtreidesSmall1] = 16000
AttackDelay[AtreidesSmall2] = 16000
AttackDelay[CorrinoMain] = 16000
AttackDelay[CorrinoSmall] = 16000
TimeBetweenAttacks[AtreidesMain] = 13000 * DifficultyModifier[Difficulty]
TimeBetweenAttacks[AtreidesSmall1] = 1000 * DifficultyModifier[Difficulty]
TimeBetweenAttacks[AtreidesSmall2] = 4000 * DifficultyModifier[Difficulty]
TimeBetweenAttacks[CorrinoMain] = 12000 * DifficultyModifier[Difficulty]
TimeBetweenAttacks[CorrinoSmall] = 10000 * DifficultyModifier[Difficulty]
Trigger.OnAllKilledOrCaptured(AtreidesSmall1Base, function()
TimeBetweenAttacks[AtreidesMain] = 0
end)
Trigger.OnAllKilledOrCaptured(CorrinoMainBase, function()
TimeBetweenAttacks[CorrinoSmall] = 0
end)
Trigger.OnAllKilledOrCaptured(CorrinoSmallBase, function()
TimeBetweenAttacks[CorrinoMain] = 0
end)
HarvesterCount[AtreidesMain] = 4
HarvesterCount[AtreidesSmall1] = 2
HarvesterCount[AtreidesSmall2] = 2
HarvesterCount[CorrinoMain] = 4
HarvesterCount[CorrinoSmall] = 2
PatrolPoints[AtreidesMain] = {AtreidesPatrolPoint3.Location, AtreidesPatrolPoint4.Location, AtreidesPatrolPoint2.Location, AtreidesRally10.Location, AtreidesPatrolPoint5.Location }
PatrolPoints[AtreidesSmall1] = {AtreidesPatrolPoint1.Location, AtreidesPatrolPoint2.Location, AtreidesRally3.Location }
PatrolPoints[CorrinoMain] = {CorrinoPatrolPoint1.Location, CorrinoPatrolPoint2.Location, AtreidesPatrolPoint5.Location }
PatrolPoints[CorrinoSmall] = {CorrinoPatrolPoint3.Location, AtreidesPatrolPoint3.Location, AtreidesPatrolPoint5.Location }
DefencePerimeter[AtreidesMain] = GetCellsInRectangle(CPos.New(36,15), CPos.New(57,30))
DefencePerimeter[AtreidesSmall1] = GetCellsInRectangle(CPos.New(34,51), CPos.New(46,74))
DefencePerimeter[AtreidesSmall2] = GetCellsInRectangle(CPos.New(18,32), CPos.New(30,37))
DefencePerimeter[CorrinoMain] = GetCellsInRectangle(CPos.New(3,13), CPos.New(24,26))
DefencePerimeter[CorrinoSmall] = GetCellsInRectangle(CPos.New(74,27), CPos.New(96,48))
IdlingUnits[AtreidesMain] = Utils.Concat(Reinforcements.Reinforce(AtreidesMain, InitialAtreidesReinforcements[1], InitialAtreidesPaths[1]), Utils.Concat(Reinforcements.Reinforce(AtreidesMain, InitialAtreidesReinforcements[2], InitialAtreidesPaths[2]), Reinforcements.Reinforce(AtreidesMain, InitialAtreidesReinforcements[3], InitialAtreidesPaths[3])))
IdlingUnits[AtreidesSmall1] = Utils.Concat(Reinforcements.Reinforce(AtreidesSmall1, InitialAtreidesReinforcements[4], InitialAtreidesPaths[4]), Reinforcements.Reinforce(AtreidesSmall1, InitialAtreidesReinforcements[5], InitialAtreidesPaths[5]))
IdlingUnits[AtreidesSmall2] = Reinforcements.Reinforce(AtreidesSmall2, InitialAtreidesReinforcements[6], InitialAtreidesPaths[6])
IdlingUnits[CorrinoMain] = Reinforcements.Reinforce(CorrinoMain, InitialCorrinoReinforcements, InitialCorrinoPaths[1])
IdlingUnits[CorrinoSmall] = Reinforcements.Reinforce(CorrinoMain, InitialCorrinoReinforcements, InitialCorrinoPaths[2])
DefendAndRepairBase(AtreidesMain, AtreidesMainBase, 0.75, AttackGroupSize[Difficulty])
DefendAndRepairBase(AtreidesSmall1, AtreidesSmall1Base, 0.75, AttackGroupSize[Difficulty])
DefendAndRepairBase(AtreidesSmall2, AtreidesSmall2Base, 0.75, AttackGroupSize[Difficulty])
DefendAndRepairBase(CorrinoMain, CorrinoMainBase, 0.75, AttackGroupSize[Difficulty])
DefendAndRepairBase(CorrinoSmall, CorrinoSmallBase, 0.75, AttackGroupSize[Difficulty])
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 infantryToBuild = function() return { Utils.Random(EnemyInfantryTypes) } end
local infantryToBuildCorrinoMain = function() return { Utils.Random(CorrinoMainInfantryTypes) } end
local vehiclesToBuild = function() return { Utils.Random(EnemyVehicleTypes) } end
local tanksToBuildAtreidesMain = function()
if EarlyGameStage >= DateTime.GameTime then
return { Utils.Random(AtreidesMainTankTypes["EarlyGame"]) }
else
return { Utils.Random(AtreidesMainTankTypes["LateGame"]) }
end
end
local tanksToBuildAtreidesSmall = function() return { Utils.Random(AtreidesSmallTankTypes) } end
local tanksToBuildCorrinoMain = function()
if EarlyGameStage >= DateTime.GameTime then
return { Utils.Random(CorrinoMainTankTypes["EarlyGame"]) }
else
return { Utils.Random(CorrinoMainTankTypes["LateGame"]) }
end
end
local tanksToBuildCorrinoSmall = function() return { Utils.Random(CorrinoSmallTankTypes) } end
local attackThresholdSize = AttackGroupSize[Difficulty] * 3
local attackThresholdSizeCorrino = AttackGroupSize[Difficulty] * 4
local attackThresholdSizeSmallBase = AttackGroupSize[Difficulty] * 2
Trigger.AfterDelay(InitialProductionDelay["AtreidesMain"][Difficulty], function ()
ProduceUnits(AtreidesMain, ABarracks1, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(AtreidesMain, ALightFactory1, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(AtreidesMain, AHeavyFactory1, delay, tanksToBuildAtreidesMain, AttackGroupSize[Difficulty], attackThresholdSize)
--ProduceUnits(AtreidesMain, AStarport, delay, unitsToBuyAtreides, AttackGroupSize[Difficulty], AttackThresholdSize)
end)
Trigger.AfterDelay(InitialProductionDelay["AtreidesSmall"][Difficulty], function ()
ProduceUnits(AtreidesSmall1, ABarracks3, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSizeSmallBase)
ProduceUnits(AtreidesSmall1, ALightFactory2, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackThresholdSizeSmallBase)
ProduceUnits(AtreidesSmall1, AHeavyFactory2, delay, tanksToBuildAtreidesSmall, AttackGroupSize[Difficulty], attackThresholdSizeSmallBase)
end)
ProduceUnits(AtreidesSmall2, ABarracks4, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSizeSmallBase)
Trigger.AfterDelay(InitialProductionDelay["CorrinoMain"][Difficulty], function ()
ProduceUnits(CorrinoMain, CBarracks1, delay, infantryToBuildCorrinoMain, AttackGroupSize[Difficulty], attackThresholdSizeCorrino)
ProduceUnits(CorrinoMain, CLightFactory1, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackThresholdSizeCorrino)
ProduceUnits(CorrinoMain, CHeavyFactory1, delay, tanksToBuildCorrinoMain, AttackGroupSize[Difficulty], attackThresholdSizeCorrino)
--ProduceUnits(CorrinoMain, CStarport, delay, unitsToBuyCorrino, AttackGroupSize[Difficulty], AttackThresholdSize)
end)
Trigger.AfterDelay(InitialProductionDelay["CorrinoSmall"][Difficulty], function ()
ProduceUnits(CorrinoSmall, CBarracks2, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSizeSmallBase)
ProduceUnits(CorrinoSmall, CLightFactory2, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackThresholdSizeSmallBase)
ProduceUnits(CorrinoSmall, CHeavyFactory2, delay, tanksToBuildCorrinoSmall, AttackGroupSize[Difficulty], attackThresholdSizeSmallBase)
end)
local crusherTypes = { "combat_tank_a", "combat_tank_a.starport", "combat_tank_h", "combat_tank_h.starport" }
local crusherFactories = { AStarport, AHeavyFactory1, AHeavyFactory2, CHeavyFactory1, CHeavyFactory2, CStarport }
ActivateCrusherLogic(crusherTypes, crusherFactories)
if Difficulty == "normal" then
AtreidesMain.GrantCondition("base-rebuilder")
AtreidesSmall1.GrantCondition("base-rebuilder2")
CorrinoSmall.GrantCondition("base-rebuilder3")
end
if Difficulty == "hard" then
AtreidesMain.GrantCondition("defense-rebuilder")
AtreidesSmall1.GrantCondition("defense-rebuilder2")
CorrinoSmall.GrantCondition("defense-rebuilder3")
end
local productionTypesAtreidis =
{
barracks = infantryToBuild,
light_factory = vehiclesToBuild,
heavy_factory = tanksToBuildAtreidesMain
}
local productionTypesCorrino =
{
barracks = infantryToBuild,
light_factory = vehiclesToBuild,
heavy_factory = tanksToBuildCorrinoSmall
}
Trigger.OnBuildingPlaced(AtreidesMain, function(p, building)
table.insert(AtreidesMainBase, building)
DefendAndRepairBase(AtreidesMain, {building}, 0.5, AttackGroupSize[Difficulty] )
if productionTypesAtreidis[building.Type] == nil then return end
ProduceUnits(AtreidesMain, building, delay, productionTypesAtreidis[building.Type], AttackGroupSize[Difficulty], attackThresholdSize)
end)
Trigger.OnBuildingPlaced(AtreidesSmall1, function(p, building)
table.insert(AtreidesSmallBase, building)
DefendAndRepairBase(AtreidesSmall1, {building}, 0.5, AttackGroupSize[Difficulty] )
if productionTypesAtreidis[building.Type] == nil then return end
ProduceUnits(AtreidesSmall1, building, delay, productionTypesAtreidis[building.Type], AttackGroupSize[Difficulty], attackThresholdSize)
end)
Trigger.OnBuildingPlaced(CorrinoMain, function(p, building)
table.insert(CorrinoMainBase, building)
DefendAndRepairBase(CorrinoMain, {building}, 0.5, AttackGroupSize[Difficulty] )
if productionTypesCorrino[building.Type] == nil then return end
ProduceUnits(CorrinoMain, building, delay, productionTypesCorrino[building.Type], AttackGroupSize[Difficulty], attackThresholdSize)
end)
end