- 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
38 lines
1.3 KiB
Lua
38 lines
1.3 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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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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ProductionDelays =
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{
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easy = { DateTime.Seconds(4), DateTime.Seconds(9) },
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normal = { DateTime.Seconds(2), DateTime.Seconds(7) },
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hard = { DateTime.Seconds(1), DateTime.Seconds(5) }
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}
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HarkonnenInfantryTypes = { "light_inf" }
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ActivateAI = function()
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Defending[Harkonnen] = {}
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AttackDelay[Harkonnen] = 6000 * DifficultyModifier[Difficulty]
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TimeBetweenAttacks[Harkonnen] = 5000 * DifficultyModifier[Difficulty]
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IdlingUnits[Harkonnen] = { }
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local delay = function() return Utils.RandomInteger(ProductionDelays[Difficulty][1], ProductionDelays[Difficulty][2] + 1) end
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local toBuild = function() return HarkonnenInfantryTypes end
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attackThresholdSize = AttackGroupSize[Difficulty] * 2.5
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DefendAndRepairBase(Harkonnen, HarkonnenBase, 0.75, AttackGroupSize[Difficulty])
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ProduceUnits(Harkonnen, HBarracks, delay, toBuild, AttackGroupSize[Difficulty], attackThresholdSize)
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end
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