- 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
151 lines
5.1 KiB
Lua
151 lines
5.1 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(5)
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InitialProductionDelay = {
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AtreidesMain =
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{
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easy = DateTime.Seconds(130),
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normal = DateTime.Seconds(80),
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hard = DateTime.Seconds(50)
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},
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AtreidesSmall1 =
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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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AtreidesSmall2 =
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{
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easy = DateTime.Seconds(60),
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normal = DateTime.Seconds(30),
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hard = DateTime.Seconds(0)
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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(7), DateTime.Seconds(11) },
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normal = { DateTime.Seconds(5), DateTime.Seconds(7) },
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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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EnemyInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" }
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EnemyVehicleTypes = { "trike", "trike", "quad" }
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EnemyTankType = { "combat_tank_a" }
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InitAIUnits = function(house)
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LastHarvesterEaten[house] = true
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if house ~= AtreidesSmall3 then
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IdlingUnits[house] = Reinforcements.Reinforce(house, InitialReinforcements[house.InternalName], InitialReinforcementsPaths[house.InternalName])
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else
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IdlingUnits[house] = { }
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end
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DefendAndRepairBase(house, Base[house.InternalName], 0.75, AttackGroupSize[Difficulty])
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end
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ActivateAIProduction = function()
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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(EnemyInfantryTypes) } end
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local vehiclesToBuild = function() return { Utils.Random(EnemyVehicleTypes) } end
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local tanksToBuild = function() return EnemyTankType end
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local attackThresholdSize = AttackGroupSize[Difficulty] * 2.5
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Trigger.AfterDelay(InitialProductionDelay["AtreidesMain"][Difficulty], function()
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ProduceUnits(AtreidesMain, ABarracks1, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(AtreidesMain, ALightFactory, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(AtreidesMain, AHeavyFactory, delay, tanksToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
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end)
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Trigger.AfterDelay(InitialProductionDelay["AtreidesSmall1"][Difficulty], function()
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ProduceUnits(AtreidesSmall1, ABarracks2, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
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end)
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Trigger.AfterDelay(InitialProductionDelay["AtreidesSmall2"][Difficulty], function()
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ProduceUnits(AtreidesSmall2, ABarracks3, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
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end)
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ActivateCrushLogic()
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AIProductionActivated = true
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if Difficulty == "normal" then
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AtreidesMain.GrantCondition("base-rebuilder")
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end
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if Difficulty == "hard" then
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AtreidesMain.GrantCondition("defense-rebuilder")
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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(AtreidesMain, function(p, building)
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table.insert(Base[AtreidesMainBase], building)
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DefendAndRepairBase(AtreidesMain, {building}, 0.75, AttackGroupSize[Difficulty] )
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if productionTypes[building.Type] == nil then return end
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ProduceUnits(AtreidesMain, building, delay, productionTypes[building.Type], AttackGroupSize[Difficulty], attackThresholdSize)
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end)
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end
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ActivateAI = function()
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InitAIUnits(AtreidesMain)
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InitAIUnits(AtreidesSmall1)
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InitAIUnits(AtreidesSmall2)
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InitAIUnits(AtreidesSmall3)
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Defending[AtreidesMain] = {}
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Defending[AtreidesSmall1] = {}
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Defending[AtreidesSmall2] = {}
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Defending[AtreidesSmall3] = {}
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AttackDelay[AtreidesMain] = 14000 * DifficultyModifier[Difficulty]
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AttackDelay[AtreidesSmall1] = 14000 * DifficultyModifier[Difficulty]
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AttackDelay[AtreidesSmall2] = 14000 * DifficultyModifier[Difficulty]
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TimeBetweenAttacks[AtreidesMain] = 7000 * DifficultyModifier[Difficulty]
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TimeBetweenAttacks[AtreidesSmall1] = 9000 * DifficultyModifier[Difficulty]
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TimeBetweenAttacks[AtreidesSmall2] = 9000 * DifficultyModifier[Difficulty]
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HarvesterCount[AtreidesMain] = 2
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PatrolPoints[AtreidesMain] = { APatrolPoint1.Location, APatrolPoint2.Location, AtreidesRally8.Location }
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DefencePerimeter[AtreidesMain] = GetCellsInRectangle(CPos.New(3,3), CPos.New(18,27))
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DefencePerimeter[AtreidesSmall1] = GetCellsInRectangle(CPos.New(29,17), CPos.New(34,29))
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DefencePerimeter[AtreidesSmall2] = GetCellsInRectangle(CPos.New(39,46), CPos.New(48,59))
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end
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