Files
OpenRA/mods/d2k/maps/ordos-06a/ordos06a-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

148 lines
5.4 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 = {
AtreidesMain =
{
easy = DateTime.Seconds(130),
normal = DateTime.Seconds(80),
hard = DateTime.Seconds(50)
},
HarkonnenSmall =
{
easy = DateTime.Seconds(120),
normal = DateTime.Seconds(60),
hard = DateTime.Seconds(30)
}
}
AttackGroupSize =
{
easy = 6,
normal = 8,
hard = 10
}
EarlyProductionDelays =
{
easy = { DateTime.Seconds(7), DateTime.Seconds(10) },
normal = { DateTime.Seconds(5), DateTime.Seconds(7) },
hard = { DateTime.Seconds(3), DateTime.Seconds(5) }
}
LateProductionDelays =
{
easy = { DateTime.Seconds(4), DateTime.Seconds(7) },
normal = { DateTime.Seconds(2), DateTime.Seconds(5) },
hard = { DateTime.Seconds(1), DateTime.Seconds(3) }
}
EnemyInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" }
EnemyVehicleTypes = { "trike", "trike", "quad" }
AtreidesTankTypes = { "combat_tank_a", "siege_tank", "missile_tank" }
HarkonnenTankTypes = { "combat_tank_h", "siege_tank" }
InitAIUnits = function(house)
LastHarvesterEaten[house] = true
IdlingUnits[house] = Reinforcements.Reinforce(house, InitialReinforcements[house.InternalName], InitialReinforcementsPaths[house.InternalName])
DefendAndRepairBase(house, Base[house.InternalName], 0.75, AttackGroupSize[Difficulty])
end
ActivateAI = function()
Defending[Atreides] = {}
Defending[Harkonnen] = {}
AttackDelay[Atreides] = 15000 * DifficultyModifier[Difficulty]
AttackDelay[Harkonnen] = 12000 * DifficultyModifier[Difficulty]
TimeBetweenAttacks[Atreides] = 4000 * DifficultyModifier[Difficulty]
TimeBetweenAttacks[Harkonnen] = 6000 * DifficultyModifier[Difficulty]
HarvesterCount[Atreides] = 2
HarvesterCount[Harkonnen] = 0
PatrolPoints[Atreides] = { HarkonnenRally7.Location, APatrolPoint1.Location, APatrolPoint2.Location }
PatrolPoints[Harkonnen] = {HarkonnenRally4.Location, HarkonnenRally5.Location, HPatrolPoint1.Location, HPatrolPoint2.Location }
DefencePerimeter[Atreides] = GetCellsInRectangle(CPos.New(3,4), CPos.New(20,27))
DefencePerimeter[Harkonnen] = Utils.Concat(GetCellsInRectangle(CPos.New(15,73), CPos.New(44,80)), GetCellsInRectangle(CPos.New(27,55), CPos.New(38,68)))
InitAIUnits(Atreides)
InitAIUnits(Harkonnen)
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 vehiclesToBuild = function() return { Utils.Random(EnemyVehicleTypes) } end
local tanksToBuildAtreides = function() return { Utils.Random(AtreidesTankTypes) } end
local tanksToBuildHarkonnen = function() return { Utils.Random(HarkonnenTankTypes) } end
local attackThresholdSize = AttackGroupSize[Difficulty] * 2.5
Trigger.AfterDelay(InitialProductionDelay["AtreidesMain"][Difficulty], function()
ProduceUnits(Atreides, ABarracks, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(Atreides, ALightFactory, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(Atreides, AHeavyFactory, delay, tanksToBuildAtreides, AttackGroupSize[Difficulty], attackThresholdSize)
end)
Trigger.AfterDelay(InitialProductionDelay["HarkonnenSmall"][Difficulty], function()
ProduceUnits(Harkonnen, HBarracks, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(Harkonnen, HHeavyFactory, delay, tanksToBuildHarkonnen, AttackGroupSize[Difficulty], attackThresholdSize)
end)
ActivateCrushLogic()
if Difficulty == "normal" then
Atreides.GrantCondition("base-rebuilder")
Harkonnen.GrantCondition("base-rebuilder2")
end
if Difficulty == "hard" then
Atreides.GrantCondition("defense-rebuilder")
Harkonnen.GrantCondition("defense-rebuilder2")
end
local productionTypesAtreides =
{
barracks = infantryToBuild,
light_factory = vehiclesToBuild,
heavy_factory = tanksToBuildAtreides
}
local productionTypesHarkonnen =
{
barracks = infantryToBuild,
light_factory = vehiclesToBuild,
heavy_factory = tanksToBuildHarkonnen
}
Trigger.OnBuildingPlaced(Atreides, function(p, building)
table.insert(Base["Atreides"], building)
DefendAndRepairBase(Atreides, {building}, 0.75, AttackGroupSize[Difficulty] )
if productionTypesAtreides[building.Type] == nil then return end
ProduceUnits(Atreides, building, delay, productionTypesAtreides[building.Type], AttackGroupSize[Difficulty], attackThresholdSize)
end)
Trigger.OnBuildingPlaced(Harkonnen, function(p, building)
table.insert(Base["Harkonnen"], building)
DefendAndRepairBase(Harkonnen, {building}, 0.75, AttackGroupSize[Difficulty] )
if productionTypesHarkonnen[building.Type] == nil then return end
ProduceUnits(Atreides, building, delay, productionTypesHarkonnen[building.Type], AttackGroupSize[Difficulty], attackThresholdSize)
end)
end