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