78 lines
2.8 KiB
Lua
78 lines
2.8 KiB
Lua
--[[
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Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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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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AttackDelays =
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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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HarkonnenInfantryTypes = { "light_inf", "light_inf", "trooper", "trooper", "trooper" }
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HarkonnenVehicleTypes = { "trike", "trike", "trike", "quad", "quad" }
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HarkonnenTankType = { "combat_tank_h" }
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InitAIUnits = function()
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IdlingUnits[harkonnen] = Reinforcements.ReinforceWithTransport(harkonnen, "carryall.reinforce", InitialHarkonnenReinforcements, HarkonnenPaths[1], { HarkonnenPaths[1][1] })[2]
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DefendAndRepairBase(harkonnen, HarkonnenBase, 0.75, AttackGroupSize[Difficulty])
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DefendActor(HarkonnenBarracks, harkonnen, AttackGroupSize[Difficulty])
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RepairBuilding(harkonnen, HarkonnenBarracks, 0.75)
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Utils.Do(SmugglerBase, function(actor)
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RepairBuilding(smuggler, actor, 0.75)
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end)
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RepairBuilding(smuggler, Starport, 0.75)
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end
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-- Not using ProduceUnits because of the custom StopInfantryProduction condition
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ProduceInfantry = function()
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if StopInfantryProduction or HarkonnenBarracks.IsDead or HarkonnenBarracks.Owner ~= harkonnen then
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return
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end
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if HoldProduction[harkonnen] then
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Trigger.AfterDelay(DateTime.Seconds(30), ProduceInfantry)
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return
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end
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local delay = Utils.RandomInteger(AttackDelays[Difficulty][1], AttackDelays[Difficulty][2] + 1)
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local toBuild = { Utils.Random(HarkonnenInfantryTypes) }
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harkonnen.Build(toBuild, function(unit)
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IdlingUnits[harkonnen][#IdlingUnits[harkonnen] + 1] = unit[1]
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Trigger.AfterDelay(delay, ProduceInfantry)
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if #IdlingUnits[harkonnen] >= (AttackGroupSize[Difficulty] * 2.5) then
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SendAttack(harkonnen, AttackGroupSize[Difficulty])
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end
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end)
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end
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ActivateAI = function()
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harkonnen.Cash = 15000
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LastHarvesterEaten[harkonnen] = true
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InitAIUnits()
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local delay = function() return Utils.RandomInteger(AttackDelays[Difficulty][1], AttackDelays[Difficulty][2] + 1) end
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local vehilcesToBuild = function() return { Utils.Random(HarkonnenVehicleTypes) } end
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local tanksToBuild = function() return HarkonnenTankType end
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local attackThresholdSize = AttackGroupSize[Difficulty] * 2.5
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ProduceInfantry()
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ProduceUnits(harkonnen, HarkonnenLightFactory, delay, vehilcesToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(harkonnen, HarkonnenHeavyFactory, delay, tanksToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
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end
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