Files
OpenRA/mods/ra/maps/allies-04/allies04-AI.lua
2017-04-10 21:13:51 +02:00

278 lines
7.5 KiB
Lua

--[[
Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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.
]]
IdlingUnits = { }
Yaks = { }
AttackGroupSizes =
{
easy = 6,
normal = 8,
hard = 10
}
AttackDelays =
{
easy = { DateTime.Seconds(4), DateTime.Seconds(9) },
normal = { DateTime.Seconds(2), DateTime.Seconds(7) },
hard = { DateTime.Seconds(1), DateTime.Seconds(5) }
}
AttackRallyPoints =
{
{ SovietRally1.Location, SovietRally3.Location, SovietRally5.Location, SovietRally4.Location, SovietRally13.Location, PlayerBase.Location },
{ SovietRally7.Location, SovietRally10.Location, PlayerBase.Location },
{ SovietRally1.Location, SovietRally3.Location, SovietRally5.Location, SovietRally4.Location, SovietRally12.Location, PlayerBase.Location },
{ SovietRally7.Location, ParadropPoint1.Location, PlayerBase.Location },
{ SovietRally8.Location, SovietRally9.Location, ParadropPoint1.Location, PlayerBase.Location, }
}
SovietInfantryTypes = { "e1", "e1", "e2" }
SovietVehicleTypes = { "3tnk", "3tnk", "3tnk", "ftrk", "ftrk", "apc" }
SovietAircraftType = { "yak" }
AttackOnGoing = false
HoldProduction = false
HarvesterKilled = false
Powr1 = { name = "powr", pos = CPos.New(47, 21), prize = 500, exists = true }
Barr = { name = "barr", pos = CPos.New(53, 26), prize = 400, exists = true }
Proc = { name = "proc", pos = CPos.New(54, 21), prize = 1400, exists = true }
Weap = { name = "weap", pos = CPos.New(48, 28), prize = 2000, exists = true }
Powr2 = { name = "powr", pos = CPos.New(51, 21), prize = 500, exists = true }
Powr3 = { name = "powr", pos = CPos.New(46, 25), prize = 500, exists = true }
Powr4 = { name = "powr", pos = CPos.New(49, 21), prize = 500, exists = true }
Ftur1 = { name = "powr", pos = CPos.New(56, 27), prize = 600, exists = true }
Ftur2 = { name = "powr", pos = CPos.New(51, 32), prize = 600, exists = true }
Ftur3 = { name = "powr", pos = CPos.New(54, 30), prize = 600, exists = true }
Afld1 = { name = "afld", pos = CPos.New(43, 23), prize = 500, exists = true }
Afld2 = { name = "afld", pos = CPos.New(43, 21), prize = 500, exists = true }
BaseBuildings = { Powr1, Barr, Proc, Weap, Powr2, Powr3, Powr4, Ftur1, Ftur2, Ftur3, Afld1, Afld2 }
InitialBase = { Barracks, Refinery, PowerPlant1, PowerPlant2, PowerPlant3, PowerPlant4, Warfactory, Flametur1, Flametur2, Flametur3, Airfield1, Airfield2 }
BuildBase = function()
if Conyard.IsDead or Conyard.Owner ~= ussr then
return
elseif Harvester.IsDead and ussr.Resources <= 299 then
return
end
for i,v in ipairs(BaseBuildings) do
if not v.exists then
BuildBuilding(v)
return
end
end
Trigger.AfterDelay(DateTime.Seconds(10), BuildBase)
end
BuildBuilding = function(building)
Trigger.AfterDelay(Actor.BuildTime(building.name), function()
local actor = Actor.Create(building.name, true, { Owner = ussr, Location = building.pos })
ussr.Cash = ussr.Cash - building.prize
building.exists = true
Trigger.OnKilled(actor, function() building.exists = false end)
Trigger.OnDamaged(actor, function(building)
if building.Owner == ussr and building.Health < building.MaxHealth * 3/4 then
building.StartBuildingRepairs()
DefendActor(actor)
end
end)
Trigger.AfterDelay(DateTime.Seconds(10), BuildBase)
end)
end
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
SetupAttackGroup = function()
local units = { }
for i = 0, AttackGroupSize, 1 do
if #IdlingUnits == 0 then
return units
end
local number = Utils.RandomInteger(1, #IdlingUnits)
if IdlingUnits[number] and not IdlingUnits[number].IsDead then
units[i] = IdlingUnits[number]
table.remove(IdlingUnits, number)
end
end
return units
end
SendAttack = function()
if Attacking then
return
end
Attacking = true
HoldProduction = true
local units = SetupAttackGroup()
local path = Utils.Random(AttackRallyPoints)
Utils.Do(units, function(unit)
unit.Patrol(path)
IdleHunt(unit)
end)
Trigger.OnAllRemovedFromWorld(units, function()
Attacking = false
HoldProduction = false
end)
end
ProtectHarvester = function(unit)
DefendActor(unit)
Trigger.OnKilled(unit, function() HarvesterKilled = true end)
end
DefendActor = function(unit)
Trigger.OnDamaged(unit, function(self, attacker)
if AttackOnGoing then
return
end
AttackOnGoing = true
local Guards = SetupAttackGroup()
if #Guards <= 0 then
AttackOnGoing = false
return
end
Utils.Do(Guards, function(unit)
if not self.IsDead then
unit.AttackMove(self.Location)
end
IdleHunt(unit)
end)
Trigger.OnAllRemovedFromWorld(Guards, function() AttackOnGoing = false end)
end)
end
InitAIUnits = function()
IdlingUnits = ussr.GetGroundAttackers()
DefendActor(Conyard)
for i,v in ipairs(InitialBase) do
DefendActor(v)
Trigger.OnDamaged(v, function(building)
if building.Owner == ussr and building.Health < building.MaxHealth * 3/4 then
building.StartBuildingRepairs()
end
end)
Trigger.OnKilled(v, function()
BaseBuildings[i].exists = false
end)
end
end
ProduceInfantry = function()
if HoldProduction then
Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry)
return
end
-- See AttackDelay in WorldLoaded
local delay = Utils.RandomInteger(AttackDelay[1], AttackDelay[2])
local toBuild = { Utils.Random(SovietInfantryTypes) }
ussr.Build(toBuild, function(unit)
IdlingUnits[#IdlingUnits + 1] = unit[1]
Trigger.AfterDelay(delay, ProduceInfantry)
-- See AttackGroupSize in WorldLoaded
if #IdlingUnits >= (AttackGroupSize * 2.5) then
SendAttack()
end
end)
end
ProduceVehicles = function()
if HoldProduction then
Trigger.AfterDelay(DateTime.Minutes(1), ProduceVehicles)
return
end
-- See AttackDelay in WorldLoaded
local delay = Utils.RandomInteger(AttackDelay[1], AttackDelay[2])
if HarvesterKilled then
ussr.Build({ "harv" }, function(harv)
ProtectHarvester(harv[1])
HarvesterKilled = false
Trigger.AfterDelay(delay, ProduceVehicles)
end)
else
local toBuild = { Utils.Random(SovietVehicleTypes) }
ussr.Build(toBuild, function(unit)
IdlingUnits[#IdlingUnits + 1] = unit[1]
Trigger.AfterDelay(delay, ProduceVehicles)
-- See AttackGroupSize in WorldLoaded
if #IdlingUnits >= (AttackGroupSize * 2.5) then
SendAttack()
end
end)
end
end
ProduceAircraft = function()
ussr.Build(SovietAircraftType, function(units)
local yak = units[1]
Yaks[#Yaks + 1] = yak
Trigger.OnKilled(yak, ProduceAircraft)
if #Yaks == 1 then
Trigger.AfterDelay(DateTime.Minutes(1), ProduceAircraft)
end
TargetAndAttack(yak)
end)
end
TargetAndAttack = function(yak, target)
if not target or target.IsDead or (not target.IsInWorld) then
local enemies = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == player and self.HasProperty("Health") and yak.CanTarget(self) end)
if #enemies > 0 then
target = Utils.Random(enemies)
end
end
if target and yak.AmmoCount() > 0 and yak.CanTarget(target) then
yak.Attack(target)
else
yak.ReturnToBase()
end
yak.CallFunc(function()
TargetAndAttack(yak, target)
end)
end
ActivateAI = function()
InitAIUnits()
ProtectHarvester(Harvester)
local difficulty = Map.LobbyOption("difficulty")
AttackDelay = AttackDelays[difficulty]
AttackGroupSize = AttackGroupSizes[difficulty]
Trigger.AfterDelay(DateTime.Seconds(10), function()
ProduceInfantry()
ProduceVehicles()
ProduceAircraft()
end)
end