Files
OpenRA/mods/ra/maps/allies-05c/allies05c-AI.lua
2021-05-22 23:29:42 +02:00

101 lines
2.7 KiB
Lua

--[[
Copyright 2007-2021 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.
]]
AttackGroup = { }
AttackGroupSize = 10
SovietInfantry = { "e1", "e1", "e2" }
SovietVehicles = { "3tnk", "3tnk", "apc" }
SovietAircraftType = { "yak" }
Planes = { }
SovietProduction = { Conyard, USSRBarracks, USSRWarFactory }
ProductionInterval =
{
easy = DateTime.Seconds(25),
normal = DateTime.Seconds(15),
hard = DateTime.Seconds(5)
}
SendAttackGroup = function()
if #AttackGroup < AttackGroupSize then
return
end
Utils.Do(AttackGroup, function(unit)
if not unit.IsDead then
Trigger.OnIdle(unit, unit.Hunt)
end
end)
AttackGroup = { }
end
ProduceUSSRInfantry = function()
if USSRBarracks.IsDead or USSRBarracks.Owner ~= USSR then
return
end
USSR.Build({ Utils.Random(SovietInfantry) }, function(units)
table.insert(AttackGroup, units[1])
SendAttackGroup()
Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceUSSRInfantry)
end)
end
ProduceUSSRVehicles = function()
if USSRWarFactory.IsDead or USSRWarFactory.Owner ~= USSR then
return
end
USSR.Build({ Utils.Random(SovietVehicles) }, function(units)
table.insert(AttackGroup, units[1])
SendAttackGroup()
Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceUSSRVehicles)
end)
end
ProduceAircraft = function()
if (Airfield1.IsDead or Airfield1.Owner ~= USSR) and (Airfield2.IsDead or Airfield2.Owner ~= USSR) then
return
end
USSR.Build(SovietAircraftType, function(units)
local plane = units[1]
Planes[#Planes + 1] = plane
Trigger.OnKilled(plane, ProduceAircraft)
local alive = Utils.Where(Planes, function(y) return not y.IsDead end)
if #alive < 2 then
Trigger.AfterDelay(DateTime.Seconds(ProductionInterval[Map.LobbyOption("difficulty")] / 2), ProduceAircraft)
end
InitializeAttackAircraft(plane, Greece)
end)
end
ActivateAI = function()
local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == USSR and self.HasProperty("StartBuildingRepairs") end)
Utils.Do(buildings, function(actor)
Trigger.OnDamaged(actor, function(building)
if building.Owner == USSR and building.Health < building.MaxHealth * 3/4 then
building.StartBuildingRepairs()
end
end)
end)
ProduceUSSRInfantry()
Trigger.AfterDelay(DateTime.Minutes(2), ProduceUSSRVehicles)
Trigger.AfterDelay(DateTime.Minutes(4), ProduceAircraft)
Trigger.OnAllKilled(SovietProduction, function()
Utils.Do(USSR.GetGroundAttackers(), IdleHunt)
end)
end