Files
OpenRA/mods/ra/maps/sarin-gas-1-crackdown/crackdown-AI.lua
2021-05-22 23:29:42 +02:00

117 lines
2.8 KiB
Lua

--[[
Copyright 2007-2020 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 = { }
AttackGroup = { }
AttackGroupSize = 10
BGAttackGroup = { }
BGAttackGroupSize = 8
SovietInfantry = { "e1", "e2", "e4" }
SovietVehicles = { "ttnk", "3tnk", "3tnk", "v2rl" }
ProductionInterval =
{
easy = DateTime.Seconds(25),
normal = DateTime.Seconds(15),
hard = DateTime.Seconds(5)
}
GroundAttackUnits = { { "ttnk", "ttnk", "e2", "e2", "e2" }, { "3tnk", "v2rl", "e4", "e4", "e4" } }
GroundAttackPaths =
{
{ EscapeSouth5.Location, Patrol1.Location },
{ EscapeNorth10.Location, EscapeNorth7.Location }
}
GroundWavesDelays =
{
easy = 4,
normal = 3,
hard = 2
}
SendBGAttackGroup = function()
if #BGAttackGroup < BGAttackGroupSize then
return
end
Utils.Do(BGAttackGroup, function(unit)
if not unit.IsDead then
Trigger.OnIdle(unit, unit.Hunt)
end
end)
BGAttackGroup = { }
end
ProduceBadGuyInfantry = function()
if BadGuyRax.IsDead or BadGuyRax.Owner ~= badguy then
return
end
badguy.Build({ Utils.Random(SovietInfantry) }, function(units)
table.insert(BGAttackGroup, units[1])
SendBGAttackGroup()
Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceBadGuyInfantry)
end)
end
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 USSRRax.IsDead or USSRRax.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
ProduceVehicles = 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")], ProduceVehicles)
end)
end
GroundWaves = function()
Reinforcements.Reinforce(ussr, Utils.Random(GroundAttackUnits), Utils.Random(GroundAttackPaths), 0, function(unit)
unit.Hunt()
end)
Trigger.AfterDelay(DateTime.Minutes(GroundWavesDelays), GroundWaves)
end
ActivateAI = function()
local difficulty = Map.LobbyOption("difficulty")
GroundWavesDelays = GroundWavesDelays[difficulty]
ProduceBadGuyInfantry()
ProduceUSSRInfantry()
Trigger.AfterDelay(DateTime.Minutes(1), ProduceVehicles)
Trigger.AfterDelay(DateTime.Minutes(4), GroundWaves)
end