210 lines
5.6 KiB
Lua
210 lines
5.6 KiB
Lua
--[[
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Copyright 2007-2021 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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AttackGroup = { }
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AttackGroupSize = 10
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BGAttackGroup = { }
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BGAttackGroupSize = 10
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SovietInfantry = { "e1", "e2", "e4" }
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SovietVehicles = { "3tnk", "3tnk", "v2rl" }
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Mammoths = { "4tnk", "4tnk" }
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SovietAircraftType = { "yak" }
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Planes = { }
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ProductionInterval =
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{
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easy = DateTime.Seconds(33),
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normal = DateTime.Seconds(22),
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hard = DateTime.Seconds(11)
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}
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ParadropDelays =
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{
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easy = { DateTime.Minutes(3), DateTime.Minutes(4) },
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normal = { DateTime.Minutes(2), DateTime.Minutes(3) },
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hard = { DateTime.Minutes(1), DateTime.Minutes(2) }
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}
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ParadropLZs = { DropZone1.CenterPosition, DropZone2.CenterPosition, DropZone3.CenterPosition, DropZone4.CenterPosition, DropZone5.CenterPosition, DropZone6.CenterPosition, DropZone7.CenterPosition, DropZone8.CenterPosition }
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Paradrop = function()
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Trigger.AfterDelay(Utils.RandomInteger(ParadropDelays[1], ParadropDelays[2]), function()
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local aircraft = PowerProxy.TargetParatroopers(Utils.Random(ParadropLZs), Angle.North)
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Utils.Do(aircraft, function(a)
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Trigger.OnPassengerExited(a, function(t, p)
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IdleHunt(p)
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end)
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end)
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if not (Airfield1.IsDead or Airfield1.Owner ~= BadGuy) and not (Airfield2.IsDead or Airfield2.Owner ~= BadGuy) then
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Paradrop()
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end
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end)
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end
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SendBGAttackGroup = function()
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if #BGAttackGroup < BGAttackGroupSize then
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return
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end
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Utils.Do(BGAttackGroup, function(unit)
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if not unit.IsDead then
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IdleHunt(unit)
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end
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end)
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BGAttackGroup = { }
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end
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ProduceBadGuyInfantry = function()
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if BadGuyRax.IsDead or BadGuyRax.Owner ~= BadGuy then
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return
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end
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BadGuy.Build({ Utils.Random(SovietInfantry) }, function(units)
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table.insert(BGAttackGroup, units[1])
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SendBGAttackGroup()
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Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceBadGuyInfantry)
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end)
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end
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ProduceBadGuyVehicles = function()
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if BadGuyWarFactory.IsDead or BadGuyWarFactory.Owner ~= BadGuy then
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return
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end
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BadGuy.Build({ Utils.Random(SovietVehicles) }, function(units)
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table.insert(BGAttackGroup, units[1])
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SendBGAttackGroup()
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Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceBadGuyVehicles)
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end)
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end
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SendAttackGroup = function()
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if #AttackGroup < AttackGroupSize then
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return
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end
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Utils.Do(AttackGroup, function(unit)
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if not unit.IsDead then
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IdleHunt(unit)
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end
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end)
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AttackGroup = { }
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end
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ProduceUSSRInfantry = function()
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if USSRBarracks.IsDead or USSRBarracks.Owner ~= USSR then
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return
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end
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USSR.Build({ Utils.Random(SovietInfantry) }, function(units)
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table.insert(AttackGroup, units[1])
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SendAttackGroup()
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Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceUSSRInfantry)
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end)
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end
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ProduceUSSRVehicles = function()
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if USSRWarFactory.IsDead or USSRWarFactory.Owner ~= USSR then
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return
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end
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USSR.Build({ Utils.Random(SovietVehicles) }, function(units)
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table.insert(AttackGroup, units[1])
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SendAttackGroup()
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Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceUSSRVehicles)
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end)
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end
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ProduceAircraft = function()
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if (Airfield1.IsDead or Airfield1.Owner ~= BadGuy) and (Airfield2.IsDead or Airfield2.Owner ~= BadGuy) then
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return
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end
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BadGuy.Build(SovietAircraftType, function(units)
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local plane = units[1]
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Planes[#Planes + 1] = plane
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Trigger.OnKilled(plane, ProduceAircraft)
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local alive = Utils.Where(Planes, function(y) return not y.IsDead end)
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if #alive < 2 then
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Trigger.AfterDelay(DateTime.Seconds(ProductionInterval[Map.LobbyOption("difficulty")] / 2), ProduceAircraft)
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end
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InitializeAttackAircraft(plane, Allies)
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end)
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end
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StartBGMammoths =
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{
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easy = 18,
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normal = 15,
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hard = 12
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}
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StartUSSRMammoths =
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{
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easy = 12,
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normal = 10,
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hard = 9
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}
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MammothDelays =
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{
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easy = 5,
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normal = 4,
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hard = 3
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}
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BGMammoths = function()
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if not ForwardCommandBG.IsDead or ForwardCommandBG.Owner ~= BadGuy then
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local tanks = Reinforcements.Reinforce(BadGuy, Mammoths, { BGMammothEntry.Location }, 5)
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Utils.Do(tanks, IdleHunt)
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Trigger.AfterDelay(DateTime.Minutes(MammothDelays), BGMammoths)
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end
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end
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USSRMammoths = function()
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if not ForwardCommandUSSR.IsDead or ForwardCommandUSSR.Owner ~= USSR then
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local tanks = Reinforcements.Reinforce(USSR, Mammoths, { USSRMammothEntry.Location }, 5)
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Utils.Do(tanks, IdleHunt)
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Trigger.AfterDelay(DateTime.Minutes(MammothDelays), USSRMammoths)
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end
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end
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ActivateAI = function()
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local difficulty = Map.LobbyOption("difficulty")
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ParadropDelays = ParadropDelays[difficulty]
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MammothDelays = MammothDelays[difficulty]
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StartBGMammoths = StartBGMammoths[difficulty]
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StartUSSRMammoths = StartUSSRMammoths[difficulty]
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local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == USSR and self.HasProperty("StartBuildingRepairs") end)
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Utils.Do(buildings, function(actor)
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Trigger.OnDamaged(actor, function(building)
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if building.Owner == USSR and building.Health < building.MaxHealth * 3/4 then
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building.StartBuildingRepairs()
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end
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end)
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end)
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Paradrop()
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ProduceBadGuyInfantry()
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Trigger.AfterDelay(DateTime.Minutes(2), ProduceUSSRInfantry)
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Trigger.AfterDelay(DateTime.Minutes(4), ProduceUSSRVehicles)
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Trigger.AfterDelay(DateTime.Minutes(8), ProduceBadGuyVehicles)
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Trigger.AfterDelay(DateTime.Minutes(10), ProduceAircraft)
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Trigger.AfterDelay(DateTime.Minutes(StartBGMammoths), BGMammoths)
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Trigger.AfterDelay(DateTime.Minutes(StartUSSRMammoths), USSRMammoths)
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end
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