Files
OpenRA/mods/ra/maps/soviet-06b/soviet06b-AI.lua
2021-05-22 23:29:42 +02:00

118 lines
3.3 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 = function()
local lazyUnits = enemy.GetGroundAttackers()
Utils.Do(lazyUnits, function(unit)
Trigger.OnDamaged(unit, function()
Trigger.ClearAll(unit)
Trigger.AfterDelay(0, function() IdleHunt(unit) end)
end)
end)
end
BaseApwr = { type = "apwr", pos = CVec.New(5, -9), cost = 500, exists = true }
BaseTent = { type = "tent", pos = CVec.New(-4, -4), cost = 400, exists = true }
BaseProc = { type = "proc", pos = CVec.New(0, -8), cost = 1400, exists = true }
BaseWeap = { type = "weap", pos = CVec.New(-4, -8), cost = 2000, exists = true }
BaseApwr2 = { type = "apwr", pos = CVec.New(6, -5), cost = 500, exists = true }
BaseBuildings = { BaseApwr, BaseTent, BaseProc, BaseWeap, BaseApwr2 }
BuildBase = function()
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.type), function()
if CYard.IsDead or CYard.Owner ~= enemy then
return
elseif Harvester.IsDead and enemy.Resources <= 299 then
return
end
local actor = Actor.Create(building.type, true, { Owner = enemy, Location = CYardLocation.Location + building.pos })
enemy.Cash = enemy.Cash - building.cost
building.exists = true
Trigger.OnKilled(actor, function() building.exists = false end)
Trigger.OnDamaged(actor, function(building)
if building.Owner == enemy and building.Health < building.MaxHealth * 3/4 then
building.StartBuildingRepairs()
end
end)
Trigger.AfterDelay(DateTime.Seconds(10), BuildBase)
end)
end
ProduceInfantry = function()
if not BaseTent.exists then
return
elseif Harvester.IsDead and enemy.Resources <= 299 then
return
end
local delay = Utils.RandomInteger(DateTime.Seconds(3), DateTime.Seconds(9))
local toBuild = { Utils.Random(AlliedInfantryTypes) }
local Path = Utils.Random(AttackPaths)
enemy.Build(toBuild, function(unit)
InfAttack[#InfAttack + 1] = unit[1]
if #InfAttack >= 10 then
SendUnits(InfAttack, Path)
InfAttack = { }
Trigger.AfterDelay(DateTime.Minutes(2), ProduceInfantry)
else
Trigger.AfterDelay(delay, ProduceInfantry)
end
end)
end
ProduceArmor = function()
if not BaseWeap.exists then
return
elseif Harvester.IsDead and enemy.Resources <= 599 then
return
end
local delay = Utils.RandomInteger(DateTime.Seconds(12), DateTime.Seconds(17))
local toBuild = { Utils.Random(AlliedArmorTypes) }
local Path = Utils.Random(AttackPaths)
enemy.Build(toBuild, function(unit)
ArmorAttack[#ArmorAttack + 1] = unit[1]
if #ArmorAttack >= 6 then
SendUnits(ArmorAttack, Path)
ArmorAttack = { }
Trigger.AfterDelay(DateTime.Minutes(3), ProduceArmor)
else
Trigger.AfterDelay(delay, ProduceArmor)
end
end)
end
SendUnits = function(units, waypoints)
Utils.Do(units, function(unit)
if not unit.IsDead then
Utils.Do(waypoints, function(waypoint)
unit.AttackMove(waypoint.Location)
end)
IdleHunt(unit)
end
end)
end