155 lines
4.5 KiB
Lua
155 lines
4.5 KiB
Lua
--[[
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Copyright 2007-2020 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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IdlingUnits = { }
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DDPatrol = { "dd", "dd" }
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DDPatrol1Path = { DDPatrol1Point1.Location, DDPatrol1Point2.Location, DDPatrol1Point3.Location, DDPatrol1Point4.Location }
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DDPatrol2Path = { DDPatrol2Point1.Location, DDPatrol2Point2.Location, DDPatrol2Point3.Location, DDPatrol2Point4.Location }
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ShipArrivePath = { DDEntry.Location, DDEntryStop.Location }
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WTransWays =
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{
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{ WaterUnloadEntry1.Location, WaterUnload1.Location },
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{ WaterUnloadEntry2.Location, WaterUnload2.Location },
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{ WaterUnloadEntry3.Location, WaterUnload3.Location },
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{ WaterUnloadEntry4.Location, WaterUnload4.Location },
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{ WaterUnloadEntry5.Location, WaterUnload5.Location },
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{ WaterUnloadEntry6.Location, WaterUnload6.Location }
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}
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WTransUnits =
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{
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hard = { { "2tnk", "1tnk", "e1", "e3", "e3" }, { "2tnk", "2tnk", "2tnk" } },
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normal = { { "1tnk", "1tnk", "e3", "e3", "jeep" }, { "2tnk", "e3", "e3", "jeep" } },
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easy = { { "1tnk", "e1", "e1", "e3", "e3" }, { "e3", "e3", "jeep", "jeep" } }
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}
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WTransDelays =
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{
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easy = DateTime.Minutes(4),
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normal = DateTime.Minutes(2),
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hard = DateTime.Minutes(1)
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}
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AttackGroup = { }
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AttackGroupSize = 10
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ProductionInterval =
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{
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easy = DateTime.Seconds(30),
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normal = DateTime.Seconds(20),
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hard = DateTime.Seconds(10)
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}
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AlliedInfantry = { "e1", "e3" }
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AlliedVehiclesUpgradeDelay = DateTime.Minutes(15)
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AlliedVehicleType = "Normal"
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AlliedVehicles =
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{
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Normal = { "jeep", "1tnk", "1tnk" },
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Upgraded = { "2tnk", "arty" }
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}
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WTransWaves = function()
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local way = Utils.Random(WTransWays)
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local units = Utils.Random(WTransUnits)
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local attackUnits = Reinforcements.ReinforceWithTransport(Greece, "lst", units , way, { way[2], way[1] })[2]
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Utils.Do(attackUnits, function(a)
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Trigger.OnAddedToWorld(a, function()
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a.AttackMove(SovietBase.Location)
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IdleHunt(a)
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end)
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end)
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Trigger.AfterDelay(WTransDelays, WTransWaves)
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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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Trigger.OnIdle(unit, unit.Hunt)
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end
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end)
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AttackGroup = { }
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end
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ProduceInfantry = function()
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if (GreeceTent1.IsDead or GreeceTent1.Owner ~= Greece) and (GreeceTent2.IsDead or GreeceTent2.Owner ~= Greece) then
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return
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end
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Greece.Build({ Utils.Random(AlliedInfantry) }, 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")], ProduceInfantry)
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end)
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end
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ProduceVehicles = function()
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if GreeceWarFactory.IsDead or GreeceWarFactory.Owner ~= Greece then
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return
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end
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Greece.Build({ Utils.Random(AlliedVehicles[AlliedVehicleType]) }, 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")], ProduceVehicles)
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end)
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end
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BringDDPatrol = function(patrolPath)
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local units = Reinforcements.Reinforce(Greece, DDPatrol, ShipArrivePath)
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Utils.Do(units, function(unit)
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Trigger.OnIdle(unit, function(patrols)
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patrols.Patrol(patrolPath, true, 200)
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end)
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end)
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Trigger.OnAllKilled(units, function()
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if GreeceNavalYard.IsDead then
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return
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else
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if Map.LobbyOption("difficulty") == "easy" then
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Trigger.AfterDelay(DateTime.Minutes(7), function() BringDDPatrol(patrolPath) end)
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else
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Trigger.AfterDelay(DateTime.Minutes(4), function() BringDDPatrol(patrolPath) end)
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end
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end
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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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WTransUnits = WTransUnits[difficulty]
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WTransDelays = WTransDelays[difficulty]
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local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == Greece 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 == Greece 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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Trigger.AfterDelay(DateTime.Minutes(3), WTransWaves)
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Trigger.AfterDelay(AlliedVehiclesUpgradeDelay, function() AlliedVehicleType = "Upgraded" end)
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ProduceInfantry()
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ProduceVehicles()
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BringDDPatrol(DDPatrol1Path)
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Trigger.AfterDelay(DateTime.Minutes(1), function() BringDDPatrol(DDPatrol2Path) end)
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end
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