160 lines
4.1 KiB
Lua
160 lines
4.1 KiB
Lua
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
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IdlingUnits = function()
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local lazyUnits = Map.ActorsInBox(NWIdlePoint.CenterPosition, Map.BottomRight, function(actor)
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return actor.HasProperty("Hunt") and (actor.Owner == GoodGuy or actor.Owner == Greece) end)
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Utils.Do(lazyUnits, function(unit)
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Trigger.OnDamaged(unit, function()
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Trigger.ClearAll(unit)
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Trigger.AfterDelay(0, function() IdleHunt(unit) end)
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end)
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end)
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end
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BaseBuildings = {
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{ "powr", CVec.New(3, -2), 300 },
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{ "tent", CVec.New(0, 4), 400 },
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{ "hbox", CVec.New(3, 6), 600 },
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{ "proc", CVec.New(4, 2), 1400 },
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{ "powr", CVec.New(5, -3), 300 },
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{ "weap", CVec.New(-5, 3), 2000 },
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{ "hbox", CVec.New(-6, 5), 600 },
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{ "gun", CVec.New(0, 8), 600 },
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{ "gun", CVec.New(-4, 7), 600 },
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{ "powr", CVec.New(-4, -3), 300 },
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{ "proc", CVec.New(-9, 1), 1400 },
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{ "powr", CVec.New(-8, -2), 300 },
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{ "silo", CVec.New(6, 0), 150 },
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{ "agun", CVec.New(-3, 0), 800 },
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{ "powr", CVec.New(-6, -2), 300 },
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{ "agun", CVec.New(4, 1), 800 },
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{ "gun", CVec.New(-9, 5), 600 },
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{ "gun", CVec.New(-2, -3), 600 },
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{ "powr", CVec.New(4, 6), 300 },
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{ "gun", CVec.New(3, -6), 600 },
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{ "hbox", CVec.New(3, -4), 600 },
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{ "gun", CVec.New(2, 3), 600 }
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}
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BuildBase = function()
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if not CheckForCYard() then
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return
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end
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for i,v in ipairs(BaseBuildings) do
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if not v[4] then
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BuildBuilding(v)
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return
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end
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end
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Trigger.AfterDelay(DateTime.Seconds(5), BuildBase)
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end
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BuildBuilding = function(building)
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Trigger.AfterDelay(Actor.BuildTime(building[1]), function()
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local actor = Actor.Create(building[1], true, { Owner = GoodGuy, Location = MCVDeploy.Location + building[2] })
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GoodGuy.Cash = GoodGuy.Cash - building[3]
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building[4] = true
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Trigger.OnKilled(actor, function() building[4] = false end)
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Trigger.OnDamaged(actor, function(building)
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if building.Owner == GoodGuy 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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Trigger.AfterDelay(DateTime.Seconds(1), BuildBase)
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end)
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end
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ProduceInfantry = function()
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if Barr.IsDead then
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return
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end
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local delay = Utils.RandomInteger(DateTime.Seconds(3), DateTime.Seconds(9))
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local toBuild = { Utils.Random(AlliedInfantryTypes) }
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Greece.Build(toBuild, function(unit)
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GreeceInfAttack[#GreeceInfAttack + 1] = unit[1]
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if #GreeceInfAttack >= 7 then
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SendUnits(GreeceInfAttack, InfantryWaypoints)
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GreeceInfAttack = { }
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Trigger.AfterDelay(DateTime.Minutes(2), ProduceInfantry)
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else
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Trigger.AfterDelay(delay, ProduceInfantry)
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end
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end)
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end
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ProduceShips = function()
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if Shipyard.IsDead then
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return
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end
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Greece.Build( {"dd"}, function(unit)
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Ships[#Ships + 1] = unit[1]
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if #Ships >= 2 then
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SendUnits(Ships, ShipWaypoints)
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Ships = { }
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Trigger.AfterDelay(DateTime.Minutes(6), ProduceShips)
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else
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Trigger.AfterDelay(Actor.BuildTime("dd"), ProduceShips)
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end
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end)
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end
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ProduceInfantryGG = function()
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if not BaseBuildings[2][4] then
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return
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end
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local delay = Utils.RandomInteger(DateTime.Seconds(3), DateTime.Seconds(9))
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local toBuild = { Utils.Random(AlliedInfantryTypes) }
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GoodGuy.Build(toBuild, function(unit)
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GGInfAttack[#GGInfAttack + 1] = unit[1]
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if #GGInfAttack >= 10 then
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SendUnits(GGInfAttack, InfantryGGWaypoints)
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GGInfAttack = { }
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Trigger.AfterDelay(DateTime.Minutes(2), ProduceInfantryGG)
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else
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Trigger.AfterDelay(delay, ProduceInfantryGG)
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end
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end)
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end
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ProduceTanksGG = function()
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if not BaseBuildings[6][4] then
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return
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end
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local delay = Utils.RandomInteger(DateTime.Seconds(12), DateTime.Seconds(17))
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local toBuild = { Utils.Random(AlliedTankTypes) }
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GoodGuy.Build(toBuild, function(unit)
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TankAttackGG[#TankAttackGG + 1] = unit[1]
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if #TankAttackGG >= 6 then
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SendUnits(TankAttackGG, TanksGGWaypoints)
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TankAttackGG = { }
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Trigger.AfterDelay(DateTime.Minutes(3), ProduceTanksGG)
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else
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Trigger.AfterDelay(delay, ProduceTanksGG)
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end
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end)
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end
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SendUnits = function(units, waypoints)
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Utils.Do(units, function(unit)
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if not unit.IsDead then
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Utils.Do(waypoints, function(waypoint)
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unit.AttackMove(waypoint.Location)
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end)
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unit.Hunt()
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end
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end)
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end
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