Files
OpenRA/mods/ra/maps/soviet-08a/soviet08a-AI.lua
2018-11-24 23:21:01 +01:00

177 lines
5.1 KiB
Lua

--[[
Copyright 2007-2018 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 = { }
DDPatrol1 = { "dd", "dd" }
DDPatrol2 = { "dd", "dd" }
DDPatrol1Path = { DDPatrol1Point1.Location, DDPatrol1Point2.Location, DDPatrol1Point3.Location, DDPatrol1Point4.Location, DDPatrol1Point5.Location, DDPatrol1Point6.Location }
DDPatrol2Path = { DDPatrol2Point1.Location, DDPatrol2Point2.Location, DDPatrol2Point3.Location, DDPatrol2Point4.Location, DDPatrol2Point5.Location, DDPatrol2Point6.Location, DDPatrol2Point7.Location }
ShipArrivePath = { DDEntry.Location, DDEntryStop.Location }
WTransWays =
{
{ WaterUnloadEntry1.Location, WaterUnload1.Location },
{ WaterUnloadEntry2.Location, WaterUnload2.Location },
{ WaterUnloadEntry3.Location, WaterUnload3.Location },
{ WaterUnloadEntry4.Location, WaterUnload4.Location },
{ WaterUnloadEntry5.Location, WaterUnload5.Location },
{ WaterUnloadEntry6.Location, WaterUnload6.Location }
}
WTransUnits =
{
hard = { { "2tnk", "1tnk", "e1", "e3", "e3" }, { "2tnk", "2tnk", "2tnk" } },
normal = { { "1tnk", "1tnk", "e3", "e3", "jeep" }, { "2tnk", "e3", "e3", "jeep" } },
easy = { { "1tnk", "e1", "e1", "e3", "e3" }, { "e3", "e3", "jeep", "jeep" } }
}
WTransDelays =
{
easy = 5,
normal = 3,
hard = 2
}
AttackGroup = { }
AttackGroupSize = 8
ProductionInterval =
{
easy = DateTime.Seconds(30),
normal = DateTime.Seconds(20),
hard = DateTime.Seconds(10)
}
AlliedInfantry = { "e1", "e3" }
AlliedVehiclesUpgradeDelay = DateTime.Minutes(15)
AlliedVehicleType = "Normal"
AlliedVehicles =
{
Normal = { "jeep", "1tnk", "1tnk" },
Upgraded = { "2tnk", "arty" }
}
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
WTransWaves = function()
local way = Utils.Random(WTransWays)
local units = Utils.Random(WTransUnits)
local attackUnits = Reinforcements.ReinforceWithTransport(greece, "lst", units , way, { way[2], way[1] })[2]
Utils.Do(attackUnits, function(a)
Trigger.OnAddedToWorld(a, function()
a.AttackMove(SovietStart.Location)
IdleHunt(a)
end)
end)
Trigger.AfterDelay(DateTime.Minutes(WTransDelays), WTransWaves)
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
ProduceInfantry = function()
if (GreeceTent1.IsDead or GreeceTent1.Owner ~= greece) and (GreeceTent2.IsDead or GreeceTent2.Owner ~= greece) then
return
end
greece.Build({ Utils.Random(AlliedInfantry) }, function(units)
table.insert(AttackGroup, units[1])
SendAttackGroup()
Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceInfantry)
end)
end
ProduceVehicles = function()
if GreeceWarFactory.IsDead or GreeceWarFactory.Owner ~= greece then
return
end
greece.Build({ Utils.Random(AlliedVehicles[AlliedVehicleType]) }, function(units)
table.insert(AttackGroup, units[1])
SendAttackGroup()
Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceVehicles)
end)
end
BringDDPatrol1 = function()
local units = Reinforcements.Reinforce(greece, DDPatrol1, ShipArrivePath, 0)
Utils.Do(units, function(unit)
Trigger.OnIdle(unit, function(patrols)
patrols.Patrol(DDPatrol1Path, true, 200)
end)
end)
if GreeceNavalYard.IsDead then
return
else
Trigger.OnAllKilled(units, function()
if Map.LobbyOption("difficulty") == "easy" then
Trigger.AfterDelay(DateTime.Minutes(7), BringDDPatrol1)
else
Trigger.AfterDelay(DateTime.Minutes(4), BringDDPatrol1)
end
end)
end
end
BringDDPatrol2 = function()
local units = Reinforcements.Reinforce(greece, DDPatrol2, ShipArrivePath, 0)
Utils.Do(units, function(unit)
Trigger.OnIdle(unit, function(patrols)
patrols.Patrol(DDPatrol2Path, true, 200)
end)
end)
if GreeceNavalYard.IsDead then
return
else
Trigger.OnAllKilled(units, function()
if Map.LobbyOption("difficulty") == "easy" then
Trigger.AfterDelay(DateTime.Minutes(7), BringDDPatrol2)
else
Trigger.AfterDelay(DateTime.Minutes(4), BringDDPatrol2)
end
end)
end
end
ActivateAI = function()
local difficulty = Map.LobbyOption("difficulty")
WTransUnits = WTransUnits[difficulty]
WTransDelays = WTransDelays[difficulty]
local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == greece and self.HasProperty("StartBuildingRepairs") end)
Utils.Do(buildings, function(actor)
Trigger.OnDamaged(actor, function(building)
if building.Owner == greece and building.Health < building.MaxHealth * 3/4 then
building.StartBuildingRepairs()
end
end)
end)
Trigger.AfterDelay(DateTime.Minutes(3), WTransWaves)
Trigger.AfterDelay(AlliedVehiclesUpgradeDelay, function() AlliedVehicleType = "Upgraded" end)
ProduceInfantry()
ProduceVehicles()
BringDDPatrol1()
Trigger.AfterDelay(DateTime.Minutes(1), BringDDPatrol2)
end