Files
OpenRA/mods/d2k/maps/harkonnen-08/harkonnen08-AI.lua
2023-03-28 11:45:15 +02:00

70 lines
4.0 KiB
Lua

--[[
Copyright (c) The OpenRA Developers and Contributors
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.
]]
AttackGroupSize =
{
easy = 6,
normal = 8,
hard = 10
}
AttackDelays =
{
easy = { DateTime.Seconds(4), DateTime.Seconds(7) },
normal = { DateTime.Seconds(2), DateTime.Seconds(5) },
hard = { DateTime.Seconds(1), DateTime.Seconds(3) }
}
EnemyInfantryTypes = { "light_inf", "light_inf", "trooper", "trooper", "trooper" }
OrdosVehicleTypes = { "raider", "raider", "quad" }
OrdosTankTypes = { "combat_tank_o", "combat_tank_o", "siege_tank", "deviator" }
OrdosStarportTypes = { "trike.starport", "trike.starport", "quad.starport", "combat_tank_o.starport", "combat_tank_o.starport", "siege_tank.starport", "missile_tank.starport" }
AtreidesVehicleTypes = { "trike", "trike", "quad" }
AtreidesTankTypes = { "combat_tank_a", "combat_tank_a", "siege_tank" }
AtreidesStarportTypes = { "trike.starport", "trike.starport", "quad.starport", "combat_tank_a.starport", "combat_tank_a.starport", "siege_tank.starport", "missile_tank.starport" }
MercenaryTankTypes = { "combat_tank_o", "combat_tank_o", "siege_tank" }
ActivateAI = function()
IdlingUnits[Ordos] = Reinforcements.Reinforce(Ordos, InitialOrdosReinforcements[1], InitialOrdosPaths[1]), Reinforcements.Reinforce(Ordos, InitialOrdosReinforcements[2], InitialOrdosPaths[2])
IdlingUnits[AtreidesEnemy] = Reinforcements.Reinforce(AtreidesEnemy, InitialAtreidesReinforcements, InitialAtreidesPath)
IdlingUnits[AtreidesNeutral] = { }
IdlingUnits[MercenaryEnemy] = Reinforcements.Reinforce(MercenaryEnemy, InitialMercenaryReinforcements, InitialMercenaryPath)
IdlingUnits[MercenaryAlly] = { }
DefendAndRepairBase(Ordos, OrdosBase, 0.75, AttackGroupSize[Difficulty])
DefendAndRepairBase(AtreidesEnemy, AtreidesBase, 0.75, AttackGroupSize[Difficulty])
DefendAndRepairBase(MercenaryEnemy, MercenaryBase, 0.75, AttackGroupSize[Difficulty])
local delay = function() return Utils.RandomInteger(AttackDelays[Difficulty][1], AttackDelays[Difficulty][2] + 1) end
local infantryToBuild = function() return { Utils.Random(EnemyInfantryTypes) } end
local vehilcesToBuildOrdos = function() return { Utils.Random(OrdosVehicleTypes) } end
local vehilcesToBuildAtreides = function() return { Utils.Random(AtreidesVehicleTypes) } end
local tanksToBuildOrdos = function() return { Utils.Random(OrdosTankTypes) } end
local tanksToBuildAtreides = function() return { Utils.Random(AtreidesTankTypes) } end
local tanksToBuildMercenary = function() return { Utils.Random(MercenaryTankTypes) } end
local unitsToBuyOrdos = function() return { Utils.Random(OrdosStarportTypes) } end
local unitsToBuyAtreides = function() return { Utils.Random(AtreidesStarportTypes) } end
local attackThresholdSize = AttackGroupSize[Difficulty] * 2.5
ProduceUnits(Ordos, OBarracks1, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(Ordos, OLightFactory, delay, vehilcesToBuildOrdos, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(Ordos, OHeavyFactory, delay, tanksToBuildOrdos, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(Ordos, OStarport, delay, unitsToBuyOrdos, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(AtreidesEnemy, ABarracks1, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(AtreidesEnemy, ALightFactory, delay, vehilcesToBuildAtreides, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(AtreidesEnemy, AHeavyFactory, delay, tanksToBuildAtreides, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(AtreidesEnemy, AStarport, delay, unitsToBuyAtreides, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(MercenaryEnemy, MHeavyFactory, delay, tanksToBuildMercenary, AttackGroupSize[Difficulty], attackThresholdSize)
end