- Add InitialProductionDelay - Different attacksDelays for early game and late game - Adjust T3 unit production for selected missions - Implement InitialAttackDelay, TimeBetweenAttacks - Implement routines for idle units - Emergency mode - Airstrike rework
92 lines
2.9 KiB
Lua
92 lines
2.9 KiB
Lua
--[[
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Copyright (c) The OpenRA Developers and Contributors
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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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AttackGroupSize =
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{
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easy = 6,
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normal = 8,
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hard = 10
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}
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ProductionDelays =
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{
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easy = { DateTime.Seconds(4), DateTime.Seconds(7) },
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normal = { DateTime.Seconds(2), DateTime.Seconds(5) },
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hard = { DateTime.Seconds(1), DateTime.Seconds(3) }
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}
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HarkonnenInfantryTypes = { "light_inf", "light_inf", "trooper", "trooper", "trooper" }
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HarkonnenTankType = { "combat_tank_h" }
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-- Overwrite the template function because of the message
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SendAttack = function(owner, size)
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if Attacking[owner] then return end
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Attacking[owner] = true
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HoldProduction[owner] = true
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local units = SetupAttackGroup(owner, size)
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Utils.Do(units, Trigger.ClearAll)
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if #units > 0 then
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Media.DisplayMessage(UserInterface.GetFluentMessage("harkonnen-units-approaching"), UserInterface.GetFluentMessage("fremen-leader"))
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end
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Trigger.AfterDelay(1, function()
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Utils.Do(units, function(u)
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u.Stop()
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IdleHunt(u)
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end)
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Trigger.OnAllRemovedFromWorld(units, function()
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Attacking[owner] = false
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HoldProduction[owner] = false
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end)
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end)
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end
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InitAIUnits = function()
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IdlingUnits[Harkonnen] = Reinforcements.Reinforce(Harkonnen, InitialHarkonnenReinforcements, HarkonnenPaths[1])
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DefendAndRepairBase(Harkonnen, HarkonnenBase, 0.75, AttackGroupSize[Difficulty])
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end
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ActivateAI = function()
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Defending[Harkonnen] = {}
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HarvesterCount[Harkonnen] = 2
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AttackDelay[Harkonnen] = 9000 * DifficultyModifier[Difficulty]
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TimeBetweenAttacks[Harkonnen] = 9000 * DifficultyModifier[Difficulty]
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LastHarvesterEaten[Harkonnen] = true
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InitAIUnits()
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FremenProduction()
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local delay = function() return Utils.RandomInteger(ProductionDelays[Difficulty][1], ProductionDelays[Difficulty][2] + 1) end
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local infantryToBuild = function() return { Utils.Random(HarkonnenInfantryTypes) } end
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local tanksToBuild = function() return HarkonnenTankType end
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local attackThresholdSize = AttackGroupSize[Difficulty] * 2.5
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ProduceUnits(Harkonnen, HarkonnenBarracks, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(Harkonnen, HarkonnenHeavyFact, delay, tanksToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
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ActivateCrushLogic()
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local productionTypes =
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{
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barracks = infantryToBuild,
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heavy_factory = tanksToBuild
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}
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Trigger.OnBuildingPlaced(Harkonnen, function(p, building)
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table.insert(HarkonnenBase, building)
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DefendAndRepairBase(Harkonnen, {building}, 0.75, AttackGroupSize[Difficulty] )
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if productionTypes[building.Type] == nil then return end
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ProduceUnits(Harkonnen, building, delay, productionTypes[building.Type], AttackGroupSize[Difficulty], attackThresholdSize)
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end)
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end
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