- 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
81 lines
2.9 KiB
Lua
81 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(9) },
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normal = { DateTime.Seconds(2), DateTime.Seconds(7) },
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hard = { DateTime.Seconds(1), DateTime.Seconds(5) }
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}
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HarkonnenInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" }
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HarkonnenVehicleTypes = { "trike", "trike", "quad" }
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InitAIUnits = function()
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IdlingUnits[Harkonnen] = Reinforcements.Reinforce(Harkonnen, HarkonnenInitialReinforcements, HarkonnenInitialPath)
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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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AttackDelay[Harkonnen] = 6000 * DifficultyModifier[Difficulty]
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TimeBetweenAttacks[Harkonnen] = 5000 * DifficultyModifier[Difficulty]
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LastHarvesterEaten[Harkonnen] = true
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HarvesterCount[Harkonnen] = 0
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PatrolPoints[Harkonnen] = { HPatrolPoint1.Location, HPatrolPoint2.Location, HarkonnenRally7.Location }
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DefencePerimeter[Harkonnen] = Utils.Concat(GetCellsInRectangle(CPos.New(35,37), CPos.New(54,51)), GetCellsInRectangle(CPos.New(45,28), CPos.New(58,36)))
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Trigger.AfterDelay(0, InitAIUnits)
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HConyard.Produce(OrdosUpgrades[1])
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HConyard.Produce(OrdosUpgrades[2])
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local delay = function(player)
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if EmergencyBuildRate[player] and Difficulty ~= "easy" then
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return 1
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else
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return Utils.RandomInteger(ProductionDelays[Difficulty][1], ProductionDelays[Difficulty][2] + 1)
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end
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end
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local infantryToBuild = function() return { Utils.Random(HarkonnenInfantryTypes) } end
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local vehiclesToBuild = function() return { Utils.Random(HarkonnenVehicleTypes) } end
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local attackThresholdSize = AttackGroupSize[Difficulty] * 2.5
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-- Finish the upgrades first before trying to build something
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Trigger.AfterDelay(DateTime.Seconds(14), function()
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ProduceUnits(Harkonnen, HBarracks, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(Harkonnen, HLightFactory, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
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end)
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if Difficulty ~= "easy" then
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Harkonnen.GrantCondition("base-rebuilder")
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end
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local productionTypes =
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{
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barracks = infantryToBuild,
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light_factory = vehiclesToBuild,
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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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