Files
OpenRA/mods/d2k/maps/harkonnen-07/harkonnen07-AI.lua
N.N 3a86c035b3 Rework D2k campaign scripts:
- 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
2026-02-22 17:04:04 +02:00

177 lines
7.0 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.
]]
EarlyGameStage = DateTime.Minutes(10)
InitialProductionDelay = {
AtreidesMain =
{
easy = DateTime.Seconds(400),
normal = DateTime.Seconds(300),
hard = DateTime.Seconds(150)
},
AtreidesSmall =
{
easy = DateTime.Seconds(300),
normal = DateTime.Seconds(200),
hard = DateTime.Seconds(100)
},
Corrino =
{
easy = DateTime.Seconds(100),
normal = DateTime.Seconds(120),
hard = DateTime.Seconds(60)
}
}
AttackGroupSize =
{
easy = 6,
normal = 8,
hard = 10
}
EarlyProductionDelays =
{
easy = { DateTime.Seconds(11), DateTime.Seconds(15) },
normal = { DateTime.Seconds(10), DateTime.Seconds(12) },
hard = { DateTime.Seconds(8), DateTime.Seconds(10) }
}
LateProductionDelays =
{
easy = { DateTime.Seconds(6), DateTime.Seconds(10) },
normal = { DateTime.Seconds(4), DateTime.Seconds(6) },
hard = { DateTime.Seconds(2), DateTime.Seconds(4) }
}
AtreidesInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" }
AtreidesVehicleTypes = { "trike", "trike", "quad" }
AtreidesMainTankTypes =
{
EarlyGame = { "combat_tank_a", "combat_tank_a" },
LateGame = { "combat_tank_a", "siege_tank", "missile_tank", "sonic_tank" }
}
AtreidesSmallTankTypes = { "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" }
CorrinoInfantryTypes = { "light_inf", "trooper", "sardaukar" }
ActivateAI = function()
Defending[AtreidesMain] = {}
Defending[AtreidesSmall] = {}
Defending[Corrino] = {}
-- this is also first attack timing
AttackDelay[AtreidesMain] = 10000
AttackDelay[AtreidesSmall] = 8000
AttackDelay[Corrino] = 7000
TimeBetweenAttacks[AtreidesMain] = 12000
TimeBetweenAttacks[AtreidesSmall] = 5000
TimeBetweenAttacks[Corrino] = 11000
HarvesterCount[AtreidesMain] = 2
HarvesterCount[AtreidesSmall] = 2
Trigger.OnAllKilledOrCaptured(AtreidesSmallBase, function()
TimeBetweenAttacks[AtreidesMain] = 0
end)
PatrolPoints[AtreidesMain] = {AtreidesPoint1.Location, AtreidesPoint2.Location, AtreidesPoint3.Location }
PatrolPoints[AtreidesSmall] = {AtreidesPoint4.Location, AtreidesPoint5.Location, AtreidesPoint6.Location }
DefencePerimeter[AtreidesMain] = Utils.Concat( GetCellsInRectangle(CPos.New(73,9), CPos.New(88,26)), GetCellsInRectangle(CPos.New(65,44), CPos.New(82,56)))
DefencePerimeter[AtreidesSmall] = GetCellsInRectangle(CPos.New(5,18), CPos.New(16,32))
DefencePerimeter[Corrino] = GetCellsInRectangle(CPos.New(89,27), CPos.New(95,35))
IdlingUnits[AtreidesMain] = Utils.Concat(Reinforcements.Reinforce(AtreidesMain, InitialAtreidesReinforcements[Difficulty][1], InitialAtreidesPaths[1]), Reinforcements.Reinforce(AtreidesMain, InitialAtreidesReinforcements[Difficulty][2], InitialAtreidesPaths[2]))
IdlingUnits[AtreidesSmall] = Reinforcements.Reinforce(AtreidesSmall, InitialAtreidesReinforcements[Difficulty][1], InitialAtreidesPaths[3])
IdlingUnits[Corrino] = Reinforcements.Reinforce(Corrino, InitialCorrinoReinforcements, InitialCorrinoPath)
DefendAndRepairBase(AtreidesMain, AtreidesMainBase, 0.75, AttackGroupSize[Difficulty])
DefendAndRepairBase(AtreidesSmall, AtreidesSmallBase, 0.75, AttackGroupSize[Difficulty])
DefendAndRepairBase(Corrino, CorrinoBase, 0.75, AttackGroupSize[Difficulty])
local delay = function(player)
if EmergencyBuildRate[player] and Difficulty ~= "easy" then
return 1
end
if EarlyGameStage >= DateTime.GameTime then
return Utils.RandomInteger(EarlyProductionDelays[Difficulty][1], EarlyProductionDelays[Difficulty][2] + 1)
else
return Utils.RandomInteger(LateProductionDelays[Difficulty][1], LateProductionDelays[Difficulty][2] + 1)
end
end
local infantryToBuildAtreides = function() return { Utils.Random(AtreidesInfantryTypes) } end
local infantryToBuildCorrino = function() return { Utils.Random(CorrinoInfantryTypes) } end
local vehiclesToBuild = function() return { Utils.Random(AtreidesVehicleTypes) } end
local tanksToBuildMain = function()
if EarlyGameStage >= DateTime.GameTime then
return { Utils.Random(AtreidesMainTankTypes["EarlyGame"]) }
else
return { Utils.Random(AtreidesMainTankTypes["LateGame"]) }
end
end
local tanksToBuildSmall = function() return { Utils.Random(AtreidesSmallTankTypes) } end
local unitsToBuy = function() return { Utils.Random(AtreidesStarportTypes) } end
local attackThresholdSize = {}
attackThresholdSize[AtreidesMain] = AttackGroupSize[Difficulty] * 3
attackThresholdSize[AtreidesSmall] = AttackGroupSize[Difficulty] * 2
Trigger.AfterDelay(InitialProductionDelay["AtreidesMain"][Difficulty], function()
ProduceUnits(AtreidesMain, ALightFactory1, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackThresholdSize[AtreidesMain])
ProduceUnits(AtreidesMain, AHeavyFactory1, delay, tanksToBuildMain, AttackGroupSize[Difficulty], attackThresholdSize[AtreidesMain])
ProduceUnits(AtreidesMain, AStarport, delay, unitsToBuy, AttackGroupSize[Difficulty], attackThresholdSize[AtreidesMain])
end)
Trigger.AfterDelay(InitialProductionDelay["AtreidesSmall"][Difficulty], function()
ProduceUnits(AtreidesSmall, ABarracks, delay, infantryToBuildAtreides, AttackGroupSize[Difficulty], attackThresholdSize[AtreidesSmall])
ProduceUnits(AtreidesSmall, AHeavyFactory2, delay, tanksToBuildSmall, AttackGroupSize[Difficulty], attackThresholdSize[AtreidesSmall])
end)
Trigger.AfterDelay(InitialProductionDelay["Corrino"][Difficulty], function()
ProduceUnits(Corrino, CBarracks, delay, infantryToBuildCorrino, AttackGroupSize[Difficulty], attackThresholdSize[AtreidesSmall])
end)
if Difficulty == "normal" then
AtreidesMain.GrantCondition("base-rebuilder")
end
if Difficulty == "hard" then
AtreidesMain.GrantCondition("defense-rebuilder")
end
local productionTypes =
{
barracks = infantryToBuildAtreides,
light_factory = vehiclesToBuild,
heavy_factory = tanksToBuildMain
}
Trigger.OnBuildingPlaced(AtreidesMain, function(p, building)
table.insert(AtreidesMainBase, building)
DefendAndRepairBase(AtreidesMain, {building}, 0.5, AttackGroupSize[Difficulty] )
if productionTypes[building.Type] == nil then return end
ProduceUnits(AtreidesMain, building, delay, productionTypes[building.Type], AttackGroupSize[Difficulty], attackThresholdSize[AtreidesMain])
end)
Trigger.OnBuildingPlaced(AtreidesSmall, function(p, building)
table.insert(AtreidesSmallBase, building)
DefendAndRepairBase(AtreidesSmall, {building}, 0.75, AttackGroupSize[Difficulty] )
if productionTypes[building.Type] == nil then return end
ProduceUnits(AtreidesSmall, building, delay, productionTypes[building.Type], AttackGroupSize[Difficulty], attackThresholdSize[AtreidesSmall])
end)
ActivateCrushLogic()
end