Files
OpenRA/mods/d2k/maps/ordos-03a/ordos03a-AI.lua
Mustafa Alperen Seki 5dd6aa7a3a Add Ordos 3a
2017-05-20 13:30:41 +02:00

160 lines
3.6 KiB
Lua

IdlingUnits = { }
AttackGroupSize =
{
easy = 6,
normal = 8,
hard = 10
}
AttackDelays =
{
easy = { DateTime.Seconds(4), DateTime.Seconds(9) },
normal = { DateTime.Seconds(2), DateTime.Seconds(7) },
hard = { DateTime.Seconds(1), DateTime.Seconds(5) }
}
HarkonnenInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" }
HarkonnenVehicleTypes = { "trike", "trike", "quad" }
HarvesterKilled = true
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
SetupAttackGroup = function()
local units = { }
for i = 0, AttackGroupSize[Map.LobbyOption("difficulty")], 1 do
if #IdlingUnits == 0 then
return units
end
local number = Utils.RandomInteger(1, #IdlingUnits + 1)
if IdlingUnits[number] and not IdlingUnits[number].IsDead then
units[i] = IdlingUnits[number]
table.remove(IdlingUnits, number)
end
end
return units
end
SendAttack = function()
if IsAttacking then
return
end
IsAttacking = true
HoldProduction = true
local units = SetupAttackGroup()
Utils.Do(units, function(unit)
IdleHunt(unit)
end)
Trigger.OnAllRemovedFromWorld(units, function()
IsAttacking = false
HoldProduction = false
end)
end
ProtectHarvester = function(unit)
DefendActor(unit)
Trigger.OnKilled(unit, function() HarvesterKilled = true end)
end
DefendActor = function(unit)
Trigger.OnDamaged(unit, function(self, attacker)
if AttackOnGoing then
return
end
AttackOnGoing = true
local Guards = SetupAttackGroup()
if #Guards <= 0 then
AttackOnGoing = false
return
end
Utils.Do(Guards, function(unit)
if not self.IsDead then
unit.AttackMove(self.Location)
end
IdleHunt(unit)
end)
Trigger.OnAllRemovedFromWorld(Guards, function() AttackOnGoing = false end)
end)
end
InitAIUnits = function()
IdlingUnits = Reinforcements.Reinforce(harkonnen, HarkonnenInitialReinforcements, HarkonnenInitialPath)
Utils.Do(HarkonnenBase, function(actor)
DefendActor(actor)
Trigger.OnDamaged(actor, function(building)
if building.Health < building.MaxHealth * 3/4 then
building.StartBuildingRepairs()
end
end)
end)
end
ProduceInfantry = function()
if HBarracks.IsDead then
return
end
if HoldProduction then
Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry)
return
end
local delay = Utils.RandomInteger(AttackDelays[Map.LobbyOption("difficulty")][1], AttackDelays[Map.LobbyOption("difficulty")][2] + 1)
local toBuild = { Utils.Random(HarkonnenInfantryTypes) }
harkonnen.Build(toBuild, function(unit)
IdlingUnits[#IdlingUnits + 1] = unit[1]
Trigger.AfterDelay(delay, ProduceInfantry)
if #IdlingUnits >= (AttackGroupSize[Map.LobbyOption("difficulty")] * 2.5) then
SendAttack()
end
end)
end
ProduceVehicles = function()
if HLightFactory.IsDead then
return
end
if HoldProduction then
Trigger.AfterDelay(DateTime.Minutes(1), ProduceVehicles)
return
end
local delay = Utils.RandomInteger(AttackDelays[Map.LobbyOption("difficulty")][1], AttackDelays[Map.LobbyOption("difficulty")][2] + 1)
local toBuild = { Utils.Random(HarkonnenVehicleTypes) }
harkonnen.Build(toBuild, function(unit)
IdlingUnits[#IdlingUnits + 1] = unit[1]
Trigger.AfterDelay(delay, ProduceVehicles)
if #IdlingUnits >= (AttackGroupSize[Map.LobbyOption("difficulty")] * 2.5) then
SendAttack()
end
end)
end
ActivateAI = function()
Trigger.AfterDelay(0, InitAIUnits)
HConyard.Produce(OrdosUpgrades[1])
HConyard.Produce(OrdosUpgrades[2])
-- Finish the upgrades first before trying to build something
Trigger.AfterDelay(DateTime.Seconds(14), function()
ProduceInfantry()
ProduceVehicles()
end)
end