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OpenRA/mods/ra/maps/siberian-conflict-3-wasteland/wasteland-AI.lua
2023-01-11 11:58:54 +02:00

209 lines
5.5 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.
]]
AttackGroup = { }
AttackGroupSize = 10
BGAttackGroup = { }
BGAttackGroupSize = 10
SovietInfantry = { "e1", "e2", "e4" }
SovietVehicles = { "3tnk", "3tnk", "v2rl" }
Mammoths = { "4tnk", "4tnk" }
SovietAircraftType = { "yak" }
Planes = { }
ProductionInterval =
{
easy = DateTime.Seconds(33),
normal = DateTime.Seconds(22),
hard = DateTime.Seconds(11)
}
ParadropDelays =
{
easy = { DateTime.Minutes(3), DateTime.Minutes(4) },
normal = { DateTime.Minutes(2), DateTime.Minutes(3) },
hard = { DateTime.Minutes(1), DateTime.Minutes(2) }
}
ParadropLZs = { DropZone1.CenterPosition, DropZone2.CenterPosition, DropZone3.CenterPosition, DropZone4.CenterPosition, DropZone5.CenterPosition, DropZone6.CenterPosition, DropZone7.CenterPosition, DropZone8.CenterPosition }
Paradrop = function()
Trigger.AfterDelay(Utils.RandomInteger(ParadropDelays[1], ParadropDelays[2]), function()
local aircraft = PowerProxy.TargetParatroopers(Utils.Random(ParadropLZs), Angle.North)
Utils.Do(aircraft, function(a)
Trigger.OnPassengerExited(a, function(t, p)
IdleHunt(p)
end)
end)
if not (Airfield1.IsDead or Airfield1.Owner ~= BadGuy) and not (Airfield2.IsDead or Airfield2.Owner ~= BadGuy) then
Paradrop()
end
end)
end
SendBGAttackGroup = function()
if #BGAttackGroup < BGAttackGroupSize then
return
end
Utils.Do(BGAttackGroup, function(unit)
if not unit.IsDead then
IdleHunt(unit)
end
end)
BGAttackGroup = { }
end
ProduceBadGuyInfantry = function()
if BadGuyRax.IsDead or BadGuyRax.Owner ~= BadGuy then
return
end
BadGuy.Build({ Utils.Random(SovietInfantry) }, function(units)
table.insert(BGAttackGroup, units[1])
SendBGAttackGroup()
Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceBadGuyInfantry)
end)
end
ProduceBadGuyVehicles = function()
if BadGuyWarFactory.IsDead or BadGuyWarFactory.Owner ~= BadGuy then
return
end
BadGuy.Build({ Utils.Random(SovietVehicles) }, function(units)
table.insert(BGAttackGroup, units[1])
SendBGAttackGroup()
Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceBadGuyVehicles)
end)
end
SendAttackGroup = function()
if #AttackGroup < AttackGroupSize then
return
end
Utils.Do(AttackGroup, function(unit)
if not unit.IsDead then
IdleHunt(unit)
end
end)
AttackGroup = { }
end
ProduceUSSRInfantry = function()
if USSRBarracks.IsDead or USSRBarracks.Owner ~= USSR then
return
end
USSR.Build({ Utils.Random(SovietInfantry) }, function(units)
table.insert(AttackGroup, units[1])
SendAttackGroup()
Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceUSSRInfantry)
end)
end
ProduceUSSRVehicles = function()
if USSRWarFactory.IsDead or USSRWarFactory.Owner ~= USSR then
return
end
USSR.Build({ Utils.Random(SovietVehicles) }, function(units)
table.insert(AttackGroup, units[1])
SendAttackGroup()
Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceUSSRVehicles)
end)
end
ProduceAircraft = function()
if (Airfield1.IsDead or Airfield1.Owner ~= BadGuy) and (Airfield2.IsDead or Airfield2.Owner ~= BadGuy) then
return
end
BadGuy.Build(SovietAircraftType, function(units)
local plane = units[1]
Planes[#Planes + 1] = plane
Trigger.OnKilled(plane, ProduceAircraft)
local alive = Utils.Where(Planes, function(y) return not y.IsDead end)
if #alive < 2 then
Trigger.AfterDelay(DateTime.Seconds(ProductionInterval[Difficulty] / 2), ProduceAircraft)
end
InitializeAttackAircraft(plane, Allies)
end)
end
StartBGMammoths =
{
easy = 18,
normal = 15,
hard = 12
}
StartUSSRMammoths =
{
easy = 12,
normal = 10,
hard = 9
}
MammothDelays =
{
easy = 5,
normal = 4,
hard = 3
}
BGMammoths = function()
if not ForwardCommandBG.IsDead or ForwardCommandBG.Owner ~= BadGuy then
local tanks = Reinforcements.Reinforce(BadGuy, Mammoths, { BGMammothEntry.Location }, 5)
Utils.Do(tanks, IdleHunt)
Trigger.AfterDelay(DateTime.Minutes(MammothDelays), BGMammoths)
end
end
USSRMammoths = function()
if not ForwardCommandUSSR.IsDead or ForwardCommandUSSR.Owner ~= USSR then
local tanks = Reinforcements.Reinforce(USSR, Mammoths, { USSRMammothEntry.Location }, 5)
Utils.Do(tanks, IdleHunt)
Trigger.AfterDelay(DateTime.Minutes(MammothDelays), USSRMammoths)
end
end
ActivateAI = function()
ParadropDelays = ParadropDelays[Difficulty]
MammothDelays = MammothDelays[Difficulty]
StartBGMammoths = StartBGMammoths[Difficulty]
StartUSSRMammoths = StartUSSRMammoths[Difficulty]
local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == USSR and self.HasProperty("StartBuildingRepairs") end)
Utils.Do(buildings, function(actor)
Trigger.OnDamaged(actor, function(building)
if building.Owner == USSR and building.Health < building.MaxHealth * 3/4 then
building.StartBuildingRepairs()
end
end)
end)
Paradrop()
ProduceBadGuyInfantry()
Trigger.AfterDelay(DateTime.Minutes(2), ProduceUSSRInfantry)
Trigger.AfterDelay(DateTime.Minutes(4), ProduceUSSRVehicles)
Trigger.AfterDelay(DateTime.Minutes(8), ProduceBadGuyVehicles)
Trigger.AfterDelay(DateTime.Minutes(10), ProduceAircraft)
Trigger.AfterDelay(DateTime.Minutes(StartBGMammoths), BGMammoths)
Trigger.AfterDelay(DateTime.Minutes(StartUSSRMammoths), USSRMammoths)
end