Files
OpenRA/mods/ra/maps/allies-10a/allies10a-AI.lua
2023-01-11 11:58:54 +02:00

175 lines
4.6 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 = 6
SovietInfantry = { "e1", "e2", "e4" }
SovietVehicles = { "4tnk", "3tnk", "3tnk", "3tnk" }
SovietAircraftType = { "mig" }
Migs = { }
ProductionInterval =
{
easy = DateTime.Seconds(30),
normal = DateTime.Seconds(24),
hard = DateTime.Seconds(15)
}
SendBGAttackGroup = function()
if #BGAttackGroup < BGAttackGroupSize then
return
end
Utils.Do(BGAttackGroup, function(unit)
if not unit.IsDead then
Trigger.OnIdle(unit, unit.Hunt)
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
AttackWaypoints = { AttackWaypoint1, AttackWaypoint2 }
SendAttackGroup = function()
if #AttackGroup < AttackGroupSize then
return
end
local way = Utils.Random(AttackWaypoints)
Utils.Do(AttackGroup, function(unit)
if not unit.IsDead then
unit.AttackMove(way.Location)
Trigger.OnIdle(unit, unit.Hunt)
end
end)
AttackGroup = { }
end
ProduceInfantry = function()
if (USSRRax1.IsDead or USSRRax1.Owner ~= USSR) and (USSRRax2.IsDead or USSRRax2.Owner ~= USSR) then
return
end
USSR.Build({ Utils.Random(SovietInfantry) }, function(units)
table.insert(AttackGroup, units[1])
SendAttackGroup()
Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceInfantry)
end)
end
ProduceVehicles = 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], ProduceVehicles)
end)
end
ProduceAircraft = function()
if (Airfield1.IsDead or Airfield1.Owner ~= BadGuy) and (Airfield2.IsDead or Airfield2.Owner ~= BadGuy) and (Airfield3.IsDead or Airfield3.Owner ~= BadGuy) and (Airfield4.IsDead or Airfield4.Owner ~= BadGuy) then
return
end
BadGuy.Build(SovietAircraftType, function(units)
local mig = units[1]
Migs[#Migs + 1] = mig
Trigger.OnKilled(mig, ProduceAircraft)
local alive = Utils.Where(Migs, function(y) return not y.IsDead end)
if #alive < 2 then
Trigger.AfterDelay(DateTime.Seconds(ProductionInterval[Difficulty] / 2), ProduceAircraft)
end
InitializeAttackAircraft(mig, Greece)
end)
end
ParadropDelay =
{
easy = { DateTime.Minutes(1), DateTime.Minutes(2) },
normal = { DateTime.Seconds(45), DateTime.Minutes(1) },
hard = { DateTime.Seconds(30), DateTime.Seconds(45) }
}
ParadropLZs = { ParaLZ1.CenterPosition, ParaLZ2.CenterPosition, ParaLZ3.CenterPosition, ParaLZ4.CenterPosition, ParaLZ5.CenterPosition }
Paradrop = function()
local aircraft = StandardDrop.TargetParatroopers(Utils.Random(ParadropLZs), Angle.NorthWest)
Utils.Do(aircraft, function(a)
Trigger.OnPassengerExited(a, function(t, p)
IdleHunt(p)
end)
end)
Trigger.AfterDelay(Utils.RandomInteger(ParadropDelay[1], ParadropDelay[2]), Paradrop)
end
BombDelays =
{
easy = 4,
normal = 3,
hard = 2
}
SendParabombs = function()
local targets = Utils.Where(Greece.GetActors(), function(actor)
return
actor.HasProperty("Sell") and
actor.Type ~= "brik" and
actor.Type ~= "sbag"
end)
if #targets > 0 then
local proxy = Actor.Create("powerproxy.parabombs", false, { Owner = USSR })
proxy.TargetAirstrike(Utils.Random(targets).CenterPosition, Angle.NorthWest)
proxy.Destroy()
end
Trigger.AfterDelay(DateTime.Minutes(BombDelays), SendParabombs)
end
ActivateAI = function()
ParadropDelay = ParadropDelay[Difficulty]
BombDelays = BombDelays[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)
ProduceBadGuyInfantry()
Trigger.AfterDelay(DateTime.Minutes(2), ProduceInfantry)
Trigger.AfterDelay(DateTime.Minutes(4), ProduceVehicles)
Trigger.AfterDelay(DateTime.Minutes(6), ProduceAircraft)
end