175 lines
4.6 KiB
Lua
175 lines
4.6 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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AttackGroup = { }
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AttackGroupSize = 10
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BGAttackGroup = { }
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BGAttackGroupSize = 6
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SovietInfantry = { "e1", "e2", "e4" }
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SovietVehicles = { "4tnk", "3tnk", "3tnk", "3tnk" }
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SovietAircraftType = { "mig" }
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Migs = { }
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ProductionInterval =
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{
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easy = DateTime.Seconds(30),
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normal = DateTime.Seconds(24),
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hard = DateTime.Seconds(15)
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}
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SendBGAttackGroup = function()
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if #BGAttackGroup < BGAttackGroupSize then
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return
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end
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Utils.Do(BGAttackGroup, function(unit)
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if not unit.IsDead then
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Trigger.OnIdle(unit, unit.Hunt)
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end
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end)
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BGAttackGroup = { }
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end
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ProduceBadGuyInfantry = function()
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if BadGuyRax.IsDead or BadGuyRax.Owner ~= BadGuy then
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return
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end
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BadGuy.Build({ Utils.Random(SovietInfantry) }, function(units)
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table.insert(BGAttackGroup, units[1])
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SendBGAttackGroup()
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Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceBadGuyInfantry)
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end)
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end
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AttackWaypoints = { AttackWaypoint1, AttackWaypoint2 }
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SendAttackGroup = function()
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if #AttackGroup < AttackGroupSize then
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return
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end
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local way = Utils.Random(AttackWaypoints)
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Utils.Do(AttackGroup, function(unit)
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if not unit.IsDead then
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unit.AttackMove(way.Location)
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Trigger.OnIdle(unit, unit.Hunt)
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end
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end)
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AttackGroup = { }
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end
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ProduceInfantry = function()
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if (USSRRax1.IsDead or USSRRax1.Owner ~= USSR) and (USSRRax2.IsDead or USSRRax2.Owner ~= USSR) then
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return
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end
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USSR.Build({ Utils.Random(SovietInfantry) }, function(units)
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table.insert(AttackGroup, units[1])
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SendAttackGroup()
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Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceInfantry)
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end)
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end
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ProduceVehicles = function()
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if USSRWarFactory.IsDead or USSRWarFactory.Owner ~= USSR then
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return
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end
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USSR.Build({ Utils.Random(SovietVehicles) }, function(units)
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table.insert(AttackGroup, units[1])
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SendAttackGroup()
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Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceVehicles)
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end)
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end
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ProduceAircraft = function()
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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
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return
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end
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BadGuy.Build(SovietAircraftType, function(units)
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local mig = units[1]
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Migs[#Migs + 1] = mig
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Trigger.OnKilled(mig, ProduceAircraft)
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local alive = Utils.Where(Migs, function(y) return not y.IsDead end)
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if #alive < 2 then
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Trigger.AfterDelay(DateTime.Seconds(ProductionInterval[Difficulty] / 2), ProduceAircraft)
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end
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InitializeAttackAircraft(mig, Greece)
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end)
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end
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ParadropDelay =
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{
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easy = { DateTime.Minutes(1), DateTime.Minutes(2) },
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normal = { DateTime.Seconds(45), DateTime.Minutes(1) },
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hard = { DateTime.Seconds(30), DateTime.Seconds(45) }
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}
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ParadropLZs = { ParaLZ1.CenterPosition, ParaLZ2.CenterPosition, ParaLZ3.CenterPosition, ParaLZ4.CenterPosition, ParaLZ5.CenterPosition }
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Paradrop = function()
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local aircraft = StandardDrop.TargetParatroopers(Utils.Random(ParadropLZs), Angle.NorthWest)
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Utils.Do(aircraft, function(a)
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Trigger.OnPassengerExited(a, function(t, p)
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IdleHunt(p)
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end)
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end)
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Trigger.AfterDelay(Utils.RandomInteger(ParadropDelay[1], ParadropDelay[2]), Paradrop)
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end
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BombDelays =
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{
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easy = 4,
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normal = 3,
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hard = 2
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}
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SendParabombs = function()
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local targets = Utils.Where(Greece.GetActors(), function(actor)
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return
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actor.HasProperty("Sell") and
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actor.Type ~= "brik" and
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actor.Type ~= "sbag"
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end)
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if #targets > 0 then
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local proxy = Actor.Create("powerproxy.parabombs", false, { Owner = USSR })
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proxy.TargetAirstrike(Utils.Random(targets).CenterPosition, Angle.NorthWest)
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proxy.Destroy()
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end
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Trigger.AfterDelay(DateTime.Minutes(BombDelays), SendParabombs)
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end
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ActivateAI = function()
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ParadropDelay = ParadropDelay[Difficulty]
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BombDelays = BombDelays[Difficulty]
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local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == USSR and self.HasProperty("StartBuildingRepairs") end)
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Utils.Do(buildings, function(actor)
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Trigger.OnDamaged(actor, function(building)
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if building.Owner == USSR and building.Health < building.MaxHealth * 3/4 then
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building.StartBuildingRepairs()
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end
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end)
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end)
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ProduceBadGuyInfantry()
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Trigger.AfterDelay(DateTime.Minutes(2), ProduceInfantry)
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Trigger.AfterDelay(DateTime.Minutes(4), ProduceVehicles)
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Trigger.AfterDelay(DateTime.Minutes(6), ProduceAircraft)
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end
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