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OpenRA/mods/cnc/maps/nod07b/nod07b-AI.lua

202 lines
6.1 KiB
Lua

--[[
Copyright 2007-2019 The OpenRA Developers (see AUTHORS)
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.
]]
AttackPaths = { { AttackPath1 }, { AttackPath2 } }
GDIBase = { GDICYard, GDIPyle, GDIWeap, GDIHQ, GDIProc, GDINuke1, GDINuke2, GDINuke3, GDIBuilding1, GDIBuilding2, GDIBuilding3, GDIBuilding4, GDIBuilding5, GDIBuilding6, GDIBuilding7, GDIBuilding8, GDIBuilding9 }
InfantryAttackGroup = { }
InfantryGroupSize = 4
InfantryProductionCooldown = DateTime.Minutes(3)
InfantryProductionTypes = { "e1", "e1", "e2" }
HarvesterProductionType = { "harv" }
VehicleAttackGroup = { }
VehicleGroupSize = 4
VehicleProductionCooldown = DateTime.Minutes(4)
VehicleProductionTypes = { "jeep", "jeep", "mtnk", "mtnk", "mtnk" }
StartingCash = 4000
BaseProc = { type = "proc", pos = CPos.New(49, 36), cost = 1500, exists = true }
BaseNuke1 = { type = "nuke", pos = CPos.New(52, 36), cost = 500, exists = true }
BaseNuke2 = { type = "nuke", pos = CPos.New(54, 36), cost = 500, exists = true }
BaseNuke3 = { type = "nuke", pos = CPos.New(56, 36), cost = 500, exists = true }
InfantryProduction = { type = "pyle", pos = CPos.New(52, 39), cost = 500, exists = true }
VehicleProduction = { type = "weap", pos = CPos.New(55, 39), cost = 2000, exists = true }
BaseBuildings = { BaseProc, BaseNuke1, BaseNuke2, BaseNuke3, InfantryProduction, VehicleProduction }
BuildBase = function(cyard)
Utils.Do(BaseBuildings, function(building)
if not building.exists and not cyardIsBuilding then
BuildBuilding(building, cyard)
return
end
end)
Trigger.AfterDelay(DateTime.Seconds(10), function() BuildBase(cyard) end)
end
BuildBuilding = function(building, cyard)
cyardIsBuilding = true
Trigger.AfterDelay(Actor.BuildTime(building.type), function()
cyardIsBuilding = false
if cyard.IsDead or cyard.Owner ~= enemy then
return
end
local actor = Actor.Create(building.type, true, { Owner = enemy, Location = building.pos })
enemy.Cash = enemy.Cash - building.cost
building.exists = true
if actor.Type == 'pyle' or actor.Type == 'hand' then
Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceInfantry(actor) end)
elseif actor.Type == 'weap' or actor.Type == 'afld' then
Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceVehicle(actor) end)
end
Trigger.OnKilled(actor, function() building.exists = false end)
Trigger.OnDamaged(actor, function(building)
if building.Owner == enemy and building.Health < building.MaxHealth * 3/4 then
building.StartBuildingRepairs()
end
end)
Trigger.AfterDelay(DateTime.Seconds(10), function() BuildBase(cyard) end)
end)
end
CheckForHarvester = function()
local harv = enemy.GetActorsByType("harv")
return #harv > 0
end
IdleHunt = function(unit)
if not unit.IsDead then
Trigger.OnIdle(unit, unit.Hunt)
end
end
IdlingUnits = function(enemy)
local lazyUnits = enemy.GetGroundAttackers()
Utils.Do(lazyUnits, function(unit)
IdleHunt(unit)
end)
end
ProduceHarvester = function(building)
if not buildingHarvester then
buildingHarvester = true
building.Build(HarvesterProductionType, function()
buildingHarvester = false
end)
end
end
ProduceInfantry = function(building)
if building.IsDead or building.Owner ~= enemy then
return
elseif not CheckForHarvester() then
Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceInfantry(building) end)
end
local delay = Utils.RandomInteger(DateTime.Seconds(3), DateTime.Seconds(9))
local toBuild = { Utils.Random(InfantryProductionTypes) }
local Path = Utils.Random(AttackPaths)
building.Build(toBuild, function(unit)
InfantryAttackGroup[#InfantryAttackGroup + 1] = unit[1]
if #InfantryAttackGroup >= InfantryGroupSize then
SendUnits(InfantryAttackGroup, Path)
InfantryAttackGroup = { }
Trigger.AfterDelay(InfantryProductionCooldown, function() ProduceInfantry(building) end)
else
Trigger.AfterDelay(delay, function() ProduceInfantry(building) end)
end
end)
end
ProduceVehicle = function(building)
if building.IsDead or building.Owner ~= enemy then
return
elseif not CheckForHarvester() then
ProduceHarvester(building)
Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceVehicle(building) end)
end
local delay = Utils.RandomInteger(DateTime.Seconds(12), DateTime.Seconds(17))
local toBuild = { Utils.Random(VehicleProductionTypes) }
local Path = Utils.Random(AttackPaths)
building.Build(toBuild, function(unit)
VehicleAttackGroup[#VehicleAttackGroup + 1] = unit[1]
if #VehicleAttackGroup >= VehicleGroupSize then
SendUnits(VehicleAttackGroup, Path)
VehicleAttackGroup = { }
Trigger.AfterDelay(VehicleProductionCooldown, function() ProduceVehicle(building) end)
else
Trigger.AfterDelay(delay, function() ProduceVehicle(building) end)
end
end)
end
SendUnits = function(units, waypoints)
Utils.Do(units, function(unit)
if not unit.IsDead then
Utils.Do(waypoints, function(waypoint)
unit.AttackMove(waypoint.Location)
end)
IdleHunt(unit)
end
end)
end
StartAI = function(cyard)
Utils.Do(Map.NamedActors, function(actor)
if actor.Owner == enemy and actor.HasProperty("StartBuildingRepairs") then
Trigger.OnDamaged(actor, function(building)
if building.Owner == enemy and building.Health < 3/4 * building.MaxHealth then
building.StartBuildingRepairs()
end
end)
end
end)
enemy.Cash = StartingCash
BuildBase(cyard)
end
Trigger.OnAllKilledOrCaptured(GDIBase, function()
IdlingUnits(enemy)
end)
Trigger.OnKilled(GDIProc, function(building)
BaseProc.exists = false
end)
Trigger.OnKilled(GDINuke1, function(building)
BaseNuke1.exists = false
end)
Trigger.OnKilled(GDINuke2, function(building)
BaseNuke2.exists = false
end)
Trigger.OnKilled(GDINuke3, function(building)
BaseNuke3.exists = false
end)
Trigger.OnKilled(GDIPyle, function(building)
InfantryProduction.exists = false
end)
Trigger.OnKilled(GDIWeap, function(building)
VehicleProduction.exists = false
end)