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OpenRA/mods/ra/maps/soviet-05/soviet05-AI.lua

169 lines
4.9 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.
]]
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
IdlingUnits = function()
local lazyUnits = Utils.Where(Map.ActorsInWorld, function(actor)
return actor.HasProperty("Hunt") and (actor.Owner == GoodGuy or actor.Owner == Greece) end)
Utils.Do(lazyUnits, function(unit)
Trigger.OnDamaged(unit, function()
Trigger.ClearAll(unit)
Trigger.AfterDelay(0, function() IdleHunt(unit) end)
end)
end)
end
BaseBuildings =
{
{ type = "powr", pos = CVec.New(3, -2), cost = 300 },
{ type = "tent", pos = CVec.New(0, 4), cost = 400 },
{ type = "hbox", pos = CVec.New(3, 6), cost = 600 },
{ type = "proc", pos = CVec.New(4, 2), cost = 1400 },
{ type = "powr", pos = CVec.New(5, -3), cost = 300 },
{ type = "weap", pos = CVec.New(-5, 3), cost = 2000 },
{ type = "hbox", pos = CVec.New(-6, 5), cost = 600 },
{ type = "gun", pos = CVec.New(0, 8), cost = 600 },
{ type = "gun", pos = CVec.New(-4, 7), cost = 600 },
{ type = "powr", pos = CVec.New(-4, -3), cost = 300 },
{ type = "proc", pos = CVec.New(-9, 1), cost = 1400 },
{ type = "powr", pos = CVec.New(-8, -2), cost = 300 },
{ type = "silo", pos = CVec.New(6, 0), cost = 150 },
{ type = "agun", pos = CVec.New(-3, 0), cost = 800 },
{ type = "powr", pos = CVec.New(-6, -2), cost = 300 },
{ type = "agun", pos = CVec.New(4, 1), cost = 800 },
{ type = "gun", pos = CVec.New(-9, 5), cost = 600 },
{ type = "gun", pos = CVec.New(-2, -3), cost = 600 },
{ type = "powr", pos = CVec.New(4, 6), cost = 300 },
{ type = "gun", pos = CVec.New(3, -6), cost = 600 },
{ type = "hbox", pos = CVec.New(3, -4), cost = 600 },
{ type = "gun", pos = CVec.New(2, 3), cost = 600 }
}
BuildBase = function()
if not CheckForCYard() then
return
end
for i,v in ipairs(BaseBuildings) do
if not v.exists then
BuildBuilding(v)
return
end
end
Trigger.AfterDelay(DateTime.Seconds(5), BuildBase)
end
BuildBuilding = function(building)
Trigger.AfterDelay(Actor.BuildTime(building.type), function()
local actor = Actor.Create(building.type, true, { Owner = GoodGuy, Location = MCVDeploy.Location + building.pos })
GoodGuy.Cash = GoodGuy.Cash - building.cost
building.exists = true
Trigger.OnKilled(actor, function() building.exists = false end)
Trigger.OnDamaged(actor, function(building)
if building.Owner == GoodGuy and building.Health < building.MaxHealth * 3/4 then
building.StartBuildingRepairs()
end
end)
Trigger.AfterDelay(DateTime.Seconds(1), BuildBase)
end)
end
ProduceInfantry = function()
if Barr.IsDead then
return
end
local delay = Utils.RandomInteger(DateTime.Seconds(3), DateTime.Seconds(9))
local toBuild = { Utils.Random(AlliedInfantryTypes) }
Greece.Build(toBuild, function(unit)
GreeceInfAttack[#GreeceInfAttack + 1] = unit[1]
if #GreeceInfAttack >= 7 then
SendUnits(GreeceInfAttack, InfantryWaypoints)
GreeceInfAttack = { }
Trigger.AfterDelay(DateTime.Minutes(2), ProduceInfantry)
else
Trigger.AfterDelay(delay, ProduceInfantry)
end
end)
end
ProduceShips = function()
if Navalyard.IsDead then
return
end
Greece.Build( {"dd"}, function(unit)
Ships[#Ships + 1] = unit[1]
if #Ships >= 2 then
SendUnits(Ships, ShipWaypoints)
Ships = { }
Trigger.AfterDelay(DateTime.Minutes(6), ProduceShips)
else
Trigger.AfterDelay(Actor.BuildTime("dd"), ProduceShips)
end
end)
end
ProduceInfantryGG = function()
if not BaseBuildings[2][4] then
return
end
local delay = Utils.RandomInteger(DateTime.Seconds(3), DateTime.Seconds(9))
local toBuild = { Utils.Random(AlliedInfantryTypes) }
GoodGuy.Build(toBuild, function(unit)
GGInfAttack[#GGInfAttack + 1] = unit[1]
if #GGInfAttack >= 10 then
SendUnits(GGInfAttack, InfantryGGWaypoints)
GGInfAttack = { }
Trigger.AfterDelay(DateTime.Minutes(2), ProduceInfantryGG)
else
Trigger.AfterDelay(delay, ProduceInfantryGG)
end
end)
end
ProduceTanksGG = function()
if not BaseBuildings[6][4] then
return
end
local delay = Utils.RandomInteger(DateTime.Seconds(12), DateTime.Seconds(17))
local toBuild = { Utils.Random(AlliedTankTypes) }
GoodGuy.Build(toBuild, function(unit)
TankAttackGG[#TankAttackGG + 1] = unit[1]
if #TankAttackGG >= 6 then
SendUnits(TankAttackGG, TanksGGWaypoints)
TankAttackGG = { }
Trigger.AfterDelay(DateTime.Minutes(3), ProduceTanksGG)
else
Trigger.AfterDelay(delay, ProduceTanksGG)
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)
unit.Hunt()
end
end)
end