Files
OpenRA/mods/ra/maps/soviet-13b/soviet13b-AI.lua
2023-08-03 16:22:42 +02:00

171 lines
4.9 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.
]]
WTransWays =
{
{ EastWaterEntry.Location, EastBeach1.Location },
{ EastWaterEntry.Location, EastBeach2.Location },
{ EastWaterEntry.Location, EastBeach3.Location },
{ WestWaterEntry.Location, WestBeach1.Location },
{ WestWaterEntry.Location, WestBeach2.Location }
}
WTransUnits =
{
hard = { { "2tnk", "2tnk", "e3", "e3", "e3" }, { "2tnk", "2tnk", "2tnk", "2tnk" } },
normal = { { "2tnk", "1tnk", "e3", "e3", "jeep" }, { "2tnk", "2tnk", "1tnk", "jeep" } },
easy = { { "2tnk", "e1", "e1", "e3", "e3" }, { "1tnk", "1tnk", "jeep", "jeep" } }
}
WTransDelays =
{
easy = DateTime.Minutes(5),
normal = DateTime.Minutes(4),
hard = DateTime.Minutes(3)
}
AttackGroup = { }
AttackGroupSize = 8
ProductionInterval =
{
easy = DateTime.Seconds(20),
normal = DateTime.Seconds(14),
hard = DateTime.Seconds(8)
}
AlliedInfantry = { "e1", "e3" }
AlliedVehiclesUpgradeDelay = DateTime.Minutes(8)
AlliedVehicleType = "Normal"
AlliedVehicles =
{
Normal = { "1tnk", "2tnk", "2tnk" },
Upgraded = { "2tnk", "2tnk", "arty" }
}
WTransWaves = function()
local way = Utils.Random(WTransWays)
local units = Utils.Random(WTransUnits)
local attackUnits = Reinforcements.ReinforceWithTransport(Greece, "lst", units , way, { way[2], way[1] })[2]
Utils.Do(attackUnits, function(a)
Trigger.OnAddedToWorld(a, function()
IdleHunt(a)
end)
end)
Trigger.AfterDelay(WTransDelay, WTransWaves)
end
SendAttackGroup = function()
if #AttackGroup < AttackGroupSize then
return
end
Utils.Do(AttackGroup, IdleHunt)
AttackGroup = { }
end
ProduceInfantry = function()
if (GreeceTent1.IsDead or GreeceTent1.Owner ~= Greece) and (GreeceTent2.IsDead or GreeceTent2.Owner ~= Greece) then
return
end
Greece.Build({ Utils.Random(AlliedInfantry) }, function(units)
table.insert(AttackGroup, units[1])
SendAttackGroup()
Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceInfantry)
end)
end
ProduceVehicles = function()
if GreeceWarFactory.IsDead or GreeceWarFactory.Owner ~= Greece then
return
end
Greece.Build({ Utils.Random(AlliedVehicles[AlliedVehicleType]) }, function(units)
table.insert(AttackGroup, units[1])
SendAttackGroup()
Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceVehicles)
end)
end
AlliedAircraftType = { "heli" }
Longbows = { }
AlliedAircraft = function()
if (HPad1.IsDead or HPad1.Owner ~= Greece) and (HPad2.IsDead or HPad2.Owner ~= Greece) and (HPad3.IsDead or HPad3.Owner ~= Greece) and (HPad4.IsDead or HPad4.Owner ~= Greece) then
return
end
Greece.Build(AlliedAircraftType, function(units)
local longbow = units[1]
Longbows[#Longbows + 1] = longbow
Trigger.OnKilled(longbow, AlliedAircraft)
local alive = Utils.Where(Longbows, function(y) return not y.IsDead end)
if #alive < 2 then
Trigger.AfterDelay(DateTime.Seconds(75), AlliedAircraft)
end
InitializeAttackAircraft(longbow, USSR)
end)
end
SendCruiser = function()
if GoodGuyShipyard.IsDead or GoodGuyShipyard.Owner ~= GoodGuy then
return
end
local boat = Reinforcements.Reinforce(Greece, { "ca" }, { WestWaterEntry.Location })
Utils.Do(boat, function(ca)
ca.Move(CruiserStop.Location)
Trigger.OnKilled(ca, function()
Trigger.AfterDelay(DateTime.Minutes(6), SendCruiser)
end)
end)
end
ChinookChalk = { "e1", "e1", "e1", "e3", "e3", "e3", "e3", "e3" }
ChinookPath = { WestWaterEntry.Location, ChinookLZ.Location }
SendChinook = function()
if (HPad1.IsDead or HPad1.Owner ~= Greece) and (HPad2.IsDead or HPad2.Owner ~= Greece) and (HPad3.IsDead or HPad3.Owner ~= Greece) and (HPad4.IsDead or HPad4.Owner ~= Greece) then
return
end
local chalk = Reinforcements.ReinforceWithTransport(Greece, "tran", ChinookChalk , ChinookPath, { ChinookPath[1] })[2]
Utils.Do(chalk, function(unit)
Trigger.OnAddedToWorld(unit, IdleHunt)
end)
Trigger.AfterDelay(DateTime.Minutes(5), SendChinook)
end
ActivateAI = function()
WTransUnits = WTransUnits[Difficulty]
WTransDelay = WTransDelays[Difficulty]
local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == Greece and self.HasProperty("StartBuildingRepairs") end)
Utils.Do(buildings, function(actor)
Trigger.OnDamaged(actor, function(building)
if building.Owner == Greece and building.Health < building.MaxHealth * 3/4 then
building.StartBuildingRepairs()
end
end)
end)
Trigger.AfterDelay(AlliedVehiclesUpgradeDelay, function() AlliedVehicleType = "Upgraded" end)
ProduceInfantry()
Trigger.AfterDelay(DateTime.Minutes(3), ProduceVehicles)
Trigger.AfterDelay(DateTime.Minutes(5), AlliedAircraft)
Trigger.AfterDelay(DateTime.Minutes(6), WTransWaves)
Trigger.AfterDelay(DateTime.Minutes(10), SendCruiser)
end