Files
OpenRA/mods/ra/maps/allies-05a/AI.lua
2015-02-02 16:51:50 +01:00

241 lines
5.7 KiB
Lua

IdlingUnits = { }
AttackGroupSize = 6
Barracks = { Barracks2, Barracks3 }
Rallypoints = { VehicleRallypoint1, VehicleRallypoint2, VehicleRallypoint3, VehicleRallypoint4, VehicleRallypoint5 }
Airfields = { Airfield1, Airfield2 }
Yaks = { }
SovietInfantryTypes = { "e1", "e1", "e2", "e4" }
SovietVehicleTypes = { "3tnk", "3tnk", "3tnk", "v2rl", "v2rl", "apc" }
SovietAircraftType = { "yak" }
HoldProduction = true
BuildVehicles = true
TrainInfantry = true
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
SetupAttackGroup = function()
local units = { }
for i = 0, AttackGroupSize, 1 do
local number = Utils.RandomInteger(1, #IdlingUnits)
if IdlingUnits[number] and not IdlingUnits[number].IsDead then
units[i] = IdlingUnits[number]
table.remove(IdlingUnits, number)
end
end
return units
end
SendAttack = function()
if not Attacking then
return
end
Attacking = false
HoldProduction = false
local units = SetupAttackGroup()
Utils.Do(units, function(unit)
IdleHunt(unit)
end)
Trigger.AfterDelay(DateTime.Minutes(1), function() Attacking = true end)
Trigger.AfterDelay(DateTime.Minutes(2), function() HoldProduction = true end)
end
ProtectHarvester = function(unit)
Trigger.OnDamaged(unit, function(self, attacker)
-- TODO: Send the Harvester to the service depo
if AttackOnGoing then
return
end
AttackOnGoing = true
local Guards = SetupAttackGroup()
Utils.Do(Guards, function(unit)
if attacker.Location then
unit.AttackMove(attacker.Location)
end
IdleHunt(unit)
end)
Trigger.OnAllRemovedFromWorld(Guards, function() AttackOnGoing = false end)
end)
Trigger.OnKilled(unit, function() HarvesterKilled = true end)
end
InitAIUnits = function()
IdlingUnits = Map.ActorsInBox(MainBaseTopLeft.CenterPosition, Map.BottomRight, function(self) return self.Owner == ussr and self.HasProperty("Hunt") end)
local buildings = Map.ActorsInBox(MainBaseTopLeft.CenterPosition, Map.BottomRight, 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)
end
InitAIEconomy = function()
ussr.Cash = 6000
Harvester.FindResources()
ProtectHarvester(Harvester)
end
InitProductionBuildings = function()
if not Warfactory2.IsDead then
Warfactory2.IsPrimaryBuilding = true
end
Trigger.OnKilled(Warfactory2, function() BuildVehicles = false end)
if not Barracks2.IsDead then
Barracks2.IsPrimaryBuilding = true
Trigger.OnKilled(Barracks2, function()
if not Barracks3.IsDead then
Barracks3.IsPrimaryBuilding = true
else
TrainInfantry = false
end
end)
end
if not Barracks3.IsDead then
Trigger.OnKilled(Barracks3, function() if Barracks2.IsDead then TrainInfantry = false end end)
end
if Map.Difficulty == "Normal" then
if not Airfield1.IsDead then
Trigger.OnKilled(Airfield1, function()
if Airfield2.IsDead then
AirAttacks = false
else
Airfield2.IsPrimaryBuilding = true
Trigger.OnKilled(Airfield2, function() AirAttacks = false end)
end
end)
Airfield1.IsPrimaryBuilding = true
AirAttacks = true
elseif not Airfield2.IsDead then
Trigger.OnKilled(Airfield2, function() AirAttacks = false end)
Airfield2.IsPrimaryBuilding = true
AirAttacks = true
end
end
end
ProduceInfantry = function()
if not TrainInfantry then
return
end
if HoldProduction then
Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry)
return
end
local delay = Utils.RandomInteger(DateTime.Seconds(3), DateTime.Seconds(9))
local toBuild = { Utils.Random(SovietInfantryTypes) }
ussr.Build(toBuild, function(unit)
IdlingUnits[#IdlingUnits + 1] = unit[1]
Trigger.AfterDelay(delay, ProduceInfantry)
if #IdlingUnits >= (AttackGroupSize * 2.5) then
SendAttack()
end
end)
end
ProduceVehicles = function()
if not BuildVehicles then
return
end
if HoldProduction then
Trigger.AfterDelay(DateTime.Minutes(1), ProduceVehicles)
return
end
local delay = Utils.RandomInteger(DateTime.Seconds(5), DateTime.Seconds(9))
if HarvesterKilled then
HarvesterKilled = false
ussr.Build({ "harv" }, function(harv)
harv[1].FindResources()
ProtectHarvester(harv[1])
Trigger.AfterDelay(delay, ProduceVehicles)
end)
return
end
Warfactory2.RallyPoint = Utils.Random(Rallypoints).Location
local toBuild = { Utils.Random(SovietVehicleTypes) }
ussr.Build(toBuild, function(unit)
IdlingUnits[#IdlingUnits + 1] = unit[1]
Trigger.AfterDelay(delay, ProduceVehicles)
if #IdlingUnits >= (AttackGroupSize * 2.5) then
SendAttack()
end
end)
end
ProduceAircraft = function()
if not AirAttacks then
return
end
ussr.Build(SovietAircraftType, function(units)
Yaks[#Yaks + 1] = units[1]
if #Yaks == 2 then
Trigger.OnKilled(units[1], ProduceAircraft)
else
Trigger.AfterDelay(DateTime.Minutes(1), ProduceAircraft)
end
local target = nil
Trigger.OnIdle(units[1], function()
if not target or target.IsDead or (not target.IsInWorld) then
local enemies = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(self) return self.Owner == greece and self.HasProperty("Health") end)
if #enemies > 0 then
target = Utils.Random(enemies)
units[1].Attack(target)
end
else
units[1].Attack(target)
end
end)
end)
end
ActivateAI = function()
InitAIUnits()
InitAIEconomy()
InitProductionBuildings()
Trigger.AfterDelay(DateTime.Minutes(5), function()
ProduceInfantry()
ProduceVehicles()
if AirAttacks then
Trigger.AfterDelay(DateTime.Minutes(3), ProduceAircraft)
end
end)
end