Files
OpenRA/mods/d2k/maps/harkonnen-09a/harkonnen09a-AI.lua
2018-01-17 00:47:34 +01:00

81 lines
5.7 KiB
Lua

--[[
Copyright 2007-2018 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.
]]
AttackGroupSize =
{
easy = 6,
normal = 8,
hard = 10
}
AttackDelays =
{
easy = { DateTime.Seconds(4), DateTime.Seconds(7) },
normal = { DateTime.Seconds(2), DateTime.Seconds(5) },
hard = { DateTime.Seconds(1), DateTime.Seconds(3) }
}
EnemyInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" }
EnemyVehicleTypes = { "trike", "trike", "quad" }
AtreidesMainTankTypes = { "combat_tank_a", "combat_tank_a", "siege_tank", "missile_tank", "sonic_tank" }
AtreidesSmallTankTypes = { "combat_tank_a", "combat_tank_a", "siege_tank" }
AtreidesStarportTypes = { "trike.starport", "trike.starport", "quad.starport", "combat_tank_a.starport", "combat_tank_a.starport", "siege_tank.starport", "missile_tank.starport" }
CorrinoMainInfantryTypes = { "light_inf", "light_inf", "trooper", "sardaukar" }
CorrinoMainTankTypes = { "combat_tank_h", "combat_tank_h", "siege_tank", "missile_tank" }
CorrinoSmallTankTypes = { "combat_tank_h", "combat_tank_h", "siege_tank" }
CorrinoStarportTypes = { "trike.starport", "trike.starport", "quad.starport", "combat_tank_h.starport", "combat_tank_h.starport", "siege_tank.starport", "missile_tank.starport" }
ActivateAI = function()
IdlingUnits[atreides_main] = Reinforcements.Reinforce(atreides_main, InitialAtreidesReinforcements[1], InitialAtreidesPaths[1]), Reinforcements.Reinforce(atreides_main, InitialAtreidesReinforcements[2], InitialAtreidesPaths[2]), Reinforcements.Reinforce(atreides_main, InitialAtreidesReinforcements[3], InitialAtreidesPaths[3])
IdlingUnits[atreides_small_1] = Reinforcements.Reinforce(atreides_small_1, InitialAtreidesReinforcements[4], InitialAtreidesPaths[4]), Reinforcements.Reinforce(atreides_small_1, InitialAtreidesReinforcements[5], InitialAtreidesPaths[5])
IdlingUnits[atreides_small_2] = Reinforcements.Reinforce(atreides_small_2, InitialAtreidesReinforcements[6], InitialAtreidesPaths[6])
IdlingUnits[corrino_main] = Reinforcements.Reinforce(corrino_main, InitialCorrinoReinforcements, InitialCorrinoPaths[1])
IdlingUnits[corrino_small] = Reinforcements.Reinforce(corrino_main, InitialCorrinoReinforcements, InitialCorrinoPaths[2])
DefendAndRepairBase(atreides_main, AtreidesMainBase, 0.75, AttackGroupSize[Difficulty])
DefendAndRepairBase(atreides_small_1, AtreidesSmall1Base, 0.75, AttackGroupSize[Difficulty])
DefendAndRepairBase(atreides_small_2, AtreidesSmall2Base, 0.75, AttackGroupSize[Difficulty])
DefendAndRepairBase(corrino_main, CorrinoMainBase, 0.75, AttackGroupSize[Difficulty])
DefendAndRepairBase(corrino_small, CorrinoSmallBase, 0.75, AttackGroupSize[Difficulty])
local delay = function() return Utils.RandomInteger(AttackDelays[Difficulty][1], AttackDelays[Difficulty][2] + 1) end
local infantryToBuild = function() return { Utils.Random(EnemyInfantryTypes) } end
local infantryToBuildCorrinoMain = function() return { Utils.Random(CorrinoMainInfantryTypes) } end
local vehilcesToBuild = function() return { Utils.Random(EnemyVehicleTypes) } end
local tanksToBuildAtreidesMain = function() return { Utils.Random(AtreidesMainTankTypes) } end
local tanksToBuildAtreidesSmall = function() return { Utils.Random(AtreidesSmallTankTypes) } end
local tanksToBuildCorrinoMain = function() return { Utils.Random(CorrinoMainTankTypes) } end
local tanksToBuildCorrinoSmall = function() return { Utils.Random(CorrinoSmallTankTypes) } end
local unitsToBuyAtreides = function() return { Utils.Random(AtreidesStarportTypes) } end
local unitsToBuyCorrino = function() return { Utils.Random(CorrinoStarportTypes) } end
local attackThresholdSize = AttackGroupSize[Difficulty] * 2.5
ProduceUnits(atreides_main, ABarracks1, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(atreides_main, ALightFactory1, delay, vehilcesToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(atreides_main, AHeavyFactory1, delay, tanksToBuildAtreidesMain, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(atreides_main, AStarport, delay, unitsToBuyAtreides, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(atreides_small_1, ABarracks3, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(atreides_small_1, ALightFactory2, delay, vehilcesToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(atreides_small_1, AHeavyFactory2, delay, tanksToBuildAtreidesSmall, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(atreides_small_2, ABarracks4, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(corrino_main, CBarracks1, delay, infantryToBuildCorrinoMain, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(corrino_main, CLightFactory1, delay, vehilcesToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(corrino_main, CHeavyFactory1, delay, tanksToBuildCorrinoMain, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(corrino_main, CStarport, delay, unitsToBuyCorrino, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(corrino_small, CBarracks2, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(corrino_small, CLightFactory2, delay, vehilcesToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(corrino_small, CHeavyFactory2, delay, tanksToBuildCorrinoSmall, AttackGroupSize[Difficulty], attackThresholdSize)
end