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OpenRA/mods/d2k/maps/harkonnen-07/harkonnen07-AI.lua

68 lines
3.5 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.
]]
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) }
}
InitialProductionDelay =
{
easy = DateTime.Seconds(30),
normal = DateTime.Seconds(15),
hard = 0
}
AtreidesInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" }
AtreidesVehicleTypes = { "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" }
CorrinoInfantryTypes = { "light_inf", "trooper", "sardaukar" }
ActivateAI = function()
IdlingUnits[AtreidesMain] = Utils.Concat(Reinforcements.Reinforce(AtreidesMain, InitialAtreidesReinforcements[Difficulty][1], InitialAtreidesPaths[1]), Reinforcements.Reinforce(AtreidesMain, InitialAtreidesReinforcements[Difficulty][2], InitialAtreidesPaths[2]))
IdlingUnits[AtreidesSmall] = Reinforcements.Reinforce(AtreidesSmall, InitialAtreidesReinforcements[Difficulty][1], InitialAtreidesPaths[3])
IdlingUnits[Corrino] = Reinforcements.Reinforce(Corrino, InitialCorrinoReinforcements, InitialCorrinoPath)
DefendAndRepairBase(AtreidesMain, AtreidesMainBase, 0.75, AttackGroupSize[Difficulty])
DefendAndRepairBase(AtreidesSmall, AtreidesSmallBase, 0.75, AttackGroupSize[Difficulty])
DefendAndRepairBase(Corrino, CorrinoBase, 0.75, AttackGroupSize[Difficulty])
local delay = function() return Utils.RandomInteger(AttackDelays[Difficulty][1], AttackDelays[Difficulty][2] + 1) end
local infantryToBuildAtreides = function() return { Utils.Random(AtreidesInfantryTypes) } end
local infantryToBuildCorrino = function() return { Utils.Random(CorrinoInfantryTypes) } end
local vehilcesToBuild = function() return { Utils.Random(AtreidesVehicleTypes) } end
local tanksToBuildMain = function() return { Utils.Random(AtreidesMainTankTypes) } end
local tanksToBuildSmall = function() return { Utils.Random(AtreidesSmallTankTypes) } end
local unitsToBuy = function() return { Utils.Random(AtreidesStarportTypes) } end
local attackThresholdSize = AttackGroupSize[Difficulty] * 2.5
Trigger.AfterDelay(InitialProductionDelay[Difficulty], function()
ProduceUnits(AtreidesMain, ALightFactory1, delay, vehilcesToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(AtreidesMain, AHeavyFactory1, delay, tanksToBuildMain, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(AtreidesMain, AStarport, delay, unitsToBuy, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(AtreidesSmall, ABarracks, delay, infantryToBuildAtreides, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(AtreidesSmall, AHeavyFactory2, delay, tanksToBuildSmall, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(Corrino, CBarracks, delay, infantryToBuildCorrino, AttackGroupSize[Difficulty], attackThresholdSize)
end)
end