Files
OpenRA/mods/ra/maps/allies-04/allies04-AI.lua
2016-08-21 18:34:29 +02:00

271 lines
7.1 KiB
Lua

IdlingUnits = { }
Yaks = { }
AttackGroupSizes =
{
easy = 6,
normal = 8,
hard = 10
}
AttackDelays =
{
easy = { DateTime.Seconds(4), DateTime.Seconds(9) },
normal = { DateTime.Seconds(2), DateTime.Seconds(7) },
hard = { DateTime.Seconds(1), DateTime.Seconds(5) }
}
AttackRallyPoints =
{
{ SovietRally1.Location, SovietRally3.Location, SovietRally5.Location, SovietRally4.Location, SovietRally13.Location, PlayerBase.Location },
{ SovietRally7.Location, SovietRally10.Location, PlayerBase.Location },
{ SovietRally1.Location, SovietRally3.Location, SovietRally5.Location, SovietRally4.Location, SovietRally12.Location, PlayerBase.Location },
{ SovietRally7.Location, ParadropPoint1.Location, PlayerBase.Location },
{ SovietRally8.Location, SovietRally9.Location, ParadropPoint1.Location, PlayerBase.Location, }
}
SovietInfantryTypes = { "e1", "e1", "e2" }
SovietVehicleTypes = { "3tnk", "3tnk", "3tnk", "ftrk", "ftrk", "apc" }
SovietAircraftType = { "yak" }
AttackOnGoing = false
HoldProduction = false
HarvesterKilled = false
Powr1 = { name = "powr", pos = CPos.New(47, 21), prize = 500, exists = true }
Barr = { name = "barr", pos = CPos.New(53, 26), prize = 400, exists = true }
Proc = { name = "proc", pos = CPos.New(54, 21), prize = 1400, exists = true }
Weap = { name = "weap", pos = CPos.New(48, 28), prize = 2000, exists = true }
Powr2 = { name = "powr", pos = CPos.New(51, 21), prize = 500, exists = true }
Powr3 = { name = "powr", pos = CPos.New(46, 25), prize = 500, exists = true }
Powr4 = { name = "powr", pos = CPos.New(49, 21), prize = 500, exists = true }
Ftur1 = { name = "powr", pos = CPos.New(56, 27), prize = 600, exists = true }
Ftur2 = { name = "powr", pos = CPos.New(51, 32), prize = 600, exists = true }
Ftur3 = { name = "powr", pos = CPos.New(54, 30), prize = 600, exists = true }
Afld1 = { name = "afld", pos = CPos.New(43, 23), prize = 500, exists = true }
Afld2 = { name = "afld", pos = CPos.New(43, 21), prize = 500, exists = true }
BaseBuildings = { Powr1, Barr, Proc, Weap, Powr2, Powr3, Powr4, Ftur1, Ftur2, Ftur3, Afld1, Afld2 }
InitialBase = { Barracks, Refinery, PowerPlant1, PowerPlant2, PowerPlant3, PowerPlant4, Warfactory, Flametur1, Flametur2, Flametur3, Airfield1, Airfield2 }
BuildBase = function()
if Conyard.IsDead or Conyard.Owner ~= ussr then
return
elseif Harvester.IsDead and ussr.Resources <= 299 then
return
end
for i,v in ipairs(BaseBuildings) do
if not v.exists then
BuildBuilding(v)
return
end
end
Trigger.AfterDelay(DateTime.Seconds(10), BuildBase)
end
BuildBuilding = function(building)
Trigger.AfterDelay(Actor.BuildTime(building.name), function()
local actor = Actor.Create(building.name, true, { Owner = ussr, Location = building.pos })
ussr.Cash = ussr.Cash - building.prize
building.exists = true
Trigger.OnKilled(actor, function() building.exists = false end)
Trigger.OnDamaged(actor, function(building)
if building.Owner == ussr and building.Health < building.MaxHealth * 3/4 then
building.StartBuildingRepairs()
DefendActor(actor)
end
end)
Trigger.AfterDelay(DateTime.Seconds(10), BuildBase)
end)
end
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
if #IdlingUnits == 0 then
return units
end
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 Attacking then
return
end
Attacking = true
HoldProduction = true
local units = SetupAttackGroup()
local path = Utils.Random(AttackRallyPoints)
Utils.Do(units, function(unit)
unit.Patrol(path)
IdleHunt(unit)
end)
Trigger.OnAllRemovedFromWorld(units, function()
Attacking = false
HoldProduction = false
end)
end
ProtectHarvester = function(unit)
DefendActor(unit)
Trigger.OnKilled(unit, function() HarvesterKilled = true end)
end
DefendActor = function(unit)
Trigger.OnDamaged(unit, function(self, attacker)
if AttackOnGoing then
return
end
AttackOnGoing = true
local Guards = SetupAttackGroup()
if #Guards <= 0 then
AttackOnGoing = false
return
end
Utils.Do(Guards, function(unit)
if not self.IsDead then
unit.AttackMove(self.Location)
end
IdleHunt(unit)
end)
Trigger.OnAllRemovedFromWorld(Guards, function() AttackOnGoing = false end)
end)
end
InitAIUnits = function()
IdlingUnits = ussr.GetGroundAttackers()
DefendActor(Conyard)
for i,v in ipairs(InitialBase) do
DefendActor(v)
Trigger.OnDamaged(v, function(building)
if building.Owner == ussr and building.Health < building.MaxHealth * 3/4 then
building.StartBuildingRepairs()
end
end)
Trigger.OnKilled(v, function()
BaseBuildings[i].exists = false
end)
end
end
ProduceInfantry = function()
if HoldProduction then
Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry)
return
end
-- See AttackDelay in WorldLoaded
local delay = Utils.RandomInteger(AttackDelay[1], AttackDelay[2])
local toBuild = { Utils.Random(SovietInfantryTypes) }
ussr.Build(toBuild, function(unit)
IdlingUnits[#IdlingUnits + 1] = unit[1]
Trigger.AfterDelay(delay, ProduceInfantry)
-- See AttackGroupSize in WorldLoaded
if #IdlingUnits >= (AttackGroupSize * 2.5) then
SendAttack()
end
end)
end
ProduceVehicles = function()
if HoldProduction then
Trigger.AfterDelay(DateTime.Minutes(1), ProduceVehicles)
return
end
-- See AttackDelay in WorldLoaded
local delay = Utils.RandomInteger(AttackDelay[1], AttackDelay[2])
if HarvesterKilled then
ussr.Build({ "harv" }, function(harv)
ProtectHarvester(harv[1])
HarvesterKilled = false
Trigger.AfterDelay(delay, ProduceVehicles)
end)
else
local toBuild = { Utils.Random(SovietVehicleTypes) }
ussr.Build(toBuild, function(unit)
IdlingUnits[#IdlingUnits + 1] = unit[1]
Trigger.AfterDelay(delay, ProduceVehicles)
-- See AttackGroupSize in WorldLoaded
if #IdlingUnits >= (AttackGroupSize * 2.5) then
SendAttack()
end
end)
end
end
ProduceAircraft = function()
ussr.Build(SovietAircraftType, function(units)
local yak = units[1]
Yaks[#Yaks + 1] = yak
Trigger.OnKilled(yak, ProduceAircraft)
if #Yaks == 1 then
Trigger.AfterDelay(DateTime.Minutes(1), ProduceAircraft)
end
TargetAndAttack(yak)
end)
end
TargetAndAttack = function(yak, target)
if not target or target.IsDead or (not target.IsInWorld) then
local enemies = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == player and self.HasProperty("Health") end)
if #enemies > 0 then
target = Utils.Random(enemies)
else
yak.Wait(DateTime.Seconds(5))
end
end
if target and yak.AmmoCount() > 0 then
yak.Attack(target)
else
yak.ReturnToBase()
end
yak.CallFunc(function()
TargetAndAttack(yak, target)
end)
end
ActivateAI = function()
InitAIUnits()
ProtectHarvester(Harvester)
local difficulty = Map.LobbyOption("difficulty")
AttackDelay = AttackDelays[difficulty]
AttackGroupSize = AttackGroupSizes[difficulty]
Trigger.AfterDelay(DateTime.Seconds(10), function()
ProduceInfantry()
ProduceVehicles()
ProduceAircraft()
end)
end