Files
OpenRA/mods/d2k/maps/atreides-05/atreides05-AI.lua
2017-04-04 23:23:44 +02:00

196 lines
4.5 KiB
Lua

IdlingUnits = { }
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) }
}
HarkonnenInfantryTypes = { "light_inf", "light_inf", "trooper", "trooper", "trooper" }
HarkonnenVehicleTypes = { "trike", "trike", "trike", "quad", "quad" }
HarkonnenTankType = { "combat_tank_h" }
HarvesterKilled = true
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
SetupAttackGroup = function()
local units = { }
for i = 0, AttackGroupSize[Difficulty] do
if #IdlingUnits == 0 then
return units
end
local number = Utils.RandomInteger(1, #IdlingUnits + 1)
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()
Utils.Do(units, function(unit)
unit.AttackMove(HarkonnenAttackLocation)
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 Defending then
return
end
Defending = true
-- Don't try to attack spiceblooms
if attacker and attacker.Type == "spicebloom" then
return
end
local Guards = SetupAttackGroup()
if #Guards <= 0 then
Defending = 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() Defending = false end)
end)
end
RepairBuilding = function(owner, actor)
Trigger.OnDamaged(actor, function(building)
if building.Owner == owner and building.Health < building.MaxHealth * 3/4 then
building.StartBuildingRepairs()
end
end)
end
InitAIUnits = function()
IdlingUnits = Reinforcements.ReinforceWithTransport(harkonnen, "carryall.reinforce", InitialHarkonnenReinforcements, HarkonnenPaths[1], { HarkonnenPaths[1][1] })[2]
Utils.Do(HarkonnenBase, function(actor)
DefendActor(actor)
RepairBuilding(harkonnen, actor)
end)
DefendActor(HarkonnenBarracks)
RepairBuilding(harkonnen, HarkonnenBarracks)
Utils.Do(SmugglerBase, function(actor)
RepairBuilding(smuggler, actor)
end)
RepairBuilding(smuggler, Starport)
end
ProduceInfantry = function()
if StopInfantryProduction or HarkonnenBarracks.IsDead or HarkonnenBarracks.Owner ~= harkonnen then
return
end
if HoldProduction then
Trigger.AfterDelay(DateTime.Seconds(30), ProduceInfantry)
return
end
local delay = Utils.RandomInteger(AttackDelays[Difficulty][1], AttackDelays[Difficulty][2] + 1)
local toBuild = { Utils.Random(HarkonnenInfantryTypes) }
harkonnen.Build(toBuild, function(unit)
IdlingUnits[#IdlingUnits + 1] = unit[1]
Trigger.AfterDelay(delay, ProduceInfantry)
if #IdlingUnits >= (AttackGroupSize[Difficulty] * 2.5) then
SendAttack()
end
end)
end
ProduceVehicles = function()
if HarkonnenLightFactory.IsDead or HarkonnenLightFactory.Owner ~= harkonnen then
return
end
if HoldProduction then
Trigger.AfterDelay(DateTime.Seconds(30), ProduceVehicles)
return
end
local delay = Utils.RandomInteger(AttackDelays[Difficulty][1], AttackDelays[Difficulty][2] + 1)
local toBuild = { Utils.Random(HarkonnenVehicleTypes) }
harkonnen.Build(toBuild, function(unit)
IdlingUnits[#IdlingUnits + 1] = unit[1]
Trigger.AfterDelay(delay, ProduceVehicles)
if #IdlingUnits >= (AttackGroupSize[Difficulty] * 2.5) then
SendAttack()
end
end)
end
ProduceTanks = function()
if HarkonnenHeavyFactory.IsDead or HarkonnenHeavyFactory.Owner ~= harkonnen then
return
end
if HoldProduction then
Trigger.AfterDelay(DateTime.Seconds(30), ProduceTanks)
return
end
local delay = Utils.RandomInteger(AttackDelays[Difficulty][1], AttackDelays[Difficulty][2] + 1)
harkonnen.Build(HarkonnenTankType, function(unit)
IdlingUnits[#IdlingUnits + 1] = unit[1]
Trigger.AfterDelay(delay, ProduceTanks)
if #IdlingUnits >= (AttackGroupSize[Difficulty] * 2.5) then
SendAttack()
end
end)
end
ActivateAI = function()
harkonnen.Cash = 15000
InitAIUnits()
ProduceInfantry()
ProduceVehicles()
ProduceTanks()
end