181 lines
4.1 KiB
Lua
181 lines
4.1 KiB
Lua
IdlingUnits =
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{
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Harkonnen = { },
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Smugglers = { }
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}
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AttackGroupSize =
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{
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easy = 6,
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normal = 8,
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hard = 10
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}
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AttackDelays =
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{
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easy = { DateTime.Seconds(4), DateTime.Seconds(7) },
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normal = { DateTime.Seconds(2), DateTime.Seconds(5) },
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hard = { DateTime.Seconds(1), DateTime.Seconds(3) }
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}
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EnemyInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" }
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HarkonnenVehicleTypes = { "trike", "trike", "quad" }
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HarkonnenTankType = { "combat_tank_h" }
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SmugglerVehicleTypes = { "raider", "raider", "quad" }
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SmugglerTankType = { "combat_tank_o" }
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IsAttacking =
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{
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Harkonnen = false,
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Smugglers = false
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}
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AttackOnGoing =
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{
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Harkonnen = false,
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Smugglers = false
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}
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HoldProduction =
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{
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Harkonnen = false,
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Smugglers = false
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}
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HarvesterKilled =
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{
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Harkonnen = true,
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Smugglers = true
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}
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IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
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SetupAttackGroup = function(house)
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local units = { }
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for i = 0, AttackGroupSize[Difficulty], 1 do
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if #IdlingUnits[house.Name] == 0 then
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return units
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end
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local number = Utils.RandomInteger(1, #IdlingUnits[house.Name])
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if IdlingUnits[house.Name][number] and not IdlingUnits[house.Name][number].IsDead then
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units[i] = IdlingUnits[house.Name][number]
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table.remove(IdlingUnits[house.Name], number)
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end
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end
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return units
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end
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SendAttack = function(house)
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if IsAttacking[house.Name] then
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return
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end
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IsAttacking[house.Name] = true
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HoldProduction[house.Name] = true
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local units = SetupAttackGroup(house)
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Utils.Do(units, function(unit)
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IdleHunt(unit)
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end)
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Trigger.OnAllRemovedFromWorld(units, function()
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IsAttacking[house.Name] = false
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HoldProduction[house.Name] = false
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end)
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end
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ProtectHarvester = function(unit, house)
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DefendActor(unit, house)
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Trigger.OnKilled(unit, function() HarvesterKilled[house.Name] = true end)
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end
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DefendActor = function(unit, house)
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Trigger.OnDamaged(unit, function(self, attacker)
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if AttackOnGoing[house.Name] then
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return
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end
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AttackOnGoing[house.Name] = true
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-- Don't try to attack spiceblooms
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if attacker and attacker.Type == "spicebloom" then
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return
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end
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local Guards = SetupAttackGroup(house)
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if #Guards <= 0 then
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AttackOnGoing[house.Name] = false
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return
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end
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Utils.Do(Guards, function(unit)
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if not self.IsDead then
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unit.AttackMove(self.Location)
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end
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IdleHunt(unit)
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end)
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Trigger.OnAllRemovedFromWorld(Guards, function() AttackOnGoing[house.Name] = false end)
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end)
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end
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InitAIUnits = function(house)
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IdlingUnits[house.Name] = Reinforcements.Reinforce(house, InitialReinforcements[house.Name], InitialReinforcementsPaths[house.Name])
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Utils.Do(Base[house.Name], function(actor)
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DefendActor(actor, house)
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Trigger.OnDamaged(actor, function(building)
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if building.Health < building.MaxHealth * 3/4 and building.Owner.Name == house.Name then
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building.StartBuildingRepairs()
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end
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end)
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end)
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end
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Produce = function(house, units, factory)
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if factory.IsDead then
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return
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end
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if HoldProduction[house.Name] then
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Trigger.AfterDelay(DateTime.Seconds(30), function() Produce(house, units, factory) end)
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return
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end
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local delay = Utils.RandomInteger(AttackDelays[Difficulty][1], AttackDelays[Difficulty][2] + 1)
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local toBuild = { Utils.Random(units) }
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house.Build(toBuild, function(unit)
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local unitCount = 1
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if IdlingUnits[house.Name] then
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unitCount = 1 + #IdlingUnits[house.Name]
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end
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IdlingUnits[house.Name][unitCount] = unit[1]
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Trigger.AfterDelay(delay, function() Produce(house, units, factory) end)
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if unitCount >= (AttackGroupSize[Difficulty] * 2.5) then
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SendAttack(house)
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end
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end)
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end
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ActivateAI = function()
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InitAIUnits(harkonnen)
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InitAIUnits(smuggler)
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-- Finish the upgrades first before trying to build something
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Trigger.AfterDelay(DateTime.Seconds(14), function()
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Produce(harkonnen, EnemyInfantryTypes, HBarracks)
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Produce(harkonnen, HarkonnenVehicleTypes, HLightFactory)
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Produce(harkonnen, HarkonnenTankType, HHeavyFactory)
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Produce(smuggler, EnemyInfantryTypes, SBarracks)
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Produce(smuggler, SmugglerVehicleTypes, SLightFactory)
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Produce(smuggler, SmugglerTankType, SHeavyFactory)
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end)
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end
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