112 lines
3.1 KiB
Lua
112 lines
3.1 KiB
Lua
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
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IdlingUnits = function()
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local lazyUnits = enemy.GetGroundAttackers()
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Utils.Do(lazyUnits, function(unit)
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Trigger.OnDamaged(unit, function()
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Trigger.ClearAll(unit)
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Trigger.AfterDelay(0, function() IdleHunt(unit) end)
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end)
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end)
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end
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BaseApwr = { type = "apwr", pos = CVec.New(-13, 7), cost = 500, exists = true }
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BaseTent = { type = "tent", pos = CVec.New(-2, 12), cost = 400, exists = true }
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BaseProc = { type = "proc", pos = CVec.New(-7, 5), cost = 1400, exists = true }
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BaseWeap = { type = "weap", pos = CVec.New(-9, 11), cost = 2000, exists = true }
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BaseApwr2 = { type = "apwr", pos = CVec.New(-4, 1), cost = 500, exists = true }
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BaseBuildings = { BaseApwr, BaseTent, BaseProc, BaseWeap, BaseApwr2 }
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BuildBase = function()
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if CYard.IsDead or CYard.Owner ~= enemy then
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return
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elseif Harvester.IsDead and enemy.Resources <= 299 then
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return
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end
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for i,v in ipairs(BaseBuildings) do
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if not v.exists then
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BuildBuilding(v)
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return
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end
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end
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Trigger.AfterDelay(DateTime.Seconds(10), BuildBase)
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end
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BuildBuilding = function(building)
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Trigger.AfterDelay(Actor.BuildTime(building.type), function()
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local actor = Actor.Create(building.type, true, { Owner = enemy, Location = CYardLocation.Location + building.pos })
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enemy.Cash = enemy.Cash - building.cost
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building.exists = true
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Trigger.OnKilled(actor, function() building.exists = false end)
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Trigger.OnDamaged(actor, function(building)
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if building.Owner == enemy and building.Health < building.MaxHealth * 3/4 then
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building.StartBuildingRepairs()
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end
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end)
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Trigger.AfterDelay(DateTime.Seconds(10), BuildBase)
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end)
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end
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ProduceInfantry = function()
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if not BaseBuildings[2][4] then
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return
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elseif Harvester.IsDead and enemy.Resources <= 299 then
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return
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end
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local delay = Utils.RandomInteger(DateTime.Seconds(3), DateTime.Seconds(9))
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local toBuild = { Utils.Random(AlliedInfantryTypes) }
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local Path = Utils.Random(AttackPaths)
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enemy.Build(toBuild, function(unit)
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InfAttack[#InfAttack + 1] = unit[1]
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if #InfAttack >= 10 then
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SendUnits(InfAttack, Path)
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InfAttack = { }
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Trigger.AfterDelay(DateTime.Minutes(2), ProduceInfantry)
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else
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Trigger.AfterDelay(delay, ProduceInfantry)
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end
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end)
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end
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ProduceArmor = function()
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if not BaseBuildings[4][4] then
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return
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elseif Harvester.IsDead and enemy.Resources <= 599 then
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return
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end
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local delay = Utils.RandomInteger(DateTime.Seconds(12), DateTime.Seconds(17))
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local toBuild = { Utils.Random(AlliedArmorTypes) }
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local Path = Utils.Random(AttackPaths)
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enemy.Build(toBuild, function(unit)
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ArmorAttack[#ArmorAttack + 1] = unit[1]
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if #ArmorAttack >= 6 then
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SendUnits(ArmorAttack, Path)
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ArmorAttack = { }
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Trigger.AfterDelay(DateTime.Minutes(3), ProduceArmor)
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else
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Trigger.AfterDelay(delay, ProduceArmor)
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end
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end)
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end
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SendUnits = function(units, waypoints)
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Utils.Do(units, function(unit)
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if not unit.IsDead then
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Utils.Do(waypoints, function(waypoint)
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unit.AttackMove(waypoint.Location)
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end)
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IdleHunt(unit)
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end
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end)
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end
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