Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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mods/d2k/maps/harkonnen-06b/harkonnen06b-AI.lua
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mods/d2k/maps/harkonnen-06b/harkonnen06b-AI.lua
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--[[
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Copyright (c) The OpenRA Developers and Contributors
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This file is part of OpenRA, which is free software. It is made
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available to you under the terms of the GNU General Public License
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as published by the Free Software Foundation, either version 3 of
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the License, or (at your option) any later version. For more
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information, see COPYING.
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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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OrdosInfantryTypes = { "light_inf", "light_inf", "trooper", "trooper", "trooper" }
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OrdosVehicleTypes = { "raider", "raider", "quad" }
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OrdosTankTypes = { "combat_tank_o", "combat_tank_o", "siege_tank" }
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OrdosStarportTypes = { "trike.starport", "trike.starport", "quad.starport", "combat_tank_o.starport", "combat_tank_o.starport", "siege_tank.starport", "missile_tank.starport" }
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ActivateAI = function()
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IdlingUnits[OrdosMain] = Utils.Concat(Reinforcements.Reinforce(OrdosMain, InitialOrdosReinforcements[1], InitialOrdosPaths[1]), Reinforcements.Reinforce(OrdosMain, InitialOrdosReinforcements[2], InitialOrdosPaths[2]))
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IdlingUnits[OrdosSmall] = Reinforcements.Reinforce(OrdosSmall, InitialOrdosReinforcements[1], InitialOrdosPaths[3])
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DefendAndRepairBase(OrdosMain, OrdosMainBase, 0.75, AttackGroupSize[Difficulty])
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DefendAndRepairBase(OrdosSmall, OrdosSmallBase, 0.75, AttackGroupSize[Difficulty])
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local delay = function() return Utils.RandomInteger(AttackDelays[Difficulty][1], AttackDelays[Difficulty][2] + 1) end
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local infantryToBuild = function() return { Utils.Random(OrdosInfantryTypes) } end
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local vehilcesToBuild = function() return { Utils.Random(OrdosVehicleTypes) } end
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local tanksToBuild = function() return { Utils.Random(OrdosTankTypes) } end
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local unitsToBuy = function() return { Utils.Random(OrdosStarportTypes) } end
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local attackThresholdSize = AttackGroupSize[Difficulty] * 2.5
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ProduceUnits(OrdosMain, OBarracks1, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(OrdosMain, OLightFactory1, delay, vehilcesToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(OrdosMain, OHeavyFactory, delay, tanksToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(OrdosMain, OStarport, delay, unitsToBuy, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(OrdosSmall, OBarracks2, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(OrdosSmall, OLightFactory2, delay, vehilcesToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
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end
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