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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67
mods/d2k/maps/harkonnen-07/harkonnen07-AI.lua
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67
mods/d2k/maps/harkonnen-07/harkonnen07-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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InitialProductionDelay =
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{
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easy = DateTime.Seconds(30),
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normal = DateTime.Seconds(15),
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hard = 0
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}
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AtreidesInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" }
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AtreidesVehicleTypes = { "trike", "trike", "quad" }
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AtreidesMainTankTypes = { "combat_tank_a", "combat_tank_a", "siege_tank", "missile_tank", "sonic_tank" }
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AtreidesSmallTankTypes = { "combat_tank_a", "combat_tank_a", "siege_tank" }
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AtreidesStarportTypes = { "trike.starport", "trike.starport", "quad.starport", "combat_tank_a.starport", "combat_tank_a.starport", "siege_tank.starport", "missile_tank.starport" }
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CorrinoInfantryTypes = { "light_inf", "trooper", "sardaukar" }
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ActivateAI = function()
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IdlingUnits[AtreidesMain] = Utils.Concat(Reinforcements.Reinforce(AtreidesMain, InitialAtreidesReinforcements[Difficulty][1], InitialAtreidesPaths[1]), Reinforcements.Reinforce(AtreidesMain, InitialAtreidesReinforcements[Difficulty][2], InitialAtreidesPaths[2]))
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IdlingUnits[AtreidesSmall] = Reinforcements.Reinforce(AtreidesSmall, InitialAtreidesReinforcements[Difficulty][1], InitialAtreidesPaths[3])
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IdlingUnits[Corrino] = Reinforcements.Reinforce(Corrino, InitialCorrinoReinforcements, InitialCorrinoPath)
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DefendAndRepairBase(AtreidesMain, AtreidesMainBase, 0.75, AttackGroupSize[Difficulty])
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DefendAndRepairBase(AtreidesSmall, AtreidesSmallBase, 0.75, AttackGroupSize[Difficulty])
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DefendAndRepairBase(Corrino, CorrinoBase, 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 infantryToBuildAtreides = function() return { Utils.Random(AtreidesInfantryTypes) } end
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local infantryToBuildCorrino = function() return { Utils.Random(CorrinoInfantryTypes) } end
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local vehilcesToBuild = function() return { Utils.Random(AtreidesVehicleTypes) } end
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local tanksToBuildMain = function() return { Utils.Random(AtreidesMainTankTypes) } end
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local tanksToBuildSmall = function() return { Utils.Random(AtreidesSmallTankTypes) } end
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local unitsToBuy = function() return { Utils.Random(AtreidesStarportTypes) } end
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local attackThresholdSize = AttackGroupSize[Difficulty] * 2.5
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Trigger.AfterDelay(InitialProductionDelay[Difficulty], function()
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ProduceUnits(AtreidesMain, ALightFactory1, delay, vehilcesToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(AtreidesMain, AHeavyFactory1, delay, tanksToBuildMain, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(AtreidesMain, AStarport, delay, unitsToBuy, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(AtreidesSmall, ABarracks, delay, infantryToBuildAtreides, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(AtreidesSmall, AHeavyFactory2, delay, tanksToBuildSmall, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(Corrino, CBarracks, delay, infantryToBuildCorrino, AttackGroupSize[Difficulty], attackThresholdSize)
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end)
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end
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