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-08/harkonnen08-AI.lua
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69
mods/d2k/maps/harkonnen-08/harkonnen08-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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EnemyInfantryTypes = { "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", "deviator" }
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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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AtreidesVehicleTypes = { "trike", "trike", "quad" }
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AtreidesTankTypes = { "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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MercenaryTankTypes = { "combat_tank_o", "combat_tank_o", "siege_tank" }
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ActivateAI = function()
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IdlingUnits[Ordos] = Utils.Concat(Reinforcements.Reinforce(Ordos, InitialOrdosReinforcements[1], InitialOrdosPaths[1]), Reinforcements.Reinforce(Ordos, InitialOrdosReinforcements[2], InitialOrdosPaths[2]))
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IdlingUnits[AtreidesEnemy] = Reinforcements.Reinforce(AtreidesEnemy, InitialAtreidesReinforcements, InitialAtreidesPath)
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IdlingUnits[AtreidesNeutral] = { }
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IdlingUnits[MercenaryEnemy] = Reinforcements.Reinforce(MercenaryEnemy, InitialMercenaryReinforcements, InitialMercenaryPath)
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IdlingUnits[MercenaryAlly] = { }
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DefendAndRepairBase(Ordos, OrdosBase, 0.75, AttackGroupSize[Difficulty])
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DefendAndRepairBase(AtreidesEnemy, AtreidesBase, 0.75, AttackGroupSize[Difficulty])
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DefendAndRepairBase(MercenaryEnemy, MercenaryBase, 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(EnemyInfantryTypes) } end
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local vehilcesToBuildOrdos = function() return { Utils.Random(OrdosVehicleTypes) } end
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local vehilcesToBuildAtreides = function() return { Utils.Random(AtreidesVehicleTypes) } end
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local tanksToBuildOrdos = function() return { Utils.Random(OrdosTankTypes) } end
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local tanksToBuildAtreides = function() return { Utils.Random(AtreidesTankTypes) } end
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local tanksToBuildMercenary = function() return { Utils.Random(MercenaryTankTypes) } end
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local unitsToBuyOrdos = function() return { Utils.Random(OrdosStarportTypes) } end
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local unitsToBuyAtreides = function() return { Utils.Random(AtreidesStarportTypes) } end
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local attackThresholdSize = AttackGroupSize[Difficulty] * 2.5
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ProduceUnits(Ordos, OBarracks1, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(Ordos, OLightFactory, delay, vehilcesToBuildOrdos, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(Ordos, OHeavyFactory, delay, tanksToBuildOrdos, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(Ordos, OStarport, delay, unitsToBuyOrdos, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(AtreidesEnemy, ABarracks1, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(AtreidesEnemy, ALightFactory, delay, vehilcesToBuildAtreides, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(AtreidesEnemy, AHeavyFactory, delay, tanksToBuildAtreides, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(AtreidesEnemy, AStarport, delay, unitsToBuyAtreides, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(MercenaryEnemy, MHeavyFactory, delay, tanksToBuildMercenary, AttackGroupSize[Difficulty], attackThresholdSize)
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end
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