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-09a/harkonnen09a-AI.lua
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mods/d2k/maps/harkonnen-09a/harkonnen09a-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", "light_inf", "trooper", "trooper" }
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EnemyVehicleTypes = { "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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CorrinoMainInfantryTypes = { "light_inf", "light_inf", "trooper", "sardaukar" }
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CorrinoMainTankTypes = { "combat_tank_h", "combat_tank_h", "siege_tank", "missile_tank" }
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CorrinoSmallTankTypes = { "combat_tank_h", "combat_tank_h", "siege_tank" }
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CorrinoStarportTypes = { "trike.starport", "trike.starport", "quad.starport", "combat_tank_h.starport", "combat_tank_h.starport", "siege_tank.starport", "missile_tank.starport" }
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ActivateAI = function()
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IdlingUnits[AtreidesMain] = Utils.Concat(Reinforcements.Reinforce(AtreidesMain, InitialAtreidesReinforcements[1], InitialAtreidesPaths[1]), Utils.Concat(Reinforcements.Reinforce(AtreidesMain, InitialAtreidesReinforcements[2], InitialAtreidesPaths[2]), Reinforcements.Reinforce(AtreidesMain, InitialAtreidesReinforcements[3], InitialAtreidesPaths[3])))
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IdlingUnits[AtreidesSmall1] = Utils.Concat(Reinforcements.Reinforce(AtreidesSmall1, InitialAtreidesReinforcements[4], InitialAtreidesPaths[4]), Reinforcements.Reinforce(AtreidesSmall1, InitialAtreidesReinforcements[5], InitialAtreidesPaths[5]))
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IdlingUnits[AtreidesSmall2] = Reinforcements.Reinforce(AtreidesSmall2, InitialAtreidesReinforcements[6], InitialAtreidesPaths[6])
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IdlingUnits[CorrinoMain] = Reinforcements.Reinforce(CorrinoMain, InitialCorrinoReinforcements, InitialCorrinoPaths[1])
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IdlingUnits[CorrinoSmall] = Reinforcements.Reinforce(CorrinoMain, InitialCorrinoReinforcements, InitialCorrinoPaths[2])
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DefendAndRepairBase(AtreidesMain, AtreidesMainBase, 0.75, AttackGroupSize[Difficulty])
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DefendAndRepairBase(AtreidesSmall1, AtreidesSmall1Base, 0.75, AttackGroupSize[Difficulty])
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DefendAndRepairBase(AtreidesSmall2, AtreidesSmall2Base, 0.75, AttackGroupSize[Difficulty])
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DefendAndRepairBase(CorrinoMain, CorrinoMainBase, 0.75, AttackGroupSize[Difficulty])
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DefendAndRepairBase(CorrinoSmall, CorrinoSmallBase, 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 infantryToBuildCorrinoMain = function() return { Utils.Random(CorrinoMainInfantryTypes) } end
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local vehilcesToBuild = function() return { Utils.Random(EnemyVehicleTypes) } end
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local tanksToBuildAtreidesMain = function() return { Utils.Random(AtreidesMainTankTypes) } end
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local tanksToBuildAtreidesSmall = function() return { Utils.Random(AtreidesSmallTankTypes) } end
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local tanksToBuildCorrinoMain = function() return { Utils.Random(CorrinoMainTankTypes) } end
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local tanksToBuildCorrinoSmall = function() return { Utils.Random(CorrinoSmallTankTypes) } end
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local unitsToBuyAtreides = function() return { Utils.Random(AtreidesStarportTypes) } end
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local unitsToBuyCorrino = function() return { Utils.Random(CorrinoStarportTypes) } end
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local attackThresholdSize = AttackGroupSize[Difficulty] * 2.5
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ProduceUnits(AtreidesMain, ABarracks1, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(AtreidesMain, ALightFactory1, delay, vehilcesToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(AtreidesMain, AHeavyFactory1, delay, tanksToBuildAtreidesMain, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(AtreidesMain, AStarport, delay, unitsToBuyAtreides, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(AtreidesSmall1, ABarracks3, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(AtreidesSmall1, ALightFactory2, delay, vehilcesToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(AtreidesSmall1, AHeavyFactory2, delay, tanksToBuildAtreidesSmall, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(AtreidesSmall2, ABarracks4, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(CorrinoMain, CBarracks1, delay, infantryToBuildCorrinoMain, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(CorrinoMain, CLightFactory1, delay, vehilcesToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(CorrinoMain, CHeavyFactory1, delay, tanksToBuildCorrinoMain, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(CorrinoMain, CStarport, delay, unitsToBuyCorrino, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(CorrinoSmall, CBarracks2, delay, infantryToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(CorrinoSmall, CLightFactory2, delay, vehilcesToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
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ProduceUnits(CorrinoSmall, CHeavyFactory2, delay, tanksToBuildCorrinoSmall, AttackGroupSize[Difficulty], attackThresholdSize)
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end
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