--[[ Copyright (c) The OpenRA Developers and Contributors This file is part of OpenRA, which is free software. It is made available to you under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. For more information, see COPYING. ]] AttackGroupSize = { easy = 6, normal = 8, hard = 10 } AttackDelays = { easy = { DateTime.Seconds(4), DateTime.Seconds(7) }, normal = { DateTime.Seconds(2), DateTime.Seconds(5) }, hard = { DateTime.Seconds(1), DateTime.Seconds(3) } } HarkonnenInfantryTypes = { "light_inf", "light_inf", "trooper", "trooper", "trooper" } HarkonnenVehicleTypes = { "trike", "trike", "trike", "quad", "quad" } HarkonnenTankType = { "combat_tank_h" } InitAIUnits = function() IdlingUnits[Harkonnen] = Reinforcements.ReinforceWithTransport(Harkonnen, "carryall.reinforce", InitialHarkonnenReinforcements, HarkonnenPaths[1], { HarkonnenPaths[1][1] })[2] DefendAndRepairBase(Harkonnen, HarkonnenBase, 0.75, AttackGroupSize[Difficulty]) DefendActor(HarkonnenBarracks, Harkonnen, AttackGroupSize[Difficulty]) RepairBuilding(Harkonnen, HarkonnenBarracks, 0.75) Utils.Do(SmugglerBase, function(actor) RepairBuilding(Smuggler, actor, 0.75) end) RepairBuilding(Smuggler, Starport, 0.75) end -- Not using ProduceUnits because of the custom StopInfantryProduction condition ProduceInfantry = function() if StopInfantryProduction or HarkonnenBarracks.IsDead or HarkonnenBarracks.Owner ~= Harkonnen then return end if HoldProduction[Harkonnen] then Trigger.AfterDelay(DateTime.Seconds(30), ProduceInfantry) return end local delay = Utils.RandomInteger(AttackDelays[Difficulty][1], AttackDelays[Difficulty][2] + 1) local toBuild = { Utils.Random(HarkonnenInfantryTypes) } Harkonnen.Build(toBuild, function(unit) IdlingUnits[Harkonnen][#IdlingUnits[Harkonnen] + 1] = unit[1] Trigger.AfterDelay(delay, ProduceInfantry) if #IdlingUnits[Harkonnen] >= (AttackGroupSize[Difficulty] * 2.5) then SendAttack(Harkonnen, AttackGroupSize[Difficulty]) end end) end ActivateAI = function() Harkonnen.Cash = 15000 LastHarvesterEaten[Harkonnen] = true InitAIUnits() local delay = function() return Utils.RandomInteger(AttackDelays[Difficulty][1], AttackDelays[Difficulty][2] + 1) end local vehilcesToBuild = function() return { Utils.Random(HarkonnenVehicleTypes) } end local tanksToBuild = function() return HarkonnenTankType end local attackThresholdSize = AttackGroupSize[Difficulty] * 2.5 ProduceInfantry() ProduceUnits(Harkonnen, HarkonnenLightFactory, delay, vehilcesToBuild, AttackGroupSize[Difficulty], attackThresholdSize) ProduceUnits(Harkonnen, HarkonnenHeavyFactory, delay, tanksToBuild, AttackGroupSize[Difficulty], attackThresholdSize) end