--[[ 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. ]] AttackGroup = { } AttackGroupSize = 10 SovietInfantry = { "e1", "e2", "e4" } SovietVehicles = { "3tnk", "3tnk", "v2rl" } SovietAircraftType = { "mig" } Migs = { } GroundWavesUpgradeDelay = DateTime.Minutes(12) GroundAttackUnitType = "Normal" GroundAttackUnits = { Normal = { {"4tnk", "3tnk", "e2", "e2", "e2" }, { "3tnk", "v2rl", "e4", "e4", "e4" } }, Upgraded = { {"4tnk", "3tnk", "ftrk", "apc", "apc", "e1", "e1", "e1", "e1", "e1", "e2", "e2", "e2" }, { "3tnk", "v2rl", "ftrk", "apc", "apc", "e1", "e1", "e1", "e1", "e1", "e4", "e4", "e4" } } } GroundAttackPaths = { { SovEntry1.Location, ParaLZ3.Location, AttackChrono.Location }, { SovEntry2.Location, ParaLZ5.Location, AttackChrono.Location }, { SovEntry3.Location, ParaLZ5.Location, AttackChrono.Location } } GroundWavesDelays = { easy = 4, normal = 3, hard = 2 } WTransUnits = { { "4tnk", "3tnk", "e2", "e2", "e2" }, { "3tnk", "v2rl", "e4", "e4", "e4" } } WTransWays = { { DDEntry.Location, WaterLanding1.Location }, { WaterEntry2.Location, WaterLanding2.Location }, { WaterEntry2.Location, WaterLanding3.Location } } WTransDelays = { easy = 5, normal = 4, hard = 3 } ParadropLZs = { ParaLZ1.CenterPosition, ParaLZ2.CenterPosition, ParaLZ3.CenterPosition, ParaLZ4.CenterPosition, ParaLZ5.CenterPosition } ParadropDelays = { easy = 3, normal = 2, hard = 1 } BombDelays = { easy = 4, normal = 3, hard = 2 } ProductionInterval = { easy = DateTime.Seconds(20), normal = DateTime.Seconds(10), hard = DateTime.Seconds(5) } SendAttackGroup = function() if #AttackGroup < AttackGroupSize then return end Utils.Do(AttackGroup, function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end) AttackGroup = { } end ProduceInfantry = function() if USSRRax.IsDead or USSRRax.Owner ~= USSR then return end USSR.Build({ Utils.Random(SovietInfantry) }, function(units) table.insert(AttackGroup, units[1]) SendAttackGroup() Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceInfantry) end) end ProduceVehicles = function() if USSRWarFactory.IsDead or USSRWarFactory.Owner ~= USSR then return end USSR.Build({ Utils.Random(SovietVehicles) }, function(units) table.insert(AttackGroup, units[1]) SendAttackGroup() Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceVehicles) end) end ProduceAircraft = function() if (Airfield1.IsDead or Airfield1.Owner ~= USSR) and (Airfield2.IsDead or Airfield2.Owner ~= USSR) then return end USSR.Build(SovietAircraftType, function(units) local mig = units[1] Migs[#Migs + 1] = mig Trigger.OnKilled(mig, ProduceAircraft) local alive = Utils.Where(Migs, function(y) return not y.IsDead end) if #alive < 2 then Trigger.AfterDelay(DateTime.Seconds(ProductionInterval[Difficulty] / 2), ProduceAircraft) end InitializeAttackAircraft(mig, Greece) end) end GroundWaves = function() local path = Utils.Random(GroundAttackPaths) local units = Reinforcements.Reinforce(USSR, Utils.Random(GroundAttackUnits[GroundAttackUnitType]), { path[1] }) local lastWaypoint = path[#path] Utils.Do(units, function(unit) Trigger.OnAddedToWorld(unit, function() unit.Patrol(path) Trigger.OnIdle(unit, function() unit.AttackMove(lastWaypoint) end) end) end) Trigger.AfterDelay(DateTime.Minutes(GroundWavesDelays), GroundWaves) end WTransWaves = function() local way = Utils.Random(WTransWays) local units = Utils.Random(WTransUnits) local attackUnits = Reinforcements.ReinforceWithTransport(USSR, "lst", units , way, { way[2], way[1] })[2] Utils.Do(attackUnits, function(a) Trigger.OnAddedToWorld(a, function() a.AttackMove(AttackChrono.Location) IdleHunt(a) end) end) Trigger.AfterDelay(DateTime.Minutes(WTransDelays), WTransWaves) end Paradrop = function() local aircraft = PowerProxy.TargetParatroopers(Utils.Random(ParadropLZs)) Utils.Do(aircraft, function(a) Trigger.OnPassengerExited(a, function(t, p) IdleHunt(p) end) end) Trigger.AfterDelay(DateTime.Minutes(ParadropDelays), Paradrop) end GetBomberTargets = function() if Difficulty ~= "hard" then return Greece.GetActorsByTypes({ "apwr", "powr" }) end local targets = Utils.Where(Greece.GetActors(), function(actor) return actor.HasProperty("Sell") and actor.Type ~= "brik" and actor.Type ~= "sbag" or actor.Type == "pdox" end) return targets end SendParabombs = function() local airfield = Airfield1 if Airfield1.IsDead or Airfield1.Owner ~= USSR then if Airfield2.IsDead or Airfield2.Owner ~= USSR then return end airfield = Airfield2 end local targets = GetBomberTargets() if #targets > 0 then airfield.TargetAirstrike(Utils.Random(targets).CenterPosition) end Trigger.AfterDelay(DateTime.Minutes(BombDelays), SendParabombs) end ActivateAI = function() GroundWavesDelays = GroundWavesDelays[Difficulty] WTransDelays = WTransDelays[Difficulty] ParadropDelays = ParadropDelays[Difficulty] BombDelays = BombDelays[Difficulty] local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == USSR and self.HasProperty("StartBuildingRepairs") end) Utils.Do(buildings, function(actor) Trigger.OnDamaged(actor, function(building) if building.Owner == USSR and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) end) ProduceInfantry() ProduceVehicles() ProduceAircraft() Trigger.AfterDelay(DateTime.Minutes(GroundWavesDelays), GroundWaves) Trigger.AfterDelay(DateTime.Minutes(WTransDelays), WTransWaves) Trigger.AfterDelay(DateTime.Minutes(ParadropDelays), Paradrop) Trigger.AfterDelay(DateTime.Minutes(BombDelays), SendParabombs) Trigger.AfterDelay(GroundWavesUpgradeDelay, function() GroundAttackUnitType = "Upgraded" end) end