--[[ 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 = { } SovietInfantry = { "e1", "e2" } SovietVehicles = { "3tnk", "3tnk", "v2rl" } SovietAircraftType = { "yak" } Yaks = { } AttackPaths = { AttackRight, AttackLeft } AttackGroupSizes = { easy = 8, normal = 9, hard = 10 } ProductionInterval = { easy = DateTime.Seconds(20), normal = DateTime.Seconds(10), hard = DateTime.Seconds(5) } SendAttackGroup = function() if #AttackGroup < AttackGroupSize then return end local path = Utils.Random(AttackPaths) Utils.Do(AttackGroup, function(unit) if not unit.IsDead then unit.AttackMove(path.Location) 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 Airfield.IsDead or Airfield.Owner ~= USSR then return end USSR.Build(SovietAircraftType, function(units) local yak = units[1] Yaks[#Yaks + 1] = yak Trigger.OnKilled(yak, ProduceAircraft) local alive = Utils.Where(Yaks, function(y) return not y.IsDead end) if #alive < 2 then Trigger.AfterDelay(DateTime.Seconds(ProductionInterval[Difficulty] / 2), ProduceAircraft) end InitializeAttackAircraft(yak, Allies) end) end ParadropDelays = { easy = { DateTime.Minutes(1), DateTime.Minutes(2) }, normal = { DateTime.Seconds(45), DateTime.Seconds(105) }, hard = { DateTime.Seconds(30), DateTime.Seconds(90) } } ParadropLZs = { ParaLZ1.CenterPosition, ParaLZ2.CenterPosition, ParaLZ3.CenterPosition, ParaLZ4.CenterPosition } Paradrop = function() if Airfield.IsDead or Airfield.Owner ~= USSR then return end local aircraft = StandardDrop.TargetParatroopers(Utils.Random(ParadropLZs)) Utils.Do(aircraft, function(a) Trigger.OnPassengerExited(a, function(t, p) IdleHunt(p) end) end) Trigger.AfterDelay(Utils.RandomInteger(ParadropDelay[1], ParadropDelay[2]), Paradrop) end ActivateAI = function() 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) ParadropDelay = ParadropDelays[Difficulty] AttackGroupSize = AttackGroupSizes[Difficulty] Trigger.AfterDelay(DateTime.Seconds(30), ProduceInfantry) Trigger.AfterDelay(DateTime.Minutes(3), ProduceVehicles) Trigger.AfterDelay(DateTime.Minutes(4), Paradrop) Trigger.AfterDelay(DateTime.Minutes(5), ProduceAircraft) end