--[[ 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) } } InitialProductionDelay = { easy = DateTime.Seconds(30), normal = DateTime.Seconds(15), hard = 0 } AtreidesInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" } AtreidesVehicleTypes = { "trike", "trike", "quad" } AtreidesMainTankTypes = { "combat_tank_a", "combat_tank_a", "siege_tank", "missile_tank", "sonic_tank" } AtreidesSmallTankTypes = { "combat_tank_a", "combat_tank_a", "siege_tank" } AtreidesStarportTypes = { "trike.starport", "trike.starport", "quad.starport", "combat_tank_a.starport", "combat_tank_a.starport", "siege_tank.starport", "missile_tank.starport" } CorrinoInfantryTypes = { "light_inf", "trooper", "sardaukar" } ActivateAI = function() IdlingUnits[AtreidesMain] = Utils.Concat(Reinforcements.Reinforce(AtreidesMain, InitialAtreidesReinforcements[Difficulty][1], InitialAtreidesPaths[1]), Reinforcements.Reinforce(AtreidesMain, InitialAtreidesReinforcements[Difficulty][2], InitialAtreidesPaths[2])) IdlingUnits[AtreidesSmall] = Reinforcements.Reinforce(AtreidesSmall, InitialAtreidesReinforcements[Difficulty][1], InitialAtreidesPaths[3]) IdlingUnits[Corrino] = Reinforcements.Reinforce(Corrino, InitialCorrinoReinforcements, InitialCorrinoPath) DefendAndRepairBase(AtreidesMain, AtreidesMainBase, 0.75, AttackGroupSize[Difficulty]) DefendAndRepairBase(AtreidesSmall, AtreidesSmallBase, 0.75, AttackGroupSize[Difficulty]) DefendAndRepairBase(Corrino, CorrinoBase, 0.75, AttackGroupSize[Difficulty]) local delay = function() return Utils.RandomInteger(AttackDelays[Difficulty][1], AttackDelays[Difficulty][2] + 1) end local infantryToBuildAtreides = function() return { Utils.Random(AtreidesInfantryTypes) } end local infantryToBuildCorrino = function() return { Utils.Random(CorrinoInfantryTypes) } end local vehilcesToBuild = function() return { Utils.Random(AtreidesVehicleTypes) } end local tanksToBuildMain = function() return { Utils.Random(AtreidesMainTankTypes) } end local tanksToBuildSmall = function() return { Utils.Random(AtreidesSmallTankTypes) } end local unitsToBuy = function() return { Utils.Random(AtreidesStarportTypes) } end local attackThresholdSize = AttackGroupSize[Difficulty] * 2.5 Trigger.AfterDelay(InitialProductionDelay[Difficulty], function() ProduceUnits(AtreidesMain, ALightFactory1, delay, vehilcesToBuild, AttackGroupSize[Difficulty], attackThresholdSize) ProduceUnits(AtreidesMain, AHeavyFactory1, delay, tanksToBuildMain, AttackGroupSize[Difficulty], attackThresholdSize) ProduceUnits(AtreidesMain, AStarport, delay, unitsToBuy, AttackGroupSize[Difficulty], attackThresholdSize) ProduceUnits(AtreidesSmall, ABarracks, delay, infantryToBuildAtreides, AttackGroupSize[Difficulty], attackThresholdSize) ProduceUnits(AtreidesSmall, AHeavyFactory2, delay, tanksToBuildSmall, AttackGroupSize[Difficulty], attackThresholdSize) ProduceUnits(Corrino, CBarracks, delay, infantryToBuildCorrino, AttackGroupSize[Difficulty], attackThresholdSize) end) end