--[[ 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 BGAttackGroup = { } BGAttackGroupSize = 6 SovietInfantry = { "e1", "e2", "e4" } SovietVehicles = { "4tnk", "3tnk", "3tnk", "3tnk" } SovietAircraftType = { "mig" } Migs = { } ProductionInterval = { easy = DateTime.Seconds(30), normal = DateTime.Seconds(24), hard = DateTime.Seconds(15) } SendBGAttackGroup = function() if #BGAttackGroup < BGAttackGroupSize then return end Utils.Do(BGAttackGroup, function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end) BGAttackGroup = { } end ProduceBadGuyInfantry = function() if BadGuyRax.IsDead or BadGuyRax.Owner ~= BadGuy then return end BadGuy.Build({ Utils.Random(SovietInfantry) }, function(units) table.insert(BGAttackGroup, units[1]) SendBGAttackGroup() Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceBadGuyInfantry) end) end AttackWaypoints = { AttackWaypoint1, AttackWaypoint2 } SendAttackGroup = function() if #AttackGroup < AttackGroupSize then return end local way = Utils.Random(AttackWaypoints) Utils.Do(AttackGroup, function(unit) if not unit.IsDead then unit.AttackMove(way.Location) Trigger.OnIdle(unit, unit.Hunt) end end) AttackGroup = { } end ProduceInfantry = function() if (USSRRax1.IsDead or USSRRax1.Owner ~= USSR) and (USSRRax2.IsDead or USSRRax2.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 ~= BadGuy) and (Airfield2.IsDead or Airfield2.Owner ~= BadGuy) and (Airfield3.IsDead or Airfield3.Owner ~= BadGuy) and (Airfield4.IsDead or Airfield4.Owner ~= BadGuy) then return end BadGuy.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 ParadropDelay = { easy = { DateTime.Minutes(1), DateTime.Minutes(2) }, normal = { DateTime.Seconds(45), DateTime.Minutes(1) }, hard = { DateTime.Seconds(30), DateTime.Seconds(45) } } ParadropLZs = { ParaLZ1.CenterPosition, ParaLZ2.CenterPosition, ParaLZ3.CenterPosition, ParaLZ4.CenterPosition, ParaLZ5.CenterPosition } Paradrop = function() local aircraft = StandardDrop.TargetParatroopers(Utils.Random(ParadropLZs), Angle.NorthWest) 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 BombDelays = { easy = 4, normal = 3, hard = 2 } SendParabombs = function() local targets = Utils.Where(Greece.GetActors(), function(actor) return actor.HasProperty("Sell") and actor.Type ~= "brik" and actor.Type ~= "sbag" end) if #targets > 0 then local proxy = Actor.Create("powerproxy.parabombs", false, { Owner = USSR }) proxy.TargetAirstrike(Utils.Random(targets).CenterPosition, Angle.NorthWest) proxy.Destroy() end Trigger.AfterDelay(DateTime.Minutes(BombDelays), SendParabombs) end ActivateAI = function() ParadropDelay = ParadropDelay[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) ProduceBadGuyInfantry() Trigger.AfterDelay(DateTime.Minutes(2), ProduceInfantry) Trigger.AfterDelay(DateTime.Minutes(4), ProduceVehicles) Trigger.AfterDelay(DateTime.Minutes(6), ProduceAircraft) end