--[[ 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 = 8 SovietInfantry = { "e1", "e2", "e4" } SovietVehicles = { "3tnk", "3tnk", "v2rl" } SovietAircraftType = { "mig", "yak" } Planes = { } ProductionInterval = { easy = DateTime.Seconds(30), normal = DateTime.Seconds(20), hard = DateTime.Seconds(10) } SendBGAttackGroup = function() if #BGAttackGroup < BGAttackGroupSize then return end Utils.Do(BGAttackGroup, function(unit) if not unit.IsDead then IdleHunt(unit) 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 SendAttackGroup = function() if #AttackGroup < AttackGroupSize then return end Utils.Do(AttackGroup, function(unit) if not unit.IsDead then IdleHunt(unit) end end) AttackGroup = { } end ProduceUSSRInfantry = 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], ProduceUSSRInfantry) 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 GroundAttackUnits = { {"4tnk", "3tnk", "e2", "e2", "e2", "e2" }, { "3tnk", "3tnk", "v2rl", "e4", "e4", "e4" }, {"ttnk", "ttnk", "ttnk", "shok", "shok", "shok" } } GroundAttackPaths = { { SovietGroundEntry1.Location }, { SovietGroundEntry2.Location }, { SovietGroundEntry3.Location } } GroundWavesDelays = { easy = 4, normal = 3, hard = 2 } GroundWavesDelay = GroundWavesDelays[Difficulty] GroundWaves = function() if not ForwardCommand.IsDead then local path = Utils.Random(GroundAttackPaths) local units = Reinforcements.Reinforce(BadGuy, Utils.Random(GroundAttackUnits), path) Utils.Do(units, IdleHunt) Trigger.AfterDelay(DateTime.Minutes(GroundWavesDelay), GroundWaves) end end ProduceAircraft = function() if Airfield.IsDead or Airfield.Owner ~= USSR then return end USSR.Build({ Utils.Random(SovietAircraftType) }, function(units) local plane = units[1] Planes[#Planes + 1] = plane Trigger.OnKilled(plane, ProduceAircraft) local alive = Utils.Where(Planes, function(y) return not y.IsDead end) if #alive < 2 then Trigger.AfterDelay(DateTime.Seconds(ProductionInterval[Difficulty] / 2), ProduceAircraft) end InitializeAttackAircraft(plane, Greece) end) 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) ProduceBadGuyInfantry() ProduceUSSRInfantry() ProduceVehicles() Trigger.AfterDelay(DateTime.Minutes(GroundWavesDelay), GroundWaves) Trigger.AfterDelay(DateTime.Minutes(5), ProduceAircraft) end