--[[ 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 = 10 SovietInfantry = { "e1", "e2", "e4" } SovietVehicles = { "3tnk", "3tnk", "v2rl" } Mammoths = { "4tnk", "4tnk" } SovietAircraftType = { "yak" } Planes = { } ProductionInterval = { easy = DateTime.Seconds(33), normal = DateTime.Seconds(22), hard = DateTime.Seconds(11) } ParadropDelays = { easy = { DateTime.Minutes(3), DateTime.Minutes(4) }, normal = { DateTime.Minutes(2), DateTime.Minutes(3) }, hard = { DateTime.Minutes(1), DateTime.Minutes(2) } } ParadropLZs = { DropZone1.CenterPosition, DropZone2.CenterPosition, DropZone3.CenterPosition, DropZone4.CenterPosition, DropZone5.CenterPosition, DropZone6.CenterPosition, DropZone7.CenterPosition, DropZone8.CenterPosition } Paradrop = function() Trigger.AfterDelay(Utils.RandomInteger(ParadropDelays[1], ParadropDelays[2]), function() local aircraft = PowerProxy.TargetParatroopers(Utils.Random(ParadropLZs), Angle.North) Utils.Do(aircraft, function(a) Trigger.OnPassengerExited(a, function(t, p) IdleHunt(p) end) end) if not (Airfield1.IsDead or Airfield1.Owner ~= BadGuy) and not (Airfield2.IsDead or Airfield2.Owner ~= BadGuy) then Paradrop() end end) end 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 ProduceBadGuyVehicles = function() if BadGuyWarFactory.IsDead or BadGuyWarFactory.Owner ~= BadGuy then return end BadGuy.Build({ Utils.Random(SovietVehicles) }, function(units) table.insert(BGAttackGroup, units[1]) SendBGAttackGroup() Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceBadGuyVehicles) 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 USSRBarracks.IsDead or USSRBarracks.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 ProduceUSSRVehicles = 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], ProduceUSSRVehicles) end) end ProduceAircraft = function() if (Airfield1.IsDead or Airfield1.Owner ~= BadGuy) and (Airfield2.IsDead or Airfield2.Owner ~= BadGuy) then return end BadGuy.Build(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, Allies) end) end StartBGMammoths = { easy = 18, normal = 15, hard = 12 } StartUSSRMammoths = { easy = 12, normal = 10, hard = 9 } MammothDelays = { easy = 5, normal = 4, hard = 3 } BGMammoths = function() if not ForwardCommandBG.IsDead or ForwardCommandBG.Owner ~= BadGuy then local tanks = Reinforcements.Reinforce(BadGuy, Mammoths, { BGMammothEntry.Location }, 5) Utils.Do(tanks, IdleHunt) Trigger.AfterDelay(DateTime.Minutes(MammothDelays), BGMammoths) end end USSRMammoths = function() if not ForwardCommandUSSR.IsDead or ForwardCommandUSSR.Owner ~= USSR then local tanks = Reinforcements.Reinforce(USSR, Mammoths, { USSRMammothEntry.Location }, 5) Utils.Do(tanks, IdleHunt) Trigger.AfterDelay(DateTime.Minutes(MammothDelays), USSRMammoths) end end ActivateAI = function() ParadropDelays = ParadropDelays[Difficulty] MammothDelays = MammothDelays[Difficulty] StartBGMammoths = StartBGMammoths[Difficulty] StartUSSRMammoths = StartUSSRMammoths[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) Paradrop() ProduceBadGuyInfantry() Trigger.AfterDelay(DateTime.Minutes(2), ProduceUSSRInfantry) Trigger.AfterDelay(DateTime.Minutes(4), ProduceUSSRVehicles) Trigger.AfterDelay(DateTime.Minutes(8), ProduceBadGuyVehicles) Trigger.AfterDelay(DateTime.Minutes(10), ProduceAircraft) Trigger.AfterDelay(DateTime.Minutes(StartBGMammoths), BGMammoths) Trigger.AfterDelay(DateTime.Minutes(StartUSSRMammoths), USSRMammoths) end