--[[ 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. ]] AlliedInfantryTypes = { "e1", "e3" } if Difficulty == "easy" then AlliedArmorTypes = { "1tnk", "1tnk" } else AlliedArmorTypes = { "1tnk", "2tnk" } end if Difficulty == "hard" then AlliedNavyGuard = { "ca", "ca" } else AlliedNavyGuard = { "ca" } end ArmorAttackNumbers = { easy = 2, normal = 5, hard = 8 } ArmorAttackDelays = { easy = DateTime.Seconds(45), normal = DateTime.Seconds(30), hard = DateTime.Seconds(10) } AlliedWarFactRally = { waypoint2, waypoint9, waypoint10, waypoint11 } InfAttack = { } ArmorAttack = { } SendAttackToBase = function(units) Utils.Do(units, function(unit) if not unit.IsDead and unit.HasProperty("Hunt") then unit.AttackMove(waypoint77.Location, 2) Trigger.OnIdle(unit, unit.Hunt) end end) end UnitsJustHunt = function(units) Utils.Do(units, function(unit) if not unit.IsDead and unit.HasProperty("Hunt") then Trigger.OnIdle(unit, unit.Hunt) end end) end ProduceInfantry = function() if AlliedBarracks01.IsDead then return elseif (OreRefinery01.IsDead and OreRefinery02.IsDead or GreeceHarvestersAreDead) and Greece.Resources <= 299 then return end local delay = Utils.RandomInteger(DateTime.Seconds(1), DateTime.Seconds(2)) local toBuild = { Utils.Random(AlliedInfantryTypes) } Greece.Build(toBuild, function(unit) InfAttack[#InfAttack + 1] = unit[1] if #InfAttack >= 5 then UnitsJustHunt(InfAttack) InfAttack = { } Trigger.AfterDelay(DateTime.Seconds(1), ProduceInfantry) else Trigger.AfterDelay(delay, ProduceInfantry) end end) end ProduceArmor = function() if AlliedWarFact01.IsDead and AlliedWarFact02.IsDead then return elseif (OreRefinery01.IsDead and OreRefinery02.IsDead or GreeceHarvestersAreDead) and Greece.Resources <= 699 then return end local delay = Utils.RandomInteger(DateTime.Seconds(7), DateTime.Seconds(10)) local toBuild = { Utils.Random(AlliedArmorTypes) } local rally = Utils.Random(AlliedWarFactRally) Utils.Do(AlliedWarFact, function(fact) if not fact.IsDead then fact.RallyPoint = rally.Location end end) Greece.Build(toBuild, function(unit) ArmorAttack[#ArmorAttack + 1] = unit[1] if #ArmorAttack >= ArmorAttackNumbers[Difficulty] then SendAttackToBase(ArmorAttack) ArmorAttack = { } Trigger.AfterDelay(ArmorAttackDelays[Difficulty], ProduceArmor) else Trigger.AfterDelay(delay, ProduceArmor) end end) end ProduceNavyGuard = function() if NavalYard01.IsDead then return elseif (OreRefinery01.IsDead and OreRefinery02.IsDead or GreeceHarvestersAreDead) and Greece.Resources <= 2399 then return end NavalYard01.RallyPoint = waypoint26.Location Greece.Build(AlliedNavyGuard, function(nvgrd) Trigger.OnAllKilled(nvgrd, ProduceNavyGuard) end) end