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OpenRA/mods/d2k/maps/atreides-05/atreides05-AI.lua
let5sne.win10 9cf6ebb986
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Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 21:46:54 +08:00

78 lines
2.8 KiB
Lua

--[[
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) }
}
HarkonnenInfantryTypes = { "light_inf", "light_inf", "trooper", "trooper", "trooper" }
HarkonnenVehicleTypes = { "trike", "trike", "trike", "quad", "quad" }
HarkonnenTankType = { "combat_tank_h" }
InitAIUnits = function()
IdlingUnits[Harkonnen] = Reinforcements.ReinforceWithTransport(Harkonnen, "carryall.reinforce", InitialHarkonnenReinforcements, HarkonnenPaths[1], { HarkonnenPaths[1][1] })[2]
DefendAndRepairBase(Harkonnen, HarkonnenBase, 0.75, AttackGroupSize[Difficulty])
DefendActor(HarkonnenBarracks, Harkonnen, AttackGroupSize[Difficulty])
RepairBuilding(Harkonnen, HarkonnenBarracks, 0.75)
Utils.Do(SmugglerBase, function(actor)
RepairBuilding(Smuggler, actor, 0.75)
end)
RepairBuilding(Smuggler, Starport, 0.75)
end
-- Not using ProduceUnits because of the custom StopInfantryProduction condition
ProduceInfantry = function()
if StopInfantryProduction or HarkonnenBarracks.IsDead or HarkonnenBarracks.Owner ~= Harkonnen then
return
end
if HoldProduction[Harkonnen] then
Trigger.AfterDelay(DateTime.Seconds(30), ProduceInfantry)
return
end
local delay = Utils.RandomInteger(AttackDelays[Difficulty][1], AttackDelays[Difficulty][2] + 1)
local toBuild = { Utils.Random(HarkonnenInfantryTypes) }
Harkonnen.Build(toBuild, function(unit)
IdlingUnits[Harkonnen][#IdlingUnits[Harkonnen] + 1] = unit[1]
Trigger.AfterDelay(delay, ProduceInfantry)
if #IdlingUnits[Harkonnen] >= (AttackGroupSize[Difficulty] * 2.5) then
SendAttack(Harkonnen, AttackGroupSize[Difficulty])
end
end)
end
ActivateAI = function()
Harkonnen.Cash = 15000
LastHarvesterEaten[Harkonnen] = true
InitAIUnits()
local delay = function() return Utils.RandomInteger(AttackDelays[Difficulty][1], AttackDelays[Difficulty][2] + 1) end
local vehilcesToBuild = function() return { Utils.Random(HarkonnenVehicleTypes) } end
local tanksToBuild = function() return HarkonnenTankType end
local attackThresholdSize = AttackGroupSize[Difficulty] * 2.5
ProduceInfantry()
ProduceUnits(Harkonnen, HarkonnenLightFactory, delay, vehilcesToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
ProduceUnits(Harkonnen, HarkonnenHeavyFactory, delay, tanksToBuild, AttackGroupSize[Difficulty], attackThresholdSize)
end