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OpenRA/mods/ra/maps/allies-08a/allies08a-AI.lua
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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

229 lines
6.0 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.
]]
AttackGroup = { }
AttackGroupSize = 10
SovietInfantry = { "e1", "e2", "e4" }
SovietVehicles = { "3tnk", "3tnk", "v2rl" }
SovietAircraftType = { "mig" }
Migs = { }
GroundWavesUpgradeDelay = DateTime.Minutes(12)
GroundAttackUnitType = "Normal"
GroundAttackUnits =
{
Normal = { {"4tnk", "3tnk", "e2", "e2", "e2" }, { "3tnk", "v2rl", "e4", "e4", "e4" } },
Upgraded = { {"4tnk", "3tnk", "ftrk", "apc", "apc", "e1", "e1", "e1", "e1", "e1", "e2", "e2", "e2" }, { "3tnk", "v2rl", "ftrk", "apc", "apc", "e1", "e1", "e1", "e1", "e1", "e4", "e4", "e4" } }
}
GroundAttackPaths =
{
{ SovEntry1.Location, ParaLZ3.Location, AttackChrono.Location },
{ SovEntry2.Location, ParaLZ5.Location, AttackChrono.Location },
{ SovEntry3.Location, ParaLZ5.Location, AttackChrono.Location }
}
GroundWavesDelays =
{
easy = 4,
normal = 3,
hard = 2
}
WTransUnits = { { "4tnk", "3tnk", "e2", "e2", "e2" }, { "3tnk", "v2rl", "e4", "e4", "e4" } }
WTransWays =
{
{ DDEntry.Location, WaterLanding1.Location },
{ WaterEntry2.Location, WaterLanding2.Location },
{ WaterEntry2.Location, WaterLanding3.Location }
}
WTransDelays =
{
easy = 5,
normal = 4,
hard = 3
}
ParadropLZs = { ParaLZ1.CenterPosition, ParaLZ2.CenterPosition, ParaLZ3.CenterPosition, ParaLZ4.CenterPosition, ParaLZ5.CenterPosition }
ParadropDelays =
{
easy = 3,
normal = 2,
hard = 1
}
BombDelays =
{
easy = 4,
normal = 3,
hard = 2
}
ProductionInterval =
{
easy = DateTime.Seconds(20),
normal = DateTime.Seconds(10),
hard = DateTime.Seconds(5)
}
SendAttackGroup = function()
if #AttackGroup < AttackGroupSize then
return
end
Utils.Do(AttackGroup, function(unit)
if not unit.IsDead then
Trigger.OnIdle(unit, unit.Hunt)
end
end)
AttackGroup = { }
end
ProduceInfantry = function()
if USSRRax.IsDead or USSRRax.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 ~= USSR) and (Airfield2.IsDead or Airfield2.Owner ~= USSR) then
return
end
USSR.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
GroundWaves = function()
local path = Utils.Random(GroundAttackPaths)
local units = Reinforcements.Reinforce(USSR, Utils.Random(GroundAttackUnits[GroundAttackUnitType]), { path[1] })
local lastWaypoint = path[#path]
Utils.Do(units, function(unit)
Trigger.OnAddedToWorld(unit, function()
unit.Patrol(path)
Trigger.OnIdle(unit, function()
unit.AttackMove(lastWaypoint)
end)
end)
end)
Trigger.AfterDelay(DateTime.Minutes(GroundWavesDelays), GroundWaves)
end
WTransWaves = function()
local way = Utils.Random(WTransWays)
local units = Utils.Random(WTransUnits)
local attackUnits = Reinforcements.ReinforceWithTransport(USSR, "lst", units , way, { way[2], way[1] })[2]
Utils.Do(attackUnits, function(a)
Trigger.OnAddedToWorld(a, function()
a.AttackMove(AttackChrono.Location)
IdleHunt(a)
end)
end)
Trigger.AfterDelay(DateTime.Minutes(WTransDelays), WTransWaves)
end
Paradrop = function()
local aircraft = PowerProxy.TargetParatroopers(Utils.Random(ParadropLZs))
Utils.Do(aircraft, function(a)
Trigger.OnPassengerExited(a, function(t, p)
IdleHunt(p)
end)
end)
Trigger.AfterDelay(DateTime.Minutes(ParadropDelays), Paradrop)
end
GetBomberTargets = function()
if Difficulty ~= "hard" then
return Greece.GetActorsByTypes({ "apwr", "powr" })
end
local targets = Utils.Where(Greece.GetActors(), function(actor)
return
actor.HasProperty("Sell") and
actor.Type ~= "brik" and
actor.Type ~= "sbag" or
actor.Type == "pdox"
end)
return targets
end
SendParabombs = function()
local airfield = Airfield1
if Airfield1.IsDead or Airfield1.Owner ~= USSR then
if Airfield2.IsDead or Airfield2.Owner ~= USSR then
return
end
airfield = Airfield2
end
local targets = GetBomberTargets()
if #targets > 0 then
airfield.TargetAirstrike(Utils.Random(targets).CenterPosition)
end
Trigger.AfterDelay(DateTime.Minutes(BombDelays), SendParabombs)
end
ActivateAI = function()
GroundWavesDelays = GroundWavesDelays[Difficulty]
WTransDelays = WTransDelays[Difficulty]
ParadropDelays = ParadropDelays[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)
ProduceInfantry()
ProduceVehicles()
ProduceAircraft()
Trigger.AfterDelay(DateTime.Minutes(GroundWavesDelays), GroundWaves)
Trigger.AfterDelay(DateTime.Minutes(WTransDelays), WTransWaves)
Trigger.AfterDelay(DateTime.Minutes(ParadropDelays), Paradrop)
Trigger.AfterDelay(DateTime.Minutes(BombDelays), SendParabombs)
Trigger.AfterDelay(GroundWavesUpgradeDelay, function() GroundAttackUnitType = "Upgraded" end)
end