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Add new Missions and some tile fixes.
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,126 @@ | ||
IdlingUnits = { } | ||
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||
AttackGroupSize = | ||
{ | ||
easy = 6, | ||
normal = 8, | ||
hard = 10 | ||
} | ||
AttackDelays = | ||
{ | ||
easy = { DateTime.Seconds(4), DateTime.Seconds(9) }, | ||
normal = { DateTime.Seconds(2), DateTime.Seconds(7) }, | ||
hard = { DateTime.Seconds(1), DateTime.Seconds(5) } | ||
} | ||
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||
HarkonnenInfantryTypes = { "light_inf" } | ||
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AttackOnGoing = false | ||
HoldProduction = false | ||
HarvesterKilled = true | ||
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IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end | ||
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SetupAttackGroup = function() | ||
local units = { } | ||
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for i = 0, AttackGroupSize[Map.LobbyOption("difficulty")], 1 do | ||
if #IdlingUnits == 0 then | ||
return units | ||
end | ||
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local number = Utils.RandomInteger(1, #IdlingUnits + 1) | ||
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if IdlingUnits[number] and not IdlingUnits[number].IsDead then | ||
units[i] = IdlingUnits[number] | ||
table.remove(IdlingUnits, number) | ||
end | ||
end | ||
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return units | ||
end | ||
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||
SendAttack = function() | ||
if Attacking then | ||
return | ||
end | ||
Attacking = true | ||
HoldProduction = true | ||
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||
local units = SetupAttackGroup() | ||
Utils.Do(units, function(unit) | ||
IdleHunt(unit) | ||
end) | ||
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||
Trigger.OnAllRemovedFromWorld(units, function() | ||
Attacking = false | ||
HoldProduction = false | ||
end) | ||
end | ||
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||
DefendActor = function(unit) | ||
Trigger.OnDamaged(unit, function(self, attacker) | ||
if AttackOnGoing then | ||
return | ||
end | ||
AttackOnGoing = true | ||
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||
local Guards = SetupAttackGroup() | ||
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if #Guards <= 0 then | ||
AttackOnGoing = false | ||
return | ||
end | ||
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||
Utils.Do(Guards, function(unit) | ||
if not self.IsDead then | ||
unit.AttackMove(self.Location) | ||
end | ||
IdleHunt(unit) | ||
end) | ||
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||
Trigger.OnAllRemovedFromWorld(Guards, function() AttackOnGoing = false end) | ||
end) | ||
end | ||
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||
InitAIUnits = function() | ||
Utils.Do(HarkonnenBase, function(actor) | ||
DefendActor(actor) | ||
Trigger.OnDamaged(actor, function(building) | ||
if building.Health < building.MaxHealth * 3/4 then | ||
building.StartBuildingRepairs() | ||
end | ||
end) | ||
end) | ||
end | ||
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||
ProduceInfantry = function() | ||
if HBarracks.IsDead then | ||
return | ||
end | ||
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||
if HoldProduction then | ||
Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry) | ||
return | ||
end | ||
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||
local delay = Utils.RandomInteger(AttackDelays[Map.LobbyOption("difficulty")][1], AttackDelays[Map.LobbyOption("difficulty")][2] + 1) | ||
local toBuild = { Utils.Random(HarkonnenInfantryTypes) } | ||
harkonnen.Build(toBuild, function(unit) | ||
IdlingUnits[#IdlingUnits + 1] = unit[1] | ||
Trigger.AfterDelay(delay, ProduceInfantry) | ||
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if #IdlingUnits >= (AttackGroupSize[Map.LobbyOption("difficulty")] * 2.5) then | ||
SendAttack() | ||
end | ||
end) | ||
end | ||
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||
ActivateAI = function() | ||
Trigger.AfterDelay(0, InitAIUnits) | ||
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-- Finish the upgrades first before trying to build something | ||
Trigger.AfterDelay(DateTime.Seconds(14), function() | ||
ProduceInfantry() | ||
end) | ||
end |
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Original file line number | Diff line number | Diff line change |
---|---|---|
|
@@ -94,6 +94,7 @@ WorldLoaded = function() | |
end) | ||
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SendHarkonnen() | ||
ActivateAI() | ||
end | ||
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InitObjectives = function() | ||
|
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,126 @@ | ||
IdlingUnits = { } | ||
|
||
AttackGroupSize = | ||
{ | ||
easy = 6, | ||
normal = 8, | ||
hard = 10 | ||
} | ||
AttackDelays = | ||
{ | ||
easy = { DateTime.Seconds(4), DateTime.Seconds(9) }, | ||
normal = { DateTime.Seconds(2), DateTime.Seconds(7) }, | ||
hard = { DateTime.Seconds(1), DateTime.Seconds(5) } | ||
} | ||
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||
HarkonnenInfantryTypes = { "light_inf" } | ||
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||
AttackOnGoing = false | ||
HoldProduction = false | ||
HarvesterKilled = true | ||
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||
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end | ||
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||
SetupAttackGroup = function() | ||
local units = { } | ||
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||
for i = 0, AttackGroupSize[Map.LobbyOption("difficulty")], 1 do | ||
if #IdlingUnits == 0 then | ||
return units | ||
end | ||
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local number = Utils.RandomInteger(1, #IdlingUnits + 1) | ||
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if IdlingUnits[number] and not IdlingUnits[number].IsDead then | ||
units[i] = IdlingUnits[number] | ||
table.remove(IdlingUnits, number) | ||
end | ||
end | ||
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||
return units | ||
end | ||
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SendAttack = function() | ||
if Attacking then | ||
return | ||
end | ||
Attacking = true | ||
HoldProduction = true | ||
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local units = SetupAttackGroup() | ||
Utils.Do(units, function(unit) | ||
IdleHunt(unit) | ||
end) | ||
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Trigger.OnAllRemovedFromWorld(units, function() | ||
Attacking = false | ||
HoldProduction = false | ||
end) | ||
end | ||
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DefendActor = function(unit) | ||
Trigger.OnDamaged(unit, function(self, attacker) | ||
if AttackOnGoing then | ||
return | ||
end | ||
AttackOnGoing = true | ||
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local Guards = SetupAttackGroup() | ||
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if #Guards <= 0 then | ||
AttackOnGoing = false | ||
return | ||
end | ||
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Utils.Do(Guards, function(unit) | ||
if not self.IsDead then | ||
unit.AttackMove(self.Location) | ||
end | ||
IdleHunt(unit) | ||
end) | ||
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Trigger.OnAllRemovedFromWorld(Guards, function() AttackOnGoing = false end) | ||
end) | ||
end | ||
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InitAIUnits = function() | ||
Utils.Do(HarkonnenBase, function(actor) | ||
DefendActor(actor) | ||
Trigger.OnDamaged(actor, function(building) | ||
if building.Health < building.MaxHealth * 3/4 then | ||
building.StartBuildingRepairs() | ||
end | ||
end) | ||
end) | ||
end | ||
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ProduceInfantry = function() | ||
if HBarracks.IsDead then | ||
return | ||
end | ||
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if HoldProduction then | ||
Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry) | ||
return | ||
end | ||
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local delay = Utils.RandomInteger(AttackDelays[Map.LobbyOption("difficulty")][1], AttackDelays[Map.LobbyOption("difficulty")][2] + 1) | ||
local toBuild = { Utils.Random(HarkonnenInfantryTypes) } | ||
harkonnen.Build(toBuild, function(unit) | ||
IdlingUnits[#IdlingUnits + 1] = unit[1] | ||
Trigger.AfterDelay(delay, ProduceInfantry) | ||
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if #IdlingUnits >= (AttackGroupSize[Map.LobbyOption("difficulty")] * 2.5) then | ||
SendAttack() | ||
end | ||
end) | ||
end | ||
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ActivateAI = function() | ||
Trigger.AfterDelay(0, InitAIUnits) | ||
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-- Finish the upgrades first before trying to build something | ||
Trigger.AfterDelay(DateTime.Seconds(14), function() | ||
ProduceInfantry() | ||
end) | ||
end |
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Original file line number | Diff line number | Diff line change |
---|---|---|
|
@@ -98,6 +98,7 @@ WorldLoaded = function() | |
end) | ||
|
||
SendHarkonnen() | ||
ActivateAI() | ||
end | ||
|
||
InitObjectives = function() | ||
|
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