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@MustaphaTR
Last active February 15, 2017 16:22
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IdlingUnits =
{
Harkonnen = { },
Smugglers = { }
}
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) }
}
EnemyInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" }
HarkonnenVehicleTypes = { "trike", "trike", "quad" }
HarkonnenTankType = { "combat_tank_h" }
SmugglerVehicleTypes = { "raider", "raider", "quad" }
SmugglerTankType = { "combat_tank_o" }
IsAttacking =
{
Harkonnen = false,
Smugglers = false
}
AttackOnGoing =
{
Harkonnen = false,
Smugglers = false
}
HoldProduction =
{
Harkonnen = false,
Smugglers = false
}
HarvesterKilled =
{
Harkonnen = true,
Smugglers = true
}
IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
SetupAttackGroup = function(house)
local units = { }
for i = 0, AttackGroupSize[Difficulty] do
if #IdlingUnits[house.Name] == 0 then
return units
end
local number = Utils.RandomInteger(1, #IdlingUnits[house.Name] + 1)
if IdlingUnits[house.Name][number] and not IdlingUnits[house.Name][number].IsDead then
units[i] = IdlingUnits[house.Name][number]
table.remove(IdlingUnits[house.Name], number)
end
end
return units
end
SendAttack = function(house)
if IsAttacking[house.Name] then
return
end
IsAttacking[house.Name] = true
HoldProduction[house.Name] = true
local units = SetupAttackGroup(house)
Utils.Do(units, function(unit)
IdleHunt(unit)
end)
Trigger.OnAllRemovedFromWorld(units, function()
IsAttacking[house.Name] = false
HoldProduction[house.Name] = false
end)
end
ProtectHarvester = function(unit, house)
DefendActor(unit, house)
Trigger.OnKilled(unit, function() HarvesterKilled[house.Name] = true end)
end
DefendActor = function(unit, house)
Trigger.OnDamaged(unit, function(self, attacker)
if AttackOnGoing[house.Name] then
return
end
AttackOnGoing[house.Name] = true
-- Don't try to attack spiceblooms
if attacker and attacker.Type == "spicebloom" then
return
end
local Guards = SetupAttackGroup(house)
if #Guards <= 0 then
AttackOnGoing[house.Name] = false
return
end
Utils.Do(Guards, function(unit)
if not self.IsDead then
unit.AttackMove(self.Location)
end
IdleHunt(unit)
end)
Trigger.OnAllRemovedFromWorld(Guards, function() AttackOnGoing[house.Name] = false end)
end)
end
InitAIUnits = function(house)
IdlingUnits[house.Name] = Reinforcements.Reinforce(house, InitialReinforcements[house.Name], InitialReinforcementsPaths[house.Name])
Utils.Do(Base[house.Name], function(actor)
DefendActor(actor, house)
Trigger.OnDamaged(actor, function(building)
if building.Health < building.MaxHealth * 3/4 then
building.StartBuildingRepairs()
end
end)
end)
end
Produce = function(house, units, factory)
if factory.IsDead then
return
end
if HoldProduction[house.Name] then
Trigger.AfterDelay(DateTime.Seconds(30), function() Produce(house, units, factory) end)
return
end
local delay = Utils.RandomInteger(AttackDelays[Difficulty][1], AttackDelays[Difficulty][2] + 1)
local toBuild = { Utils.Random(units) }
house.Build(toBuild, function(unit)
local unitCount = 1
if IdlingUnits[house.Name] then
unitCount = 1 + #IdlingUnits[house.Name]
end
Trigger.AfterDelay(delay, function() Produce(house, units, factory) end)
if unitCount >= (AttackGroupSize[Difficulty] * 2.5) then
SendAttack(house)
end
end)
end
ActivateAI = function()
InitAIUnits(harkonnen)
InitAIUnits(smuggler)
-- Finish the upgrades first before trying to build something
Trigger.AfterDelay(DateTime.Seconds(14), function()
Produce(harkonnen, EnemyInfantryTypes, HBarracks)
Produce(harkonnen, HarkonnenVehicleTypes, HLightFactory)
Produce(harkonnen, HarkonnenTankType, HHeavyFactory)
Produce(smuggler, EnemyInfantryTypes, SBarracks)
Produce(smuggler, SmugglerVehicleTypes, SLightFactory)
Produce(smuggler, SmugglerTankType, SHeavyFactory)
end)
end
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