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-- ____ _ __
-- / __ )____ _____ | | / /___ ___________
-- / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
-- / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
-- /_____/\____/____/ |__/|__/\__,_/_/ /____/
--
-- A futuristic real-time strategy game.
-- This file is part of Bos Wars.
--
-- attackdefense.lua - Define a hard to beat AI
-- that needs many resources and enough space,
-- takes care of a good defense,
-- and attacks with everything available.
--
-- (c) Copyright 2009-2010 by Michiel van der Wulp
--
-- This program is free software; you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation; either version 2 of the License, or
-- (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program; if not, write to the Free Software
-- Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
--
-- $Id: attackdefense.lua $
--
-- What we registered in AiTypes.
local this_ai_type
-- Same as AiState[AiPlayer()]. Valid only during AiLoop.
local state
local function AiLoop(funcs)
state = AiState[AiPlayer()]
while (true) do
local ret = funcs[state.loop_pos]()
if (ret) then
break
end
state.loop_pos = state.loop_pos + 1
end
return true
end
local function LocalDebugPrint(text)
-- DebugPrint(this_ai_type.Ident .. " player " .. AiPlayer() .. " " .. text)
end
local function InitAiScripts_attackdefense()
AiState[AiPlayer()] = {
loop_pos = 1,
loop_start = nil,
build_order = nil,
}
end
local function CheckPower()
local nuke = UnitTypeByIdent("unit-nukepowerplant")
local count = Players[AiPlayer()].UnitTypesCount[nuke.Slot]
if (count ~= 0) then
return nil
end
return "unit-powerplant"
end
local function GetBuildOrder()
local order = {}
if (not AiHotSpotExists()) then
order[1] = CheckPower()
order[2] = nil
elseif (Players[AiPlayer()].MagmaStored < 300) then
order[1] = "unit-magmapump"
order[2] = CheckPower()
else
order[1] = CheckPower()
order[2] = "unit-magmapump"
end
return order
end
local ai_funcs = {
function() AiDebug(false) return false end,
-- Build magma pump or power plant first depending on resources
function()
state.build_order = GetBuildOrder()
if (state.build_order[1] ~= nil) then
return AiNeed(state.build_order[1])
else
return false
end
end,
function()
if (state.build_order[1] ~= nil) then
return AiWait(state.build_order[1])
else
return false
end
end,
function()
if (state.build_order[2] ~= nil) then
return AiNeed(state.build_order[2])
else
return false
end
end,
function()
if (state.build_order[2] ~= nil) then
return AiWait(state.build_order[2])
else
return false
end
end,
function() return AiSet("unit-engineer", 2) end,
function() return AiNeed("unit-vault") end,
function() return AiNeed("unit-magmapump") end,
function() return AiWait("unit-vault") end,
function() return AiNeed("unit-camp") end,
function() return AiWait("unit-camp") end,
function() return AiSet("unit-engineer", 3) end,
-- Defense
-- force 0 is sent to a building under attack
function() return AiForce(0, {"unit-assault", 2}) end,
function() return AiWaitForce(0) end,
function() return AiNeed("unit-powerplant") end,
function() return AiNeed("unit-magmapump") end,
-- First contact - Small Attack wave
function() return AiForce(1, {"unit-assault", 4}) end,
function() return AiWaitForce(1) end,
function() return AiNeed("unit-magmapump") end,
-- Since this 1st force is very small, it comes very soon.
-- Hence, we wait a bit longer to make it easier for beginners
-- And we make it random, so that when there are multiple opponents,
-- they do not all come at the same time
function() return AiSleep((SyncRand(1000)+400) * GameSettings.Difficulty) end,
function() return AiAttackWithForce(1) end,
-- Defense
function() return AiNeed("unit-vfac") end,
function() return AiNeed("unit-gturret") end,
function() return AiSleep((SyncRand(200)+100)*GameSettings.Difficulty) end,
-- Attack wave
function() return AiForce(2, {"unit-assault", 5, "unit-rtank", 3}) end,
function() return AiWaitForce(2) end,
function() return AiSleep((SyncRand(120)+50)*GameSettings.Difficulty) end,
function() return AiAttackWithForce(2) end,
function() return AiNeed("unit-powerplant") end,
function() return AiWait("unit-powerplant") end,
function() return AiNeed("unit-magmapump") end,
function() return AiWait("unit-magmapump") end,
function() return AiNeed("unit-biggunturret") end,
function() return AiSleep((SyncRand(100)+40)*GameSettings.Difficulty) end,
-- Defense
function() return AiNeed("unit-nukepowerplant") end,
function() return AiNeed("unit-harvester") end,
function() return AiForce(0, {"unit-assault", 2,
"unit-bazoo", 1,
"unit-buggy", 1}) end,
function() return AiWaitForce(0) end,
function() return AiSleep((SyncRand(100)+40)*GameSettings.Difficulty) end,
-- Bigger attack wave
function() return AiNeed("unit-magmapump") end,
function() return AiForce(3, {"unit-assault", 3,
"unit-grenadier", 3,
"unit-tank", 2,
"unit-rtank", 1}) end,
function() return AiWaitForce(3) end,
function() return AiSleep((SyncRand(30)+50)*GameSettings.Difficulty) end,
function() return AiAttackWithForce(3) end,
-- Defense
function() return AiSet("unit-engineer", 6) end,
function() return AiSet("unit-gturret", 4) end,
function() return AiSet("unit-camp", 2) end,
function() return AiSet("unit-biggunturret", 2) end,
function() return AiSet("unit-magmapump", 5) end,
function() return AiSet("unit-vfac", 2) end,
function() return AiNeed("unit-aircraftfactory") end,
-- function() return AiWait("unit-aircraftfactory") end,
-- ============================================================
-- Attack wave
function()
LocalDebugPrint("is starting loop.");
state.loop_start = state.loop_pos;
LocalDebugPrint("is making 6 bazoos.");
return AiForce(4, {"unit-bazoo", 6})
end,
function() return AiWaitForce(4) end,
function() return AiSleep((SyncRand(100)+40)*GameSettings.Difficulty) end,
function()
LocalDebugPrint("is attacking with force 4 (6 bazoos).");
return AiAttackWithForce(4)
end,
function() return AiForce(4, {"unit-grenadier", 7}) end,
function() return AiWaitForce(4) end,
function() return AiSleep((SyncRand(100)+40)*GameSettings.Difficulty) end,
function() return AiAttackWithForce(4) end,
function() return AiForce(4, {"unit-tank", 3}) end,
function() return AiWaitForce(4) end,
function() return AiSleep((SyncRand(100)+40)*GameSettings.Difficulty) end,
function() return AiAttackWithForce(4) end,
function() return AiForce(4, {"unit-jet", 2}) end,
function() return AiWaitForce(4) end,
function() return AiSleep((SyncRand(100)+40)*GameSettings.Difficulty) end,
function() return AiAttackWithForce(4) end,
function() return AiForce(4, {"unit-rtank", 2}) end,
function() return AiWaitForce(4) end,
function() return AiSleep((SyncRand(100)+40)*GameSettings.Difficulty) end,
function() return AiAttackWithForce(4) end,
-- Defense (resources and static guns)
function() return AiSet("unit-nukepowerplant", 2) end,
function() return AiSet("unit-gturret", 5) end,
function() return AiSet("unit-vfac", 2) end,
function() return AiSet("unit-camp", 2) end,
function() return AiSet("unit-engineer", 8) end,
function() return AiSet("unit-magmapump",7) end,
function() return AiSet("unit-biggunturret", 3) end,
-- Defense force 0 is sent to a building under attack
function() return AiForce(0, {"unit-assault", 3,
"unit-bazoo", 2,
"unit-buggy", 2,
"unit-jet", 1,
"unit-tank", 1}) end,
-- Attack wave (for buildings with weak defense)
function() return AiForce(5, {"unit-assault", 4,
"unit-bazoo", 3,
"unit-rtank", 1,
"unit-jet", 1,
"unit-bomber", 1,
"unit-tank", 2}) end,
function() return AiWaitForce(5) end,
function() return AiSleep((SyncRand(100)+40)*GameSettings.Difficulty) end,
function() return AiAttackWithForce(5) end,
-- Attack wave (slow units)
function() return AiForce(6, {"unit-bazoo", 12,
"unit-artil", 2,
"unit-chopper", 2}) end,
function() return AiWaitForce(6) end,
function() return AiSleep((SyncRand(100)+40)*GameSettings.Difficulty) end,
function() return AiAttackWithForce(6) end,
-- Attack wave (fast units)
function() return AiForce(7, {"unit-grenadier", 6,
"unit-buggy", 2,
"unit-heli", 1,
"unit-jet", 1}) end,
function() return AiWaitForce(7) end,
function() return AiSleep((SyncRand(100)+40)*GameSettings.Difficulty) end,
function() return AiAttackWithForce(7) end,
-- Defense
function() return AiSet("unit-biggunturret", 6) end,
-- Let's not build too many cannons, since the
-- AI places them mostly in useless locations:
function() return AiSet("unit-cannon", 1) end,
-- A radar is needed for the cannon to see its targets:
function() return AiSet("unit-radar", 1) end,
function()
LocalDebugPrint("Reached the end of AI script and will loop");
state.loop_pos = state.loop_start - 1; -- AiLoop will immediately increment it.
return false
end,
}
local function AiAttackDefense()
LocalDebugPrint("Script position " .. AiState[AiPlayer()].loop_pos);
return AiLoop(ai_funcs)
end
this_ai_type = {
Ident = "ai-attackdefense",
Name = _("Attack/Defense"),
Init = InitAiScripts_attackdefense,
EachSecond = AiAttackDefense,
}
DefineAiType(this_ai_type)
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