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-- ____ _ __
-- / __ )____ _____ | | / /___ ___________
-- / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
-- / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
-- /_____/\____/____/ |__/|__/\__,_/_/ /____/
--
-- A futuristic real-time strategy game.
-- This file is part of Bos Wars.
--
-- broke.lua
-- Define the AI that has the following philosophy:
-- Start broke, i.e. this AI presumes you start with
-- no energy, no magma, and a crew of only a few engineers.
--
-- (c) Copyright 2011 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: $
--
-- 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_broke()
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 = {
-- Build magma pump or power plant first depending on resources
function()
state.build_order = GetBuildOrder()
return AiNeed(state.build_order[1])
end,
function()
LocalDebugPrint("waits for " .. state.build_order[1]);
return false
end,
function()
return AiWait(state.build_order[1])
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
LocalDebugPrint("waits for " .. state.build_order[2]);
end
return false
end,
function()
if (state.build_order[2] ~= nil) then
return AiWait(state.build_order[2])
else
return false
end
end,
function() return AiNeed("unit-nukepowerplant") end,
function()
LocalDebugPrint("waits for nuke powerplant.");
return false
end,
function() return AiWait("unit-nukepowerplant") end,
function() return AiSet("unit-vault", 1) end,
function() return AiSet("unit-engineer", 5) end,
function()
if (AiHotSpotExists()) then
return AiSet("unit-magmapump", 4)
else
return false -- do nothing
end
end,
function() return AiSleep((SyncRand(500)+500)*GameSettings.Difficulty) end,
function() return AiSet("unit-nukepowerplant", 5) end,
function() return AiSleep((SyncRand(500)+500)*GameSettings.Difficulty) end,
function() return AiSet("unit-camp", 2) end,
-- Defense
function() return AiForce(0, {"unit-assault", 4}) end,
function() return AiWaitForce(0) end,
function()
LocalDebugPrint("force 0 finished.");
return false
end,
function() return AiSet("unit-camp", 2) end,
-- Attack wave
function() return AiForce(1, {"unit-grenadier", 6}) end,
function() return AiWaitForce(1) end,
function()
LocalDebugPrint("force 1 (6 grenadiers) finished.");
return false
end,
function() return AiSleep((SyncRand(500)+500)*GameSettings.Difficulty) end,
function() return AiAttackWithForce(1) end,
function()
LocalDebugPrint("force 1 (6 grenadiers) attacking.");
return false;
end,
-- Bigger attack wave
function() return AiForce(1, {"unit-assault", 8, "unit-grenadier", 2}) end,
function() return AiWaitForce(1) end,
function()
LocalDebugPrint("force 1 (8 assaults, 2 grenadiers) finished.");
return false;
end,
function() return AiAttackWithForce(1) end,
function() return AiSet("unit-engineer", 8) end,
function() return AiSet("unit-biggunturret", 1) end,
function() return AiSet("unit-vfac", 1) end,
function() return AiSet("unit-gturret", 2) end,
function()
LocalDebugPrint("waiting for vfac.");
return false
end,
function() return AiWait("unit-vfac") end,
-- Attack wave
function()
LocalDebugPrint("vfac finished.");
return false
end,
function() return AiForce(1, {"unit-assault", SyncRand(5)+1,
"unit-buggy", SyncRand(2)+1}) end,
function()
LocalDebugPrint("waiting for force 1 (assaults + buggies).");
return false
end,
function() return AiWaitForce(1) end,
function() return AiSleep((SyncRand(500)+500)*GameSettings.Difficulty) end,
function() return AiAttackWithForce(1) end,
function()
LocalDebugPrint("attacking with force 1.");
return false;
end,
function() return AiSet("unit-biggunturret", 6) end,
function() return AiSet("unit-vfac", 2) end,
function() return AiSet("unit-gturret", 10) end,
-- Start flying:
function()
LocalDebugPrint("more biggunturret, vfac, gturret.");
return false
end,
function() return AiSet("unit-aircraftfactory", 2) end,
-- ============================================================
function()
LocalDebugPrint("is starting loop.");
state.loop_start = state.loop_pos;
return false
end,
-- Attack wave (land)
function() return AiForce(1, {"unit-assault", 4}) end,
-- Attack wave (air)
function() return AiForce(2, {"unit-jet", 2}) end,
-- Attack wave (vehicles)
function() return AiForce(3, {"unit-rtank", 1,
"unit-tank", 3}) end,
-- Attack wave (mixed land)
function() return AiForce(4, {"unit-buggy", 2,
"unit-artil", 1}) end,
-- Attack wave (air)
function() return AiForce(5, {"unit-chopper", 1}) end,
-- Attack wave (land, slow)
function() return AiForce(6, {"unit-bazoo", 6}) end,
-- Defense force 0 is sent to a building under attack
function() return AiForce(0, {"unit-assault", 4,
"unit-bazoo", 3,
"unit-grenadier", 3}) end,
-- wait 10 to 40 s:
function() return AiSleep((SyncRand(900)+300) * GameSettings.Difficulty) end,
function()
local f
for f=1,6 do
if (AiCheckForce(f)) then
LocalDebugPrint("is attacking with force " .. f .. ".");
-- AiWaitForce(f);
return AiAttackWithForce(f)
end
end
return AiSleep((SyncRand(100)+40) * GameSettings.Difficulty)
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 AiBroke()
LocalDebugPrint("Script position " .. AiState[AiPlayer()].loop_pos);
return AiLoop(ai_funcs)
end
this_ai_type = {
Ident = "ai-broke",
Name = _("Broke"),
Init = InitAiScripts_broke,
EachSecond = AiBroke,
}
DefineAiType(this_ai_type)
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