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-- ____ _ __
-- / __ )____ _____ | | / /___ ___________
-- / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
-- / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
-- /_____/\____/____/ |__/|__/\__,_/_/ /____/
--
-- A futuristic real-time strategy game.
-- This file is part of Bos Wars.
--
-- rush.lua
-- Define the AI that has the following philosophy:
-- constantly train and attack with as many units as possible,
-- no emphasis on expanding or building defenses. There could be multiple
-- rush AIs that try to attack with different units.
--
-- (c) Copyright 2000-2010 by Lutz Sammer and Jimmy Salmon
--
-- 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: rush.lua 626 2006-11-25 18:10:03Z feb $
--
-- 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_rush()
AiState[AiPlayer()] = {
loop_pos = 1,
loop_start = nil,
build_order = nil,
}
end
local function GetBuildOrder()
local order = {}
if (not AiHotSpotExists()) then
order[1] = "unit-powerplant"
order[2] = nil
elseif (Players[AiPlayer()].MagmaStored < 300) then
order[1] = "unit-magmapump"
order[2] = "unit-powerplant"
else
order[1] = "unit-powerplant"
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()
return AiNeed(state.build_order[1])
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
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
function() return AiForce(0, {"unit-assault", 4}) end,
function() return AiWaitForce(0) end,
function() return AiNeed("unit-powerplant") end,
function() return AiNeed("unit-magmapump") end,
function() return AiNeed("unit-camp") end,
function() return AiSleep(150*GameSettings.Difficulty) end,
-- Attack wave
function() return AiForce(1, {"unit-assault", 10}) end,
function() return AiWaitForce(1) end,
function() return AiSleep(50*GameSettings.Difficulty) end,
function() return AiAttackWithForce(1) end,
-- Bigger attack wave
function() return AiNeed("unit-magmapump") end,
function() return AiForce(1, {"unit-assault", 20, "unit-grenadier", 8}) end,
function() return AiWaitForce(1) end,
function() return AiAttackWithForce(1) end,
-- ============================================================
function()
LocalDebugPrint("is starting loop.");
state.loop_start = state.loop_pos;
return false
end,
function() return AiForce(1, {"unit-assault", 20,
"unit-grenadier", 8,
"unit-bazoo", 8}) end,
function() return AiWaitForce(1) end, -- wait until attack party is completed
function() return AiSleep(50*GameSettings.Difficulty) end,
function() return AiAttackWithForce(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 AiRush()
LocalDebugPrint("Script position " .. AiState[AiPlayer()].loop_pos);
return AiLoop(ai_funcs)
end
this_ai_type = {
Ident = "ai-rush",
Name = _("Rush"),
Init = InitAiScripts_rush,
EachSecond = AiRush,
}
DefineAiType(this_ai_type)
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