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-- ____ _ __
-- / __ )____ _____ | | / /___ ___________
-- / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
-- / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
-- /_____/\____/____/ |__/|__/\__,_/_/ /____/
--
-- A futuristic real-time strategy game.
-- This file is part of Bos Wars.
--
-- spacious.lua
-- Define a AI that needs not too many resources, for areas with lots of space.
-- It attacks with fast equipment, also through the air.
--
-- (c) Copyright 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: spacious.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_spacious()
AiState[AiPlayer()] = {
loop_pos = 1,
loop_start = nil,
}
end
local ai_funcs = {
-- If we loose an engineer, we want to keep the number of engineers on 3:
function() return AiSet("unit-engineer", 3) end,
-- Build magma pump and power plant
function() return AiNeed("unit-magmapump") end,
function() return AiSleep((SyncRand(300)+10) * GameSettings.Difficulty) end,
function() return AiNeed("unit-powerplant") end,
function() return AiSleep((SyncRand(300)+20) * GameSettings.Difficulty) end,
-- and build a camp, so that we can attack a.s.a.p.:
function() return AiNeed("unit-camp") end,
function() return AiWait("unit-magmapump") end,
function() return AiWait("unit-powerplant") end,
function() return AiWait("unit-camp") end,
-- First contact - Very Small Attack wave
function()
LocalDebugPrint("now has the basic resources to start building an attack force.");
return AiForce(1, {"unit-assault", 2})
end,
-- In the meanwhile, the engineers can build a second magnapump:
function() return AiSet("unit-magmapump", 2) end,
-- wait a bit, then build a nukepowerplant:
function() return AiSleep((SyncRand(300)+30) * GameSettings.Difficulty) end,
function() return AiNeed("unit-nukepowerplant") end,
-- now wait for the first attackwave to be ready:
function() return AiWaitForce(1) end,
-- We wait a bit 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(700)+300) * GameSettings.Difficulty) end,
function()
LocalDebugPrint("is attacking with force 1a.");
return AiAttackWithForce(1)
end,
-- Get more resources and a second camp:
function() return AiSet("unit-camp", 2) end,
function() return AiSet("unit-powerplant", 2) end,
function() return AiSet("unit-magmapump", 3) end,
function() return AiForce(1, {"unit-assault", 3}) end,
function() return AiWaitForce(1) end,
function()
LocalDebugPrint("is attacking with force 1b.");
return AiAttackWithForce(1)
end,
function() return AiSet("unit-nukepowerplant", 2) end,
-- force 0 is sent to a building under attack
function() return AiForce(0, {"unit-assault", 4}) end,
-- We need a few more engineers, so that they are spread out better:
function() return AiSet("unit-engineer", 6) end,
function() return AiNeed("unit-vfac") end,
function() return AiSet("unit-gturret", 2) end,
-- Small Attack wave
function() return AiForce(1, {"unit-assault", 4}) end,
function() return AiWaitForce(1) end,
function() return AiSet("unit-magmapump", 5) end,
function() return AiSleep((SyncRand(600)+400) * GameSettings.Difficulty) end,
function()
LocalDebugPrint("is attacking with force 1c.");
return AiAttackWithForce(1)
end,
-- Attack wave
function() return AiSleep((SyncRand(600)+400) * GameSettings.Difficulty) end,
function() return AiForce(4, {"unit-buggy", 2, "unit-rtank", 2}) end,
function() return AiWaitForce(4) end,
function() return AiSleep((SyncRand(600)+400) * GameSettings.Difficulty) end,
function()
LocalDebugPrint("is attacking with force 1d.");
return AiAttackWithForce(4)
end,
function() return AiSet("unit-nukepowerplant", 3) end,
function() return AiSet("unit-magmapump", 7) end,
function() return AiNeed("unit-biggunturret") end,
function() return AiSleep((SyncRand(600)+400) * GameSettings.Difficulty) end,
-- Defense
function() return AiSet("unit-nukepowerplant", 4) end,
function() return AiNeed("unit-harvester") end,
function() return AiForce(0, {"unit-assault", 4,
"unit-bazoo", 2,
"unit-grenadier", 2}) end,
function() return AiSet("unit-magmapump", 9) end,
-- Build some more defense and start flying:
function() return AiNeed("unit-aircraftfactory") end,
function() return AiSet("unit-gturret", 3) end,
function() return AiSet("unit-biggunturret", 2) end,
function() return AiSet("unit-vfac", 2) end,
-- We want to fly, so let's wait for an aircraftfactory to be built:
function() return AiWait("unit-aircraftfactory") end,
function() return AiSet("unit-aircraftfactory", 2) end,
-- ============================================================
function()
LocalDebugPrint("is starting loop.");
state.loop_start = state.loop_pos;
return false
end,
-- Attack wave (air)
function() return AiForce(2, {"unit-jet", 2}) 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,
-- Attack wave (air)
function() return AiForce(5, {"unit-chopper", 1}) end,
-- Attack wave (land)
function() return AiForce(1, {"unit-assault", 4}) 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-rtank", 2}) end,
-- Attack wave (land)
function() return AiForce(6, {"unit-bazoo", 6}) 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,
-- 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 AiSpacious()
LocalDebugPrint("Script position " .. AiState[AiPlayer()].loop_pos);
return AiLoop(ai_funcs)
end
this_ai_type = {
Ident = "ai-spacious",
Name = _("Spacious"),
Init = InitAiScripts_spacious,
EachSecond = AiSpacious,
}
DefineAiType(this_ai_type)
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