warzone2100/data/script/text/cam1a-ai.slo

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/*
* Cam1A-AI.slo
*
* Opposition AI
*
*/
// enemy1 variables
private GROUP enemy1Build, enemy1Attack, enemy1Start, enemy1Fin;
private GROUP enemy2Build, enemy2Attack, enemy2Start, enemy2Fin;
public INT rBlkX,rBlkY;
public INT oilPatchX,oilPatchY;
public INT playerX,playerY;
private BOOL oilWellClear;
private STRUCTURE attackedStruct;
private BASEOBJ attacker;
private STRUCTURE newDroidFactory;
// temporary variables
private DROID newDroid;
private INT moveX,moveY;
private INT xdiff,ydiff;
private INT ld; //default leadership for enemy2
/* values for build lists start here */
/* General Values */
public int player;
public int enemy1;
public int enemy2;
public int enemy1Tot; //limit build to this number
public int enemy2Tot; //limit build to this number
public int pow1, pow2; //starting power
/* Enemy Tactics */
public TEMPLATE trike;
public TEMPLATE buggy;
public TEMPLATE bloke;
public TEMPLATE jeep;
/* enemy1 */
public STRUCTURE enm1;
public STRUCTUREID enm1ID;
public int enm1Ass1X, enm1Ass1Y;
public int enm1Ret1X, enm1Ret1Y;
public int enm1Ret2X, enm1Ret2Y;
private int enm1Fact1State;
private bool enm1Fact1Destroyed;
/* enemy2 */
public STRUCTURE enm2;
public STRUCTUREID enm2ID;
public int enm2Ass1X, enm2Ass1Y;
public int enm2Ret1X, enm2Ret1Y;
private int enm2Fact1State;
private bool enm2Fact1Destroyed;
public STRUCTURE enm22;
public STRUCTUREID enm22ID;
public int enm2Ass2X, enm2Ass2Y;
public int enm2Ret2X, enm2Ret2Y;
private int enm2Fact2State;
private bool enm2Fact2Destroyed;
/* baba 2 raiding party */
private GROUP raidGroup;
public STRUCTURESTAT derek;
trigger enemy1AttackPause( every, 3000 ); //5 mins
/* triggers for build lists start here */
/* Triggers: Enemy Tactics */
trigger enm1Start1Trig(droidInRange(player, enm1.x, enm1.y, 2816),10);
trigger enm1Fact1Trig(every,200);
trigger enm2Start1Trig(droidInRange(player, enm2.x, enm2.y, 1280),10);
trigger enm2Fact1Trig(every,160);
trigger enm2Fact2Trig(every,130);
// event prototypes
event enemy1AttackBase;
event startup(CALL_GAMEINIT)
{
//set assembly points (can't do later in case the factories are dead!!!
setAssemblyPoint (enm1, enm1Ass1X, enm1Ass1Y);
setAssemblyPoint (enm2, enm2Ass1X, enm2Ass1Y);
setAssemblyPoint (enm22, enm2Ass2X, enm2Ass2Y);
//set up of positions now done in VLO
//make scavengers allies
createAlliance(enemy1, enemy2);
// whether the oil well has been cleared
oilWellClear = FALSE;
//set starting power
setPowerLevel(pow1, enemy1);
setPowerLevel(pow2, enemy2);
ld=75; //enemy2 leadership (change to higher when fixed!)
//make all droids left part of build group
//temporarily commented out to get morale effects back!
groupAddArea(enemy1Start, enemy1, 128, 128, 7744, 7744);
groupAddGroup(enemy1Build, enemy1Start);
groupAddArea(enemy2Start, enemy2, 128, 128, 7744, 7744);
groupAddGroup(enemy2Build, enemy2Start);
//set retreat point
setGroupRetreatPoint(enemy1Build, enm1Ret1X, enm1Ret1Y); //retreat to newbase //road block
setGroupRetreatForce(enemy1Build, 99); //95 //set morale to 5%
setGroupRetreatLeadership(enemy1Build, 50); //50 //set leadership chance (small=more likely?)
//set retreat point enemy2
setGroupRetreatPoint(enemy2Build, enm2Ret2X, enm2Ret2Y); //retreat to base2
setGroupRetreatForce(enemy2Build, 90); //set morale to 25%
setGroupRetreatLeadership(enemy2Build, ld); //set leadership chance (small=more likely?)
//make 4 barbs attack base
/* Now done after a delay in cam1a.slo
addDroid(bloke,4544,6592,enemy1); //fake attack
addDroid(bloke,4672,6592,enemy1);
addDroid(bloke,4544,6720,enemy1);
addDroid(bloke,4672,6720,enemy1);
groupAddArea(enemy1Start, enemy1, 4544, 6592, 4672, 6720);
orderGroupLoc(enemy1Start, DORDER_SCOUT, playerX,playerY);
*/
//orderGroupLoc(enemy1Start, DORDER_SCOUT, playerX,playerY);
groupAddArea(raidGroup, enemy2, 3392,576, 3904,1088);
}
// deal with a droid being built by enemy1
event enemy1build(CALL_NEWDROID, enemy1, ref newDroid,ref newDroidFactory)
{
// see if there are any enemy droids near the base
if (droidInRange(player, enm1Ass1X, enm1Ass1Y, 9 * 128))
{
groupAddDroid(enemy1Attack, newDroid);
//set Morale to stubborn
setGroupRetreatPoint(enemy1Attack, enm1Ret2X, enm1Ret2Y); //retreat to base
//setGroupRetreatForce(enemy1Attack, 90); //set morale to 50%
//setGroupRetreatLeadership(enemy1Attack, 50); //set leadership chance (small=more likely?)
// get all the droids back to base
orderGroupLoc(enemy1Attack, DORDER_SCOUT, enm1Ass1X, enm1Ass1Y);
}
else
{
groupAddDroid(enemy1Build, newDroid);
if (enemy1Build.members >= 4)
{
groupAddGroup(enemy1Attack, enemy1Build);
// if (droidInRange(player, rBlkX,rBlkY, 8 * 128))
// {
// in the canyon go get em
moveX = rBlkX; moveY = rBlkY;
// }
/* don't make base 1 attack player's derek or base!
else
{
if (oilWellClear)
{
// go attack the base
moveX = playerX;
moveY = playerY;
}
else
{
// go and have a look at the derek
moveX = oilPatchX; moveY = oilPatchY;
//setEventTrigger(enemy1AttackBase, enemy1AttackPause);
}
}
*/
orderGroupLoc(enemy1Attack, DORDER_SCOUT, moveX,moveY);
}
}
}
// send the droids to the player base if there is nothing at
// the oil derek
event enemy1AttackBase( inactive )
{
if (not objectInRange(player, oilPatchX, oilPatchY, 8*128))
{
//orderGroupLoc(enemy1Attack, DORDER_SCOUT, playerX,playerY);
//changed so only does enemy2!!!!
orderGroupLoc(enemy2Attack, DORDER_SCOUT, playerX,playerY);
oilWellClear = TRUE;
}
else
{
oilWellClear = FALSE;
}
}
// deal with a droid being built by enemy2
event enemy2build(CALL_NEWDROID, enemy2, ref newDroid,ref newDroidFactory)
{
// see if there are any player droids near enemy2 base1
if (droidInRange(player, enm2Ass1X, enm2Ass1Y, 9 * 128))
{
groupAddDroid(enemy2Attack, newDroid);
//Set Morale to stubborn
setGroupRetreatPoint(enemy2Attack, enm2Ret2X, enm2Ret2Y); //retreat to base2
//setGroupRetreatForce(enemy2Attack, 90); //set morale to 50%
//setGroupRetreatLeadership(enemy2Attack, ld); //set leadership chance (small=more likely?)
// get all the droids back to base
orderGroupLoc(enemy2Attack, DORDER_SCOUT, enm2Ass1X, enm2Ass1Y);
}
// see if there are any player droids near enemy2 base2
else if (droidInRange(player, enm2Ass2X, enm2Ass2Y, 9 * 128))
{
groupAddDroid(enemy2Attack, newDroid);
//Set Morale
setGroupRetreatPoint(enemy2Attack, enm2Ret1X, enm2Ret1Y); //retreat to base1
//setGroupRetreatForce(enemy2Attack, 90); //set morale to 50%
//setGroupRetreatLeadership(enemy2Attack, ld); //set leadership chance (small=more likely?)
// get all the droids back to base
orderGroupLoc(enemy2Attack, DORDER_SCOUT, enm2Ass2X, enm2Ass2Y);
}
else
{
groupAddDroid(enemy2Build, newDroid);
if (enemy2Build.members >= 4)
{
groupAddGroup(enemy2Attack, enemy2Build);
//set Morale low
setGroupRetreatPoint(enemy2Attack, enm2Ret2X, enm2Ret2Y); //retreat to base2
//setGroupRetreatForce(enemy2Attack, 75); //set morale to 25%
//setGroupRetreatLeadership(enemy2Attack, ld); //set leadership chance (small=more likely?)
if (droidInRange(player, enm1Ass1X, enm1Ass1Y, 4 * 128))
{
// if near base1 go get em
moveX = enm1Ass1X; moveY = enm1Ass1Y;
}
/* stop enemy2 from attacking player's stuff (save for 1B?)
else
{
if (oilWellClear)
{
// go attack the base
//moveX = playerX;
//moveY = playerY;
//go look at base 1 instead!
moveX = enm1Ass1X;
moveY = enm1Ass1Y;
}
else
{
// go and have a look at the derek
moveX = oilPatchX; moveY = oilPatchY;
setEventTrigger(enemy1AttackBase, enemy1AttackPause);
}
}
*/
orderGroupLoc(enemy2Attack, DORDER_SCOUT, moveX,moveY);
}
}
}
/* events for build lists start here */
/* Enemy 1 */
//build list
event enm1Fact1Evnt(inactive)
{
enm1Fact1Destroyed = buildingDestroyed (enm1ID, enemy1);
if (enm1Fact1Destroyed)
{
setEventTrigger(enm1Fact1Evnt, inactive);
}
else if (structureIdle(enm1) and (enemy1Build.members+enemy1Attack.members)<enemy1Tot)
{
if (enm1Fact1State == 0)
{
buildDroid (trike, enm1, enemy1, 1);
enm1Fact1State = 1;
}
else
{
buildDroid (bloke, enm1, enemy1, 3);
enm1Fact1State = 0;
}
}
}
event enm1Start1Evnt(enm1Start1Trig)
{
//set Morale to low
setGroupRetreatPoint(enemy1Build, enm1Ret2X, enm1Ret2Y); //retreat to base (guys at x-roads should flee!)
//setGroupRetreatForce(enemy1Build, 99); //set morale to 1%
//setGroupRetreatLeadership(enemy1Build, 50); //set leadership chance (small=more likely)
buildDroid (bloke, enm1, enemy1, 3); //build first ones so AI triggered
setEventTrigger(enm1Fact1Evnt, enm1Fact1Trig);
setEventTrigger(enm1Start1Evnt, inactive);
}
/* Enemy 2 */
//build list
event enm2Fact1Evnt(inactive)
{
enm2Fact1Destroyed = buildingDestroyed (enm2ID, enemy2);
if (enm2Fact1Destroyed)
{
setEventTrigger(enm2Fact1Evnt, inactive);
}
else if (structureIdle(enm2) and (enemy2Build.members+enemy2Attack.members)<enemy2Tot)
{
if (enm2Fact1State == 0)
{
buildDroid (bloke, enm2, enemy2, 2);
enm2Fact1State = 1;
}
else if (enm2Fact1State == 1)
{
buildDroid (buggy, enm2, enemy2, 1);
enm2Fact1State = 2;
}
else
{
buildDroid (bloke, enm2, enemy2, 4);
enm2Fact1State = 0;
}
}
}
event enm2Fact2Evnt(inactive)
{
enm2Fact2Destroyed = buildingDestroyed (enm22ID, enemy2);
if (enm2Fact2Destroyed)
{
setEventTrigger(enm2Fact2Evnt, inactive);
}
else if (structureIdle(enm22) and (enemy2Build.members+enemy2Attack.members)<enemy2Tot)
{
if (enm2Fact2State == 0)
{
buildDroid (jeep, enm22, enemy2, 1);
enm2Fact2State = 1;
}
else if (enm2Fact2State == 1)
{
buildDroid (bloke, enm22, enemy2, 2);
enm2Fact2State = 2;
}
else if (enm2Fact2State == 2)
{
buildDroid (trike, enm22, enemy2, 1);
enm2Fact2State = 3;
}
else
{
buildDroid (bloke, enm22, enemy2, 4);
enm2Fact2State = 0;
}
}
}
event enm2Start1Evnt(enm2Start1Trig)
{
//buildDroid (bloke, enm2, enemy2, 4); //build first ones to Trigger AI
buildDroid (trike, enm22, enemy2, 1);
setEventTrigger(enm2Fact1Evnt, enm2Fact1Trig);
setEventTrigger(enm2Fact2Evnt, enm2Fact2Trig);
setEventTrigger(enm2Start1Evnt, inactive);
}
event lastAttack1(every, 50)
{
//make enemy easier to find if all his buildings destroyed
if (not anyStructButWallsLeft(enemy1))
{
groupAddArea(enemy1Fin, enemy1, 0, 0, 8191, 8191);
orderGroupLoc(enemy1Fin, DORDER_SCOUT, enm1Ass1X, enm1Ass1Y);
//setEventTrigger(lastAttack1, inactive);
}
}
event lastAttack2(every, 50)
{
//make enemy easier to find if all his buildings destroyed
if (not anyStructButWallsLeft(enemy2))
{
groupAddArea(enemy2Fin, enemy2, 0, 0, 8191, 8191);
orderGroupLoc(enemy2Fin, DORDER_SCOUT, enm2Ass1X, enm2Ass1Y);
//setEventTrigger(lastAttack2, inactive);
}
}
event raiderAttack(structureBeingBuilt(derek, player) and
droidInArea(player, 4416,1600, 5824,3008), 10)
{
orderGroupLoc(raidGroup, DORDER_SCOUT, 5056,2496);
setEventTrigger(raiderAttack, inactive);
}