warzone2100/data/script/fastplay/s-demo-ai.slo

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/*
* Cam1-2-AI.slo
*
* Opposition AI
*
*/
// enemy1 variables
private GROUP enemy1Build, enemy1Attack, enemy1Start, enemy1Fin, enemy1Force1, enemy1Force2;
private GROUP enemy2Build, enemy2Attack, enemy2Start, enemy2Fin, enemy2Force1, enemy2Force2;
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;
/* Enemy Tactics */
public TEMPLATE trike;
public TEMPLATE buggy;
public TEMPLATE bloke;
public TEMPLATE jeep;
public TEMPLATE rktJeep;
/* 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;
public int enm2Ret2X, enm2Ret2Y;
private int enm2Fact1State;
private bool enm2Fact1Destroyed;
trigger enemy1AttackPause( every, 3000 ); //5 mins
/* triggers for build lists start here */
/* Triggers: Enemy Tactics */
trigger enm1Start1Trig(droidInRange(player, enm1.x, enm1.y, 2000),10);
trigger enm1Fact1Trig(every,150);
//trigger enm2Start1Trig(droidInRange(player, enm2.x, enm2.y, 2000),10);
trigger enm2Start1Trig(wait, 300); //triggered after 30 seconds
trigger enm2Fact1Trig(every,100);
// event prototypes
event enemy1AttackBase;
event startup(init)
{
//setass here since factory might be dead if done later!!!
setAssemblyPoint (enm1, enm1Ass1X, enm1Ass1Y);
setAssemblyPoint (enm2, enm2Ass1X, enm2Ass1Y);
//set up of positions now done in VLO
// whether the oil well has been cleared
oilWellClear = FALSE;
ld=75; //enemy2 leadership (change to higher when fixed!)
//set retreat stuff for non grouped units
setRetreatPoint(enemy1, enm1Ret1X, enm1Ret1Y); //retreat to base1 by rocket pit
setRetreatForce(enemy1, 50); //set morale to 50%
setRetreatLeadership(enemy1, 50); //set leadership chance (small=more likely?)
//make up starting forces
//groupAddArea(enemy1Force1, enemy1, 4288, 9024, 5568, 9920);
//groupAddArea(enemy1Force2, enemy1, 1600, 10048, 2624, 10816);
//groupAddArea(enemy1Force1, enemy1, 448, 960, 1472, 1728); //lots of blokes round back
groupAddArea(enemy1Force1, enemy1, 2496, 5824, 3136, 6336); //4 Jeeps (West door)
//set retreat point
setGroupRetreatPoint(enemy1Force1, enm1Ret1X, enm1Ret1Y); //retreat to base1 by rocket pit
setGroupRetreatForce(enemy1Force1, 80); //set morale to 10%
setGroupRetreatLeadership(enemy1Force1, 50); //set leadership chance (small=more likely?)
//groupAddArea(enemy1Force2, enemy1, 5312, 960, 6336, 1984); //lots of blokes near base1
groupAddArea(enemy1Force2, enemy1, 3904, 4032, 5312, 4928); //4 Jeeps 2 blokes (east door)
//set retreat point enemy2
setGroupRetreatPoint(enemy1Force2, enm2Ret1X, enm2Ret1Y); //retreat to base2
setGroupRetreatForce(enemy1Force2, 75); //set morale to 25%
setGroupRetreatLeadership(enemy1Force2, ld); //set leadership chance (small=more likely?)
}
// deal with a droid being built by enemy1
event enemy1build(CALL_NEWDROID, enemy1, ref newDroid, ref newDroidFactory)
{
if (newDroidFactory == enm1) //and (idleGroup(enemy1Force1) >= enemy1Force1.members/2)) //only for 1st factory and idle
{
// see if there are any enemy droids near the base
if (droidInRange(player, enm1Ass1X, enm1Ass1Y, 9 * 128))
{
//set Morale to stubborn
setGroupRetreatPoint(enemy1Force1, enm1Ret2X, enm1Ret2Y); //retreat to base
//setRetreatForce(enemy1, 50); //set morale to 50%
//setRetreatLeadership(enemy1, 50); //set leadership chance (small=more likely?)
groupAddDroid(enemy1Force1, newDroid);
// get all the droids back to base
orderGroupLoc(enemy1Force1, DORDER_SCOUT, enm1Ass1X, enm1Ass1Y);
}
else
{
groupAddDroid(enemy1Build, newDroid);
if (enemy1Build.members >= 4)
{
groupAddGroup(enemy1Force1, enemy1Build);
if (droidInRange(player, rBlkX,rBlkY, 8 * 128))
{
// in the canyon go get em
moveX = rBlkX; moveY = rBlkY;
}
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(enemy1Force1, 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(enemy1Force1, 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)
{
if (newDroidFactory == enm2) // and (idleGroup(enemy1Force2) >= enemy1Force2.members/2)) //only for 2nd factory and group idle
{
// see if there are any player droids near enemy2 base1
if (droidInRange(player, enm2Ass1X, enm2Ass1Y, 9 * 128))
{
groupAddDroid(enemy1Force2, newDroid);
//Set Morale to stubborn
setGroupRetreatPoint(enemy1Force2, enm2Ret2X, enm2Ret2Y); //retreat to base2
//setRetreatForce(enemy2, 50); //set morale to 50%
//setRetreatLeadership(enemy2, ld); //set leadership chance (small=more likely?)
// get all the droids back to base
orderGroupLoc(enemy1Force2, DORDER_SCOUT, enm2Ass1X, enm2Ass1Y);
}
else
{
groupAddDroid(enemy2Build, newDroid);
if (enemy2Build.members >= 4)
{
groupAddGroup(enemy1Force2, enemy2Build);
//set Morale low
//setRetreatPoint(enemy2, enm2Ret2X, enm2Ret2Y); //retreat to base2
//setRetreatForce(enemy2, 75); //set morale to 25%
//setRetreatLeadership(enemy2, ld); //set leadership chance (small=more likely?)
if (droidInRange(player, rBlkX,rBlkY, 8 * 128))
{
// in the canyon go get em
moveX = rBlkX; moveY = rBlkY;
}
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(enemy1Force2, 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+enemy1Force1.members)<enemy1Tot)
{
if (enm1Fact1State == 0)
{
buildDroid (bloke, enm1, enemy1, 3);
enm1Fact1State = 1;
}
else if (enm1Fact1State == 1)
{
buildDroid (buggy, enm1, enemy1, 3);
enm1Fact1State = 2;
}
else if (enm1Fact1State == 2)
{
buildDroid (jeep, enm1, enemy1, 2);
enm1Fact1State = 3;
}
else
{
buildDroid (rktJeep, enm1, enemy1, 2);
enm1Fact1State = 0;
}
}
}
event enm1Start1Evnt(enm1Start1Trig)
{
//set Morale to low
//setRetreatPoint(enemy1, enm1Ret2X, enm1Ret2Y); //retreat to base
//setRetreatForce(enemy1, 75); //set morale to 25%
//setRetreatLeadership(enemy1, 50); //set leadership chance (small=more likely?)
//order guys around bunker to get into position behind when player near
orderGroupLoc(enemy1Force1, DORDER_SCOUT, playerX, playerY);
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+enemy1Force2.members)<enemy2Tot)
{
if (enm2Fact1State == 0)
{
buildDroid (bloke, enm2, enemy2, 3);
enm2Fact1State = 1;
}
else if (enm2Fact1State == 1)
{
buildDroid (buggy, enm2, enemy2, 2);
enm2Fact1State = 2;
}
else if (enm2Fact1State == 2)
{
buildDroid (jeep, enm2, enemy2, 1);
enm2Fact1State = 3;
}
else
{
buildDroid (rktJeep, enm2, enemy2, 1);
enm2Fact1State = 0;
}
}
}
event enm2Start1Evnt(enm2Start1Trig)
{
//build first ones to Trigger AI
buildDroid (trike, enm2, enemy2, 1);
orderGroupLoc(enemy1Force2, DORDER_SCOUT, playerX, playerY);
setEventTrigger(enm2Fact1Evnt, enm2Fact1Trig);
setEventTrigger(enm2Start1Evnt, inactive);
}
event enemy1Atk1(every, 20)
{
if (enm1Fact1Destroyed)
{
//order guys around village to attack player near enemy1 base when factory destroyed
orderGroupLoc(enemy1Force2, DORDER_SCOUT, rBlkX, rBlkY);
setEventTrigger(enemy1Atk1, inactive);
}
}
event lastAttack1(every, 50)
{
//make enemy easier to find if all his buildings destroyed
if (enm1Fact1Destroyed) //(not anyStructButWallsLeft(enemy1))
{
groupAddArea(enemy1Fin, enemy1, 0, 0, 64*128, 64*128);
//go to LZ if base dead
orderGroupLoc(enemy1Fin, DORDER_SCOUT, 52*128, 55*128);
//setEventTrigger(lastAttack1, inactive);
}
}
event lastAttack2(every, 50)
{
//make enemy easier to find if all his buildings destroyed
if (not anyStructButWallsLeft(enemy2))
{
groupAddArea(enemy2Fin, enemy1, 0, 0, 64*128, 64*128);
orderGroupLoc(enemy2Fin, DORDER_SCOUT, 52*128, 55*128);
//setEventTrigger(lastAttack2, inactive);
}
}