447 lines
12 KiB
Plaintext
447 lines
12 KiB
Plaintext
/*
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* Cam1B-AI.slo
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*
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* Opposition AI
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*
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*/
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// enemy1 variables
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private GROUP enemy1Build, enemy1Attack, enemy1Start, enemy1Fin, enemy1Force1, enemy1Force2;
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private GROUP enemy2Build, enemy2Attack, enemy2Start, enemy2Fin, hillGroup;
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public INT rBlkX,rBlkY;
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public INT oilPatchX,oilPatchY;
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public INT playerX,playerY;
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private BOOL oilWellClear;
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private STRUCTURE attackedStruct;
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private BASEOBJ attacker;
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private STRUCTURE newDroidFactory;
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// temporary variables
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private DROID newDroid;
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private INT moveX,moveY;
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private INT xdiff,ydiff;
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private INT ld; //default leadership for enemy2
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/* values for build lists start here */
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/* General Values */
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public int player;
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public int enemy1;
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public int enemy2;
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public int enemy1Tot; //limit build to this number
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public int enemy2Tot; //limit build to this number
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public int pow1, pow2; //starting power
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/* Enemy Tactics */
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public TEMPLATE trike;
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public TEMPLATE buggy;
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public TEMPLATE bloke;
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public TEMPLATE jeep;
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/* enemy1 */
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public STRUCTURE enm0;
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public STRUCTUREID enm0ID;
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public int enm0Ass1X, enm0Ass1Y;
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private int enm0Fact1State;
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private bool enm0Fact1Destroyed;
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public STRUCTURE enm1;
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public STRUCTUREID enm1ID;
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public int enm1Ass1X, enm1Ass1Y;
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public int enm1Ret1X, enm1Ret1Y;
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public int enm1Ret2X, enm1Ret2Y;
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private int enm1Fact1State;
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private bool enm1Fact1Destroyed;
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/* enemy2 */
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public STRUCTURE enm2;
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public STRUCTUREID enm2ID;
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public int enm2Ass1X, enm2Ass1Y;
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public int enm2Ret1X, enm2Ret1Y;
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public int enm2Ret2X, enm2Ret2Y;
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private int enm2Fact1State, atkTot;
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private bool enm2Fact1Destroyed;
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/* hill attack */
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public int hillX[4], hillY[4], hillNum;
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private int temp;
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trigger enemy1AttackPause( every, 3000 ); //5 mins
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/* triggers for build lists start here */
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/* Triggers: Enemy Tactics */
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trigger enm0Fact1Trig(every,400); //40 second build rate
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//no start trigger for hill factory, produces from start of level!
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//trigger enm1Start1Trig(droidInRange(player, enm1.x, enm1.y, 2000),10);
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trigger enm1Start1Trig(droidInArea(player, 4032, 8000, 5440, 9024),10); //firing range of bunkers
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trigger enm1Fact1Trig(every,400); //40 second build rate
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trigger attackPlayer1Trig(wait, 1800); //wait 3 mins before building for attack
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//trigger enm2Start1Trig(droidInRange(player, enm2.x, enm2.y, 2000),10);
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//trigger enm2Start1Trig(droidInArea(player, 320, 11712, 6720, 13120),10); //cross south of radar hill
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trigger enm2Start1Trig(droidInArea(player, 320, 9792, 6720, 13120),10); //at 1st base?
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trigger enm2Fact1Trig(every,400); //40 second build rate
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trigger attackPlayer2Trig(wait, 3600); //wait 6 mins before building for attack
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trigger hillAttackTrig(every, 200); //20 second delay between hill attacks, keep moving
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// event prototypes
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event enemy1AttackBase;
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event startup(CALL_GAMEINIT)
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{
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atkTot = 4; //set number req'd for player base attack
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//setassembly points here, since can't do later in case factory destroyed!!
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setAssemblyPoint (enm0, enm0Ass1X, enm0Ass1Y);
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setAssemblyPoint (enm1, enm1Ass1X, enm1Ass1Y);
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setAssemblyPoint (enm2, enm2Ass1X, enm2Ass1Y);
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//set up of positions now done in VLO
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//make scavengers allies
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createAlliance(enemy1, enemy2);
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// whether the oil well has been cleared
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oilWellClear = FALSE;
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//set starting power
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setPowerLevel(pow1, enemy1);
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setPowerLevel(pow2, enemy2);
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ld=75; //enemy2 leadership (change to higher when fixed!)
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//make all droids left part of build group
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// groupAddArea(enemy1Start, enemy1, 128, 7744, 7744, 16000);
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// groupAddGroup(enemy1Build, enemy1Start);
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// groupAddArea(enemy2Start, enemy2, 128, 7744, 7744, 16000);
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// groupAddGroup(enemy2Build, enemy2Start);
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//make up starting forces
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groupAddArea(enemy1Force1, enemy1, 4288, 9024, 5568, 9920);
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groupAddArea(enemy1Force2, enemy1, 1600, 10048, 2624, 10816);
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//set retreat point
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setGroupRetreatPoint(enemy1Force1, enm1Ret1X, enm1Ret1Y); //retreat to road block
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setGroupRetreatForce(enemy1Force1, 90); //set morale to 10%
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setGroupRetreatLeadership(enemy1Force1, 50); //set leadership chance (small=more likely?)
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setGroupRetreatPoint(enemy1Force2, enm1Ret1X, enm1Ret1Y); //retreat to road block
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setGroupRetreatForce(enemy1Force2, 90); //set morale to 10%
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setGroupRetreatLeadership(enemy1Force2, 50); //set leadership chance (small=more likely?)
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//set retreat point enemy2
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setRetreatPoint(enemy2, enm2Ret1X, enm2Ret1Y); //retreat to base2
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setRetreatForce(enemy2, 75); //set morale to 25%
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setRetreatLeadership(enemy2, ld); //set leadership chance (small=more likely?)
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//start hill attack
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groupAddArea(hillGroup, enemy2, 1088, 8891, 1600, 9536);
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temp = random(hillNum);
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orderGroupLoc(hillGroup, DORDER_MOVE, hillX[temp],hillY[temp]);
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}
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// deal with a droid being built by enemy1
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event enemy1build(CALL_NEWDROID, enemy1, ref newDroid,ref newDroidFactory)
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{
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// see if there are any enemy droids near the base
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if (droidInRange(player, enm1Ass1X, enm1Ass1Y, 9 * 128))
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{
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//set Morale to stubborn
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setRetreatPoint(enemy1, enm1Ret2X, enm1Ret2Y); //retreat to base
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setRetreatForce(enemy1, 75); //set morale to 75%
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setRetreatLeadership(enemy1, 50); //set leadership chance (small=more likely?)
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groupAddDroid(enemy1Attack, newDroid);
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// get all the droids back to base
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orderGroupLoc(enemy1Attack, DORDER_SCOUT, enm1Ass1X, enm1Ass1Y);
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}
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else
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{
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groupAddDroid(enemy1Build, newDroid);
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if (enemy1Build.members >= 4)
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{
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groupAddGroup(enemy1Attack, enemy1Build);
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if (droidInRange(player, rBlkX,rBlkY, 8 * 128))
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{
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// in the canyon go get em
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moveX = rBlkX; moveY = rBlkY;
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}
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else
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{
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// go attack the base
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moveX = playerX;
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moveY = playerY;
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}
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orderGroupLoc(enemy1Attack, DORDER_SCOUT, moveX,moveY);
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}
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}
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}
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// send the droids to the player base if there is nothing at
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// the oil derek
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event enemy1AttackBase( inactive )
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{
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if (not objectInRange(player, oilPatchX, oilPatchY, 8*128))
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{
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orderGroupLoc(enemy1Attack, DORDER_SCOUT, playerX,playerY);
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orderGroupLoc(enemy2Attack, DORDER_SCOUT, playerX,playerY);
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oilWellClear = TRUE;
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}
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else
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{
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oilWellClear = FALSE;
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}
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}
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// deal with a droid being built by enemy2
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event enemy2build(CALL_NEWDROID, enemy2, ref newDroid,ref newDroidFactory)
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{
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if (newDroidFactory == enm2) //only for southern factory!
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{
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// see if there are any player droids near enemy2 base1 (protect base!)
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if (droidInRange(player, enm2Ass1X, enm2Ass1Y, 9 * 128)) //9 squares of assembly point
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{
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groupAddDroid(enemy2Attack, newDroid);
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//Set Morale to stubborn
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setRetreatPoint(enemy2, enm2Ret2X, enm2Ret2Y); //retreat to base2
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setRetreatForce(enemy2, 75); //set morale to 75%
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setRetreatLeadership(enemy2, ld); //set leadership chance (small=more likely?)
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// get all the droids back to base
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orderGroupLoc(enemy2Attack, DORDER_SCOUT, enm2Ass1X, enm2Ass1Y);
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}
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else
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{
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groupAddDroid(enemy2Build, newDroid);
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if (enemy2Build.members >= atkTot)
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{
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atkTot = atkTot + 1; //increase for next attack!
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groupAddGroup(enemy2Attack, enemy2Build);
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//set Morale low
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setRetreatPoint(enemy2, enm2Ret2X, enm2Ret2Y); //retreat to base2
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setRetreatForce(enemy2, 75); //set morale to 25%
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setRetreatLeadership(enemy2, ld); //set leadership chance (small=more likely?)
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/* don't bother now on SCOUT orders!!!
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if (droidInRange(player, rBlkX,rBlkY, 8 * 128))
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{
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// in the canyon go get em
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moveX = rBlkX; moveY = rBlkY;
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}
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else
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{
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// go attack the base
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moveX = playerX;
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moveY = playerY;
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}
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*/
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// go attack the base
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moveX = playerX;
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moveY = playerY;
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orderGroupLoc(enemy2Attack, DORDER_SCOUT, moveX,moveY);
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}
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}
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}
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}
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event hillGroupEvnt(hillAttackTrig)
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{
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//group around assembly point (always, so limit how many built)
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//groupAddArea(hillGroup, enemy2, 1088, 8891, 1600, 9536);
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groupAddArea(hillGroup, enemy2, 960, 8640, 1984, 9664);
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}
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event hillAttackEvnt(hillAttackTrig)
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{
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//order to random cliff edge hillX, hillY
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temp = random(4);
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orderGroupLoc(hillGroup, DORDER_MOVE, hillX[temp],hillY[temp]);
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}
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/* events for build lists start here */
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/* Enemy 1 */
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//build list
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event enm0Fact1Evnt(enm1Fact1Trig)
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{
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enm0Fact1Destroyed = buildingDestroyed (enm0ID, enemy2);
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if (enm0Fact1Destroyed)
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{
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setEventTrigger(enm0Fact1Evnt, inactive);
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}
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else if (structureIdle(enm0) and (hillGroup.members <= 10)) //limit total to 10?
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{
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if (enm0Fact1State == 0)
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{
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buildDroid (bloke, enm0, enemy2, 2); //produce blokes until other base attacked
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//enm0Fact1State = 1;
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}
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else if (enm0Fact1State == 1)
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{
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buildDroid (trike, enm0, enemy2, 1);
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enm0Fact1State = 2;
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}
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else if (enm0Fact1State == 2)
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{
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buildDroid (buggy, enm0, enemy2, 1);
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enm0Fact1State = 3;
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}
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else
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{
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buildDroid (bloke, enm0, enemy2, 2);
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enm0Fact1State = 1;
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}
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}
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}
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event enm1Fact1Evnt(inactive)
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{
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enm1Fact1Destroyed = buildingDestroyed (enm1ID, enemy1);
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if (enm1Fact1Destroyed)
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{
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//get hill factory to change production from blokes to vehicles
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//and turn off random attack stuff?
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enm0Fact1State = 1;
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orderGroupLoc(hillGroup, DORDER_MOVE, enm0Ass1X, enm0Ass1Y); //protect base
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setEventTrigger(hillAttackEvnt, inactive);
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setEventTrigger(enm1Fact1Evnt, inactive);
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}
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else if (structureIdle(enm1) and (enemy1Build.members+enemy1Attack.members)<enemy1Tot)
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{
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if (enm1Fact1State == 0)
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{
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buildDroid (trike, enm1, enemy1, 1);
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enm1Fact1State = 1;
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}
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else if (enm1Fact1State == 1)
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{
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buildDroid (bloke, enm1, enemy1, 2);
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enm1Fact1State = 2;
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}
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else if (enm1Fact1State == 2)
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{
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buildDroid (buggy, enm1, enemy1, 1);
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enm1Fact1State = 3;
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}
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else
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{
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buildDroid (bloke, enm1, enemy1, 2);
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enm1Fact1State = 0;
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}
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}
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}
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event enm1Start1Evnt(enm1Start1Trig)
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{
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//set Morale to low
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setRetreatPoint(enemy1, enm1Ret2X, enm1Ret2Y); //retreat to base
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setRetreatForce(enemy1, 75); //set morale to 75%
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setRetreatLeadership(enemy1, 50); //set leadership chance (small=more likely?)
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//order guys around bunker to get into position behind when player near
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orderGroupLoc(enemy1Force1, DORDER_SCOUT, rBlkX, rBlkY);
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buildDroid (buggy, enm1, enemy1, 1); //build first ones so AI triggered
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setEventTrigger(enm1Fact1Evnt, enm1Fact1Trig);
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setEventTrigger(enm1Start1Evnt, inactive);
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}
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/* Enemy 2 */
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//build list
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event enm2Fact1Evnt(inactive)
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{
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enm2Fact1Destroyed = buildingDestroyed (enm2ID, enemy2);
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if (enm2Fact1Destroyed)
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{
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setEventTrigger(enm2Fact1Evnt, inactive);
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}
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else if (structureIdle(enm2) and (enemy2Build.members+enemy2Attack.members)<enemy2Tot)
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{
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if (enm2Fact1State == 0)
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{
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buildDroid (trike, enm2, enemy2, 1);
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enm2Fact1State = 1;
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}
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else if (enm2Fact1State == 1)
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{
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buildDroid (bloke, enm2, enemy2, 3);
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enm2Fact1State = 2;
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}
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else if (enm2Fact1State == 2)
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{
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buildDroid (buggy, enm2, enemy2, 1);
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enm2Fact1State = 3;
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}
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else
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{
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buildDroid (jeep, enm2, enemy2, 1);
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enm2Fact1State = 0;
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}
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}
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}
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event enm2Start1Evnt(enm2Start1Trig)
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{
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//build first ones to Trigger AI
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buildDroid (trike, enm2, enemy2, 1);
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setEventTrigger(enm2Fact1Evnt, enm2Fact1Trig);
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setEventTrigger(enm2Start1Evnt, inactive);
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}
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event enemy1Atk1(every, 20)
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{
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if (enm1Fact1Destroyed)
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{
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//order guys around village to attack player near enemy1 base when factory destroyed
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orderGroupLoc(enemy1Force2, DORDER_SCOUT, rBlkX, rBlkY);
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setEventTrigger(enemy1Atk1, inactive);
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}
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}
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event lastAttack1(every, 50)
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{
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//make enemy easier to find if all his buildings destroyed
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if (not anyStructButWallsLeft(enemy1))
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{
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groupAddArea(enemy1Fin, enemy1, 0, 0, 8191, 16383);
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orderGroupLoc(enemy1Fin, DORDER_SCOUT, enm1Ass1X, enm1Ass1Y);
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//setEventTrigger(lastAttack1, inactive);
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}
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}
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event lastAttack2(every, 50)
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{
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//make enemy easier to find if all his buildings destroyed
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if (not anyStructButWallsLeft(enemy2))
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{
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groupAddArea(enemy2Fin, enemy2, 0, 0, 8191, 16383);
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orderGroupLoc(enemy2Fin, DORDER_SCOUT, enm2Ass1X, enm2Ass1Y);
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//setEventTrigger(lastAttack2, inactive);
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}
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}
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//Timed attacks if player dawdles
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event attackPlayer1(attackPlayer1Trig)
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{
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setEventTrigger(enm1Fact1Evnt, enm1Fact1Trig);
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setEventTrigger(attackPlayer1, inactive);
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}
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event attackPlayer2(attackPlayer2Trig)
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{
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setEventTrigger(enm2Fact1Evnt, enm2Fact1Trig);
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setEventTrigger(attackPlayer2, inactive);
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}
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