//===========================================================================
//
// 01Green
//
// Warcraft III AI script
// Generated by the Warcraft III World Editor
// Date: Mon Nov 12 13:08:29 2012
//
//===========================================================================
//***************************************************************************
//*
//* Global Variables
//*
//***************************************************************************
globals
integer attackWave = 1
integer nextDelay = 0
integer awGold = 0
integer awWood = 0
// Conditions
boolean gCond_Attack_Enemy = false
boolean gCond_Attack_Strong_Creeps = false
boolean gCond_Have_Lumber = false
boolean gCond_Need_Expansion = false
endglobals
//***************************************************************************
//*
//* Utility Functions
//*
//***************************************************************************
//===========================================================================
function CheckLastCommand takes boolean pop returns integer
local integer cmd = GetLastCommand()
if (pop) then
call PopLastCommand( )
endif
return cmd
endfunction
//===========================================================================
function CheckLastCommandData takes boolean pop returns integer
local integer data = GetLastData()
if (pop) then
call PopLastCommand( )
endif
return data
endfunction
//===========================================================================
function TotalFoodProduced takes nothing returns integer
return GetPlayerState(ai_player,PLAYER_STATE_RESOURCE_FOOD_CAP)
endfunction
//===========================================================================
function ExpansionNeeded takes nothing returns boolean
return take_exp
endfunction
//===========================================================================
function BuildExpansion takes integer hallID, integer mineID returns nothing
if (HallsCompleted(hallID)) then
call SetBuildExpa( TownCount(hallID) + 1, mineID )
endif
endfunction
//===========================================================================
function CurrentAttackWave takes nothing returns integer
return attackWave
endfunction
//===========================================================================
function ResetAttackUnits takes nothing returns nothing
set awGold = 0
set awWood = 0
call InitAssaultGroup( )
endfunction
//===========================================================================
function AddAttackUnit takes integer minQty, integer maxQty, integer unitID returns nothing
// Track attacking gold workers
if (unitID == 'o607') then
set awGold = awGold + minQty
endif
// Track attacking wood workers
if (unitID == 'o607') then
set awWood = awWood + minQty
endif
call SetAssaultGroup( minQty, maxQty, unitID )
endfunction
//***************************************************************************
//*
//* Basic Options
//*
//***************************************************************************
//===========================================================================
function InitOptions takes nothing returns nothing
call SetMeleeAI( )
call SetDefendPlayer( false )
call SetRandomPaths( false )
call SetTargetHeroes( false )
call SetPeonsRepair( true )
call SetHeroesFlee( false )
call SetHeroesBuyItems( false )
call SetUnitsFlee( false )
call SetGroupsFlee( false )
call SetWatchMegaTargets( false )
call SetIgnoreInjured( false )
call SetHeroesTakeItems( false )
call SetSlowChopping( true )
call SetCaptainChanges( false )
call SetSmartArtillery( false )
endfunction
//***************************************************************************
//*
//* Conditions
//*
//***************************************************************************
//===========================================================================
// Updates the values of all preset conditions
//===========================================================================
function UpdateConditions takes nothing returns nothing
set gCond_Attack_Enemy = ( CheckLastCommand( false ) == 1 )
set gCond_Attack_Strong_Creeps = ( FoodUsed( ) >= 40 )
set gCond_Have_Lumber = ( GetWood( ) > 0 )
set gCond_Need_Expansion = ( ( GetGold( ) < 2000 ) and ( GetGoldOwned( ) < 2000 ) )
endfunction
//***************************************************************************
//*
//* Heroes
//*
//***************************************************************************
//===========================================================================
// Stores hero ID and skills
//===========================================================================
function SetHero takes integer order, integer heroid returns nothing
if (order == 1) then
set hero_id = heroid
if (heroid == 'O007') then
set skills1[ 1] = 'AHab'
set skills1[ 2] = 'AOhw'
set skills1[ 3] = 'ANms'
set skills1[ 4] = 'AHab'
set skills1[ 5] = 'AOhw'
set skills1[ 6] = 'AHre'
set skills1[ 7] = 'ANms'
set skills1[ 8] = 'AHab'
set skills1[ 9] = 'AOhw'
set skills1[10] = 'ANms'
endif
endif
endfunction
//===========================================================================
// Selects hero IDs for three possible heroes
//===========================================================================
function SelectHeroes takes nothing returns nothing
local integer roll = GetRandomInt(1,100)
call SetHero( 1, 'O007' )
endfunction
//===========================================================================
// Returns the hero skill for the given hero and level
//===========================================================================
function ChooseHeroSkill takes nothing returns integer
local integer curHero = GetHeroId()
local integer level = GetHeroLevelAI()
if (level > max_hero_level) then
set max_hero_level = level
endif
if (curHero == hero_id) then
return skills1[level]
elseif (curHero == hero_id2) then
return skills2[level]
elseif (curHero == hero_id3) then
return skills3[level]
endif
return 0
endfunction
//***************************************************************************
//*
//* Building and Harvesting
//*
//***************************************************************************
//===========================================================================
// Specifies building priorities for workers
//===========================================================================
function BuildPriorities takes nothing returns nothing
local integer mine = TownWithMine()
endfunction
//===========================================================================
// Specifies harvesting priorities for workers
//===========================================================================
function HarvestPriorities takes nothing returns nothing
local integer mine = TownWithMine()
local integer allGold = GetUnitCountDone('o607')
local integer allWood = GetUnitCountDone('o607')
local integer numWorkers
set numWorkers = 5
call HarvestGold( 0, numWorkers )
set numWorkers = 2
call HarvestWood( 0, numWorkers )
endfunction
//===========================================================================
// Determines all building and harvesting assignments for workers
//===========================================================================
function WorkerAssignment takes nothing returns nothing
loop
call UpdateConditions( )
// Harvesting
call ClearHarvestAI( )
call HarvestPriorities( )
// Building
call InitBuildArray( )
call BuildPriorities( )
call Sleep( 2 )
endloop
endfunction
//***************************************************************************
//*
//* Attacking
//*
//***************************************************************************
//===========================================================================
// Returns true if the minimum forces for an attack exist
//===========================================================================
function HaveMinimumAttackers takes nothing returns boolean
local integer count
// Check for attack wave limit
if (attackWave > 1) then
return false
endif
// Attack Group: Minimum
set count = GetUnitCountDone( 'O007' )
if (count < 1) then
return false
endif
set count = GetUnitCountDone( 'nfrl' )
if (count < 3) then
return false
endif
return true
endfunction
//===========================================================================
// Assigns units to attack based on the given attack group
//===========================================================================
function PrepareAttackGroup takes integer groupID returns nothing
local integer all
// Attack Group #1: All Units
if (groupID == 1) then
set all = GetUnitCountDone( 'nfrs' )
call AddAttackUnit( all, all, 'nfrs' )
set all = GetUnitCountDone( 'O007' )
call AddAttackUnit( all, all, 'O007' )
set all = GetUnitCountDone( 'nfrl' )
call AddAttackUnit( all, all, 'nfrl' )
set all = GetUnitCountDone( 'nfrb' )
call AddAttackUnit( all, all, 'nfrb' )
set all = GetUnitCountDone( 'nfrg' )
call AddAttackUnit( all, all, 'nfrg' )
// Attack Group #2: Minimum
elseif (groupID == 2) then
call AddAttackUnit( 1, 1, 'O007' )
call AddAttackUnit( 3, 3, 'nfrl' )
endif
endfunction
//===========================================================================
// Prepares an attack group based on the current attack wave
//===========================================================================
function PrepareForces takes nothing returns nothing
if (attackWave == 1) then
call PrepareAttackGroup( 1 )
endif
endfunction
//===========================================================================
// Sleep delays for each attack wave
//===========================================================================
function AttackWaveDelay takes integer inWave returns nothing
if (inWave < nextDelay) then
return
endif
set nextDelay = inWave + 1
endfunction
//===========================================================================
// Advances attack wave counter
//===========================================================================
function AttackWaveUpdate takes nothing returns nothing
call AttackWaveDelay( attackWave )
set attackWave = attackWave + 1
if (attackWave > 1) then
set attackWave = 1
set nextDelay = attackWave + 1
endif
endfunction
//===========================================================================
// Basic attack functionality
//===========================================================================
function AttackTarget takes unit target, boolean addAlliance returns nothing
if (target == null) then
return
endif
if (addAlliance) then
call SetAllianceTarget( target )
endif
call FormGroup( 3, true )
call AttackMoveKillA( target )
if (not addAlliance) then
call SetAllianceTarget( null )
endif
endfunction
//===========================================================================
// Initiates an attack based on target priorities
//===========================================================================
function LaunchAttack takes nothing returns nothing
local unit target = null
local boolean setAlly = true
// Don't launch any attack while town is threatened
if (TownThreatened()) then
call Sleep( 2 )
return
endif
// Target Priority #1
if (target == null) then
set target = GetAllianceTarget()
if (target != null) then
set setAlly = false
endif
endif
// Target Priority #2
if (gCond_Attack_Strong_Creeps) then
if (target == null) then
set target = GetExpansionFoe()
if (target != null) then
set take_exp = false
endif
endif
// Target Priority #3
endif
if (gCond_Attack_Enemy) then
if (target == null) then
set target = GetMegaTarget()
endif
// Target Priority #4
if (target == null) then
set target = GetEnemyExpansion()
endif
// Target Priority #5
if (target == null) then
set target = GetEnemyExpansion()
if (target == null) then
call StartGetEnemyBase( )
loop
exitwhen (not WaitGetEnemyBase())
call SuicideSleep( 1 )
endloop
set target = GetEnemyBase()
endif
endif
// Target Priority #6
endif
if (target == null) then
set target = GetCreepCamp( 0, 6, false )
endif
// Target Priority #7
if (gCond_Attack_Strong_Creeps) then
if (target == null) then
set target = GetCreepCamp( 7, 15, true )
endif
// Target Priority #8
if (target == null) then
set target = GetCreepCamp( 16, 100, true )
endif
endif
// Attack the target and increment attack wave
if (target != null) then
call AttackTarget( target, setAlly )
call AttackWaveUpdate( )
else
// If no target was found, sleep a bit before trying again
call Sleep( 20 )
endif
endfunction
//===========================================================================
// Determines all attacking assignments
//===========================================================================
function AttackAssignment takes nothing returns nothing
call StaggerSleep( 0, 2 )
if (attackWave == 1) then
call AttackWaveDelay( 0 )
endif
loop
loop
call UpdateConditions( )
exitwhen (HaveMinimumAttackers() and not CaptainRetreating())
call Sleep( 2 )
endloop
call ResetAttackUnits( )
call PrepareForces( )
call LaunchAttack( )
endloop
endfunction
//***************************************************************************
//*
//* Main Entry Point
//*
//***************************************************************************
//===========================================================================
function main takes nothing returns nothing
call InitAI( )
call InitOptions( )
call SelectHeroes( )
call CreateCaptains( )
call SetHeroLevels( function ChooseHeroSkill )
call Sleep( 0.1 )
call StartThread( function WorkerAssignment )
call StartThread( function AttackAssignment )
call PlayGame( )
endfunction