This is a companion cpack to Autopilot AI - allowing a limited use of the Orbital rockets. This has 2 modes: it will use Rain on the deepest creeper, and also - less often, will target the deepest creeper to hit with Singularity, and fire Conversion just as it's finished. The AI will need to have the Rocket factory built and working, or an alternative means of incrementing the orbital count.
# --AIOrbital-- 3/31/2021 3:30:25 PM #Damper 1 - not implemented #Singularity 1 - ~900 update counts #Rain 2 - ~900 update counts #Conversion 5 - instant #The following need to be at least 1500 otherwise they'll cause multiple rains and orbitals to fire at the same location at the same time #Defaults are 4000 rain, 6000 orbital $raincooldown:4000 $orbitalbombcooldown:6000 $$ignoreunits:"605a5a9f-03b7-430c-bcea-31c4d7067324" :FindBestTarget #First, find all ignoreunits GetUnitsByType(<-ignoreunits 0) ->ignoreunitslist if(GetListCount(<-ignoreunitslist) gt0) do (GetListCount(<-ignoreunitslist) 0) trace2(GetUnitCell(<-ignoreunitslist[I])) ApplyToDamageMap(<-ignoreunitslist[I] GetUnitCell(<-ignoreunitslist[I] ) 3 500 false) loop endif GetMaxCreeperCellWithDamage ->*orbitalZ ->*orbitalX if(GetListCount(<-ignoreunitslist) gt0) do (GetListCount(<-ignoreunitslist) 0) ApplyToDamageMap(<-ignoreunitslist[I] GetUnitCell(<-ignoreunitslist[I] ) 3 -500 false) loop endif ClearList(<-ignoreunitslist) :Frame GetOrbitalCount <-*orbitals + ->*orbitals SetOrbitalCount(0) #trace(<-*orbitals) #Singularity plus Conversion if ((<-*orbitals gt (6)) and (<-*orbitalbomb eq0) and (<-*rainstorm neq (1))) #Fire Singularity @FindBestTarget CreateUnitOnTerrain("singularity" <-*orbitalX <-*orbitalZ 0) <-*orbitals 1 - ->*orbitals 1 ->*orbitalbomb GetGameUpdateCount ->*orbitalbombcount #trace("singularity fired") endif if((<-*orbitalbomb eq (1)) and (GetGameUpdateCount gt(<-*orbitalbombcount 900 +))) #Singularity finished, fire Conversion CreateUnitOnTerrain("conversion" <-*orbitalX <-*orbitalZ 0) <-*orbitals 5 - ->*orbitals 2 ->*orbitalbomb #trace("singularity done, now conversion") endif if((<-*orbitalbomb eq (2)) and (GetGameUpdateCount gt(<-*orbitalbombcount 1200 +))) 3 ->*orbitalbomb #trace("rain can fire") endif if((<-*orbitalbomb eq (3)) and (GetGameUpdateCount gt(<-*orbitalbombcount <-orbitalbombcooldown +))) #give Rain a chance to fire after this 0 ->*orbitalbomb #trace("conversion off cooldown") endif #Rain if ((<-*orbitals gt (2)) and (<-*orbitalbomb neq (1)) and (<-*orbitalbomb neq (2)) and (<-*rainstorm eq0)) #If we're not in the middle of, or recovering from a Conversion Bomb @FindBestTarget CreateUnitOnTerrain("rain" <-*orbitalX <-*orbitalZ 0) <-*orbitals 2 - ->*orbitals 1 ->*rainstorm GetGameUpdateCount ->*rainstormcount #trace("rain fired") endif if((<-*rainstorm eq (1)) and (GetGameUpdateCount gt(<-*rainstormcount 1200 +))) #Rain has finished 2 ->*rainstorm #trace("singularity can fire") endif if((<-*rainstorm eq (2)) and (GetGameUpdateCount gt(<-*rainstormcount <-raincooldown +))) #Cooldown time 0 ->*rainstorm #trace("rain off cooldown") endif :Once RegisterForMSG("MSG_FrameAdvance" "Frame") 0 ->*orbitalX 0 ->*orbitalZ 0 ->*orbitals 0 ->*orbitalbomb 0 ->*rainstorm