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--BUILD
function fai_build(id)
	if playerweapons(id,74) then
		ai_selectweapon(id, 74)
		px=player(id,"tilex")
		py=player(id,"tilex")
		-- 20 Search Attempts
		for i=1,20 do
			-- Random Adjacend
			x=px+math.random(-1,1)
			y=py+math.random(-1,1)
			-- Not the player tile itself
			if (x~=px or y~=py) then
				tilex=x
				tiley=y
				if objectat(x,y) >0 then
					local maxhealth, repairable, upgradable = building_properties(id)
					if player(id,"team")==1 then
						if object(id,tilex,tiley,"team")==1 then
							if repairable==1 then
								if object(id,tilex,tiley,"health")<healthpercent10 then
									local repair=math.random(0,4)
									if repair==4 then
										ai_attack(id)
									end
								elseif object(id,tilex,tiley,"health")<healthpercent25 then
									ai_attack(id)
									end
								elseif object(id,tilex,tiley,"health")<healthpercent50 then
									local repair=math.random(0,1)
									if repair==1 then
										ai_attack(id)
									end
								elseif object(id,tilex,tiley,"health")<healthpercent75 then
									local repair=math.random(0,2)
									if repair==2 then
										ai_attack(id)
									end
								elseif object(id,tilex,tiley,"health")<healthpercent100 then
									local repair=math.random(0,3)
									if repair==3 then
										ai_attack(id)
									end
								elseif upgradable==1 then
									ai_attack(id)
							elseif upgradable==1 then
								ai_attack(id)
							end
						end
					elseif player(id,"team")==2 then
						if object(id,tilex,tiley,"team")==2 then
							if repairable==1 then
								if object(id,tilex,tiley,"health")<healthpercent10 then
									local repair=math.random(0,4)
									if repair==4 then
										ai_attack(id)
									end
								elseif object(id,tilex,tiley,"health")<healthpercent25 then
									ai_attack(id)
									end
								elseif object(id,tilex,tiley,"health")<healthpercent50 then
									local repair=math.random(0,1)
									if repair==1 then
										ai_attack(id)
									end
								elseif object(id,tilex,tiley,"health")<healthpercent75 then
									local repair=math.random(0,2)
									if repair==2 then
										ai_attack(id)
									end
								elseif object(id,tilex,tiley,"health")<healthpercent100 then
									local repair=math.random(0,3)
									if repair==3 then
										ai_attack(id)
									end
								elseif upgradable==1 then
									ai_attack(id)
								end
							elseif upgradable==1 then
								ai_attack(id)
						end
					end
				else
					fai_buildstart(id)
				end
			end
		end
	end
end
--BUILD
function fai_buildstart(id)
	local money=player(id,"money")
	x=tilex
	y=tiley
	if money==16000 then
		local build=math.random(0,5)
		if build==0 then ai_build(id,6,x,y) -- gate field
		elseif build==1 then ai_build(id,7,x,y) -- dispenser
		elseif build==2 then ai_build(id,8,x,y) -- turret
		elseif build==3 then ai_build(id,9,x,y) -- supply
		elseif build==4 then ai_build(id,13,x,y) -- teleporter entrance
		elseif build==5 then ai_build(id,14,x,y) end -- teleporter exit
	elseif money>=10000 then
		local build=math.random(0,3)
		if build==1 then ai_build(id,7,x,y) -- dispenser
		elseif build==2 then ai_build(id,8,x,y) -- turret
		elseif build==3 then ai_build(id,9,x,y) end -- supply
	elseif money>=5000 then
		local build=math.random(0,3)
		if build==1 then ai_build(id,14,x,y) -- teleporter exit
		elseif build==2 then ai_build(id,7,x,y) -- dispenser
		elseif build==3 then ai_build(id,7,x,y) end -- dispenser
	end
end
function building_properties(id)
local maxhealth, repairable, upgradeable, healthpercent
if object(id,tilex,tiley,"type")==1 then --Barricade
maxhealth=150
repairable=1
upgradable=0
elseif object(id,tilex,tiley,"type")==2 then --Barbed wire
maxhealth=300
repairable=0
upgradable=0
elseif object(id,tilex,tiley,"type")==3 then --Wall I
maxhealth=500
repairable=1
upgradable=1
elseif object(id,tilex,tiley,"type")==4 then --Wall II
maxhealth=1000
repairable=1
upgradable=1
elseif object(id,tilex,tiley,"type")==5 then --Wall III
maxhealth=2000
repairable=1
upgradable=0
elseif object(id,tilex,tiley,"type")==6 then --Gate field
maxhealth=1000
repairable=0
upgradable=0
elseif object(id,tilex,tiley,"type")==7 then --Dispenser
maxhealth=1000
repairable=1
upgradable=0
elseif object(id,tilex,tiley,"type")==8 then --Turret
maxhealth=500
repairable=1
upgradable=1
elseif object(id,tilex,tiley,"type")==9 then --Supply
maxhealth=1000
repairable=1
upgradable=1
elseif object(id,tilex,tiley,"type")==10 then --Construction site
maxhealth=100
repairable=1
upgradable=0
elseif object(id,tilex,tiley,"type")==11 then --Dual turret
maxhealth=750
repairable=1
upgradable=1
elseif object(id,tilex,tiley,"type")==12 then --Triple turret
maxhealth=1000
repairable=1
upgradable=0
elseif object(id,tilex,tiley,"type")==13 then --Teleporter entrance
maxhealth=500
repairable=0
upgradable=0
elseif object(id,tilex,tiley,"type")==14 then --Teleporter exit
maxhealth=500
repairable=0
upgradable=0
elseif object(id,tilex,tiley,"type")==15 then --Super supply
		maxhealth=1500
		repairable=1
		upgradable=0
	else
		maxhealth=nil
		repairable=nil
		upgradable=nil
end
if maxhealth then
healthpercent=maxhealth/100
		healthpercent10=healthpercent*10
		healthpercent25=healthpercent*25
		healthpercent50=healthpercent*50
		healthpercent75=healthpercent*75
		healthpercent100=healthpercent*100
end
return maxhealth, repairable, upgradable, healthpercent
end