Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
256
mods/ra/maps/allies-04/allies04-AI.lua
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256
mods/ra/maps/allies-04/allies04-AI.lua
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--[[
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Copyright (c) The OpenRA Developers and Contributors
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This file is part of OpenRA, which is free software. It is made
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available to you under the terms of the GNU General Public License
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as published by the Free Software Foundation, either version 3 of
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the License, or (at your option) any later version. For more
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information, see COPYING.
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]]
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IdlingUnits = { }
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Yaks = { }
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AttackGroupSizes =
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{
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easy = 6,
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normal = 8,
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hard = 10,
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tough = 12
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}
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AttackDelays =
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{
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easy = { DateTime.Seconds(4), DateTime.Seconds(9) },
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normal = { DateTime.Seconds(2), DateTime.Seconds(7) },
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hard = { DateTime.Seconds(1), DateTime.Seconds(5) },
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tough = { DateTime.Seconds(1), DateTime.Seconds(5) }
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}
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AttackRallyPoints =
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{
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{ SovietRally1.Location, SovietRally3.Location, SovietRally5.Location, SovietRally4.Location, SovietRally13.Location, PlayerBase.Location },
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{ SovietRally7.Location, SovietRally10.Location, PlayerBase.Location },
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{ SovietRally1.Location, SovietRally3.Location, SovietRally5.Location, SovietRally4.Location, SovietRally12.Location, PlayerBase.Location },
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{ SovietRally7.Location, ParadropPoint1.Location, PlayerBase.Location },
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{ SovietRally8.Location, SovietRally9.Location, ParadropPoint1.Location, PlayerBase.Location, }
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}
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SovietInfantryTypes = { "e1", "e1", "e2" }
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SovietVehicleTypes = { "3tnk", "3tnk", "3tnk", "ftrk", "ftrk", "apc" }
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SovietAircraftType = { "yak" }
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AttackOnGoing = false
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HoldProduction = false
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HarvesterKilled = false
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Powr1 = { name = "powr", pos = CPos.New(47, 21), prize = 500, exists = true }
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Barr = { name = "barr", pos = CPos.New(53, 26), prize = 400, exists = true }
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Proc = { name = "proc", pos = CPos.New(54, 21), prize = 1400, exists = true }
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Weap = { name = "weap", pos = CPos.New(48, 28), prize = 2000, exists = true }
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Powr2 = { name = "powr", pos = CPos.New(51, 21), prize = 500, exists = true }
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Powr3 = { name = "powr", pos = CPos.New(46, 25), prize = 500, exists = true }
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Powr4 = { name = "powr", pos = CPos.New(49, 21), prize = 500, exists = true }
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Ftur1 = { name = "powr", pos = CPos.New(56, 27), prize = 600, exists = true }
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Ftur2 = { name = "powr", pos = CPos.New(51, 32), prize = 600, exists = true }
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Ftur3 = { name = "powr", pos = CPos.New(54, 30), prize = 600, exists = true }
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Afld1 = { name = "afld", pos = CPos.New(43, 23), prize = 500, exists = true }
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Afld2 = { name = "afld", pos = CPos.New(43, 21), prize = 500, exists = true }
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BaseBuildings = { Powr1, Barr, Proc, Weap, Powr2, Powr3, Powr4, Ftur1, Ftur2, Ftur3, Afld1, Afld2 }
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InitialBase = { Barracks, Refinery, PowerPlant1, PowerPlant2, PowerPlant3, PowerPlant4, Warfactory, Flametur1, Flametur2, Flametur3, Airfield1, Airfield2 }
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BuildBase = function()
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if Conyard.IsDead or Conyard.Owner ~= USSR then
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return
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elseif Harvester.IsDead and USSR.Resources <= 299 then
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return
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end
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for i,v in ipairs(BaseBuildings) do
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if not v.exists then
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BuildBuilding(v)
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return
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end
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end
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Trigger.AfterDelay(DateTime.Seconds(10), BuildBase)
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end
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BuildBuilding = function(building)
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Trigger.AfterDelay(Actor.BuildTime(building.name), function()
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local actor = Actor.Create(building.name, true, { Owner = USSR, Location = building.pos })
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USSR.Cash = USSR.Cash - building.prize
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building.exists = true
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Trigger.OnKilled(actor, function() building.exists = false end)
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Trigger.OnDamaged(actor, function(building)
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if building.Owner == USSR and building.Health < building.MaxHealth * 3/4 then
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building.StartBuildingRepairs()
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DefendActor(actor)
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end
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end)
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Trigger.AfterDelay(DateTime.Seconds(10), BuildBase)
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end)
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end
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SetupAttackGroup = function()
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local units = { }
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for i = 0, AttackGroupSize, 1 do
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if #IdlingUnits == 0 then
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return units
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end
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local number = Utils.RandomInteger(1, #IdlingUnits)
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if IdlingUnits[number] and not IdlingUnits[number].IsDead then
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units[i] = IdlingUnits[number]
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table.remove(IdlingUnits, number)
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end
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end
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return units
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end
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SendAttack = function()
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if Attacking then
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return
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end
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Attacking = true
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HoldProduction = true
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local units = SetupAttackGroup()
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local path = Utils.Random(AttackRallyPoints)
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Utils.Do(units, function(unit)
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unit.Patrol(path)
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IdleHunt(unit)
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end)
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Trigger.OnAllRemovedFromWorld(units, function()
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Attacking = false
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HoldProduction = false
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end)
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end
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ProtectHarvester = function(unit)
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DefendActor(unit)
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Trigger.OnKilled(unit, function() HarvesterKilled = true end)
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end
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DefendActor = function(unit)
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Trigger.OnDamaged(unit, function(self, attacker)
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if AttackOnGoing then
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return
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end
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AttackOnGoing = true
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local Guards = SetupAttackGroup()
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if #Guards <= 0 then
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AttackOnGoing = false
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return
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end
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Utils.Do(Guards, function(unit)
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if not self.IsDead then
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unit.AttackMove(self.Location)
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end
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IdleHunt(unit)
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end)
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Trigger.OnAllRemovedFromWorld(Guards, function() AttackOnGoing = false end)
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end)
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end
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InitAIUnits = function()
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IdlingUnits = USSR.GetGroundAttackers()
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DefendActor(Conyard)
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for i,v in ipairs(InitialBase) do
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DefendActor(v)
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Trigger.OnDamaged(v, function(building)
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if building.Owner == USSR and building.Health < building.MaxHealth * 3/4 then
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building.StartBuildingRepairs()
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end
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end)
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Trigger.OnKilled(v, function()
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BaseBuildings[i].exists = false
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end)
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end
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end
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ProduceInfantry = function()
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if HoldProduction then
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Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry)
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return
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end
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-- See AttackDelay in WorldLoaded
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local delay = Utils.RandomInteger(AttackDelay[1], AttackDelay[2])
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local toBuild = { Utils.Random(SovietInfantryTypes) }
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USSR.Build(toBuild, function(unit)
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IdlingUnits[#IdlingUnits + 1] = unit[1]
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Trigger.AfterDelay(delay, ProduceInfantry)
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-- See AttackGroupSize in WorldLoaded
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if #IdlingUnits >= (AttackGroupSize * 2.5) then
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SendAttack()
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end
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end)
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end
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ProduceVehicles = function()
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if HoldProduction then
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Trigger.AfterDelay(DateTime.Minutes(1), ProduceVehicles)
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return
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end
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-- See AttackDelay in WorldLoaded
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local delay = Utils.RandomInteger(AttackDelay[1], AttackDelay[2])
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if HarvesterKilled then
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USSR.Build({ "harv" }, function(harv)
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ProtectHarvester(harv[1])
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HarvesterKilled = false
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Trigger.AfterDelay(delay, ProduceVehicles)
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end)
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else
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local toBuild = { Utils.Random(SovietVehicleTypes) }
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USSR.Build(toBuild, function(unit)
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IdlingUnits[#IdlingUnits + 1] = unit[1]
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Trigger.AfterDelay(delay, ProduceVehicles)
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-- See AttackGroupSize in WorldLoaded
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if #IdlingUnits >= (AttackGroupSize * 2.5) then
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SendAttack()
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end
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end)
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end
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end
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ProduceAircraft = function()
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USSR.Build(SovietAircraftType, function(units)
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local yak = units[1]
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Yaks[#Yaks + 1] = yak
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Trigger.OnKilled(yak, ProduceAircraft)
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if #Yaks == 1 then
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Trigger.AfterDelay(DateTime.Minutes(1), ProduceAircraft)
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end
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InitializeAttackAircraft(yak, Greece)
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end)
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end
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ActivateAI = function()
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InitAIUnits()
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ProtectHarvester(Harvester)
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AttackDelay = AttackDelays[Difficulty]
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AttackGroupSize = AttackGroupSizes[Difficulty]
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Trigger.AfterDelay(DateTime.Seconds(10), function()
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ProduceInfantry()
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ProduceVehicles()
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ProduceAircraft()
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end)
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end
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