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:
228
mods/ra/maps/allies-08a/allies08a-AI.lua
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228
mods/ra/maps/allies-08a/allies08a-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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AttackGroup = { }
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AttackGroupSize = 10
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SovietInfantry = { "e1", "e2", "e4" }
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SovietVehicles = { "3tnk", "3tnk", "v2rl" }
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SovietAircraftType = { "mig" }
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Migs = { }
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GroundWavesUpgradeDelay = DateTime.Minutes(12)
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GroundAttackUnitType = "Normal"
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GroundAttackUnits =
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{
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Normal = { {"4tnk", "3tnk", "e2", "e2", "e2" }, { "3tnk", "v2rl", "e4", "e4", "e4" } },
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Upgraded = { {"4tnk", "3tnk", "ftrk", "apc", "apc", "e1", "e1", "e1", "e1", "e1", "e2", "e2", "e2" }, { "3tnk", "v2rl", "ftrk", "apc", "apc", "e1", "e1", "e1", "e1", "e1", "e4", "e4", "e4" } }
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}
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GroundAttackPaths =
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{
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{ SovEntry1.Location, ParaLZ3.Location, AttackChrono.Location },
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{ SovEntry2.Location, ParaLZ5.Location, AttackChrono.Location },
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{ SovEntry3.Location, ParaLZ5.Location, AttackChrono.Location }
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}
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GroundWavesDelays =
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{
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easy = 4,
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normal = 3,
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hard = 2
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}
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WTransUnits = { { "4tnk", "3tnk", "e2", "e2", "e2" }, { "3tnk", "v2rl", "e4", "e4", "e4" } }
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WTransWays =
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{
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{ DDEntry.Location, WaterLanding1.Location },
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{ WaterEntry2.Location, WaterLanding2.Location },
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{ WaterEntry2.Location, WaterLanding3.Location }
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}
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WTransDelays =
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{
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easy = 5,
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normal = 4,
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hard = 3
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}
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ParadropLZs = { ParaLZ1.CenterPosition, ParaLZ2.CenterPosition, ParaLZ3.CenterPosition, ParaLZ4.CenterPosition, ParaLZ5.CenterPosition }
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ParadropDelays =
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{
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easy = 3,
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normal = 2,
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hard = 1
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}
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BombDelays =
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{
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easy = 4,
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normal = 3,
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hard = 2
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}
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ProductionInterval =
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{
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easy = DateTime.Seconds(20),
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normal = DateTime.Seconds(10),
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hard = DateTime.Seconds(5)
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}
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SendAttackGroup = function()
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if #AttackGroup < AttackGroupSize then
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return
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end
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Utils.Do(AttackGroup, function(unit)
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if not unit.IsDead then
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Trigger.OnIdle(unit, unit.Hunt)
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end
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end)
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AttackGroup = { }
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end
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ProduceInfantry = function()
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if USSRRax.IsDead or USSRRax.Owner ~= USSR then
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return
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end
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USSR.Build({ Utils.Random(SovietInfantry) }, function(units)
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table.insert(AttackGroup, units[1])
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SendAttackGroup()
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Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceInfantry)
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end)
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end
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ProduceVehicles = function()
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if USSRWarFactory.IsDead or USSRWarFactory.Owner ~= USSR then
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return
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end
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USSR.Build({ Utils.Random(SovietVehicles) }, function(units)
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table.insert(AttackGroup, units[1])
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SendAttackGroup()
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Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceVehicles)
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end)
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end
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ProduceAircraft = function()
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if (Airfield1.IsDead or Airfield1.Owner ~= USSR) and (Airfield2.IsDead or Airfield2.Owner ~= USSR) then
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return
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end
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USSR.Build(SovietAircraftType, function(units)
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local mig = units[1]
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Migs[#Migs + 1] = mig
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Trigger.OnKilled(mig, ProduceAircraft)
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local alive = Utils.Where(Migs, function(y) return not y.IsDead end)
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if #alive < 2 then
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Trigger.AfterDelay(DateTime.Seconds(ProductionInterval[Difficulty] / 2), ProduceAircraft)
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end
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InitializeAttackAircraft(mig, Greece)
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end)
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end
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GroundWaves = function()
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local path = Utils.Random(GroundAttackPaths)
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local units = Reinforcements.Reinforce(USSR, Utils.Random(GroundAttackUnits[GroundAttackUnitType]), { path[1] })
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local lastWaypoint = path[#path]
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Utils.Do(units, function(unit)
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Trigger.OnAddedToWorld(unit, function()
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unit.Patrol(path)
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Trigger.OnIdle(unit, function()
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unit.AttackMove(lastWaypoint)
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end)
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end)
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end)
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Trigger.AfterDelay(DateTime.Minutes(GroundWavesDelays), GroundWaves)
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end
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WTransWaves = function()
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local way = Utils.Random(WTransWays)
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local units = Utils.Random(WTransUnits)
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local attackUnits = Reinforcements.ReinforceWithTransport(USSR, "lst", units , way, { way[2], way[1] })[2]
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Utils.Do(attackUnits, function(a)
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Trigger.OnAddedToWorld(a, function()
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a.AttackMove(AttackChrono.Location)
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IdleHunt(a)
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end)
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end)
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Trigger.AfterDelay(DateTime.Minutes(WTransDelays), WTransWaves)
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end
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Paradrop = function()
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local aircraft = PowerProxy.TargetParatroopers(Utils.Random(ParadropLZs))
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Utils.Do(aircraft, function(a)
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Trigger.OnPassengerExited(a, function(t, p)
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IdleHunt(p)
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end)
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end)
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Trigger.AfterDelay(DateTime.Minutes(ParadropDelays), Paradrop)
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end
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GetBomberTargets = function()
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if Difficulty ~= "hard" then
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return Greece.GetActorsByTypes({ "apwr", "powr" })
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end
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local targets = Utils.Where(Greece.GetActors(), function(actor)
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return
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actor.HasProperty("Sell") and
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actor.Type ~= "brik" and
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actor.Type ~= "sbag" or
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actor.Type == "pdox"
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end)
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return targets
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end
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SendParabombs = function()
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local airfield = Airfield1
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if Airfield1.IsDead or Airfield1.Owner ~= USSR then
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if Airfield2.IsDead or Airfield2.Owner ~= USSR then
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return
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end
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airfield = Airfield2
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end
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local targets = GetBomberTargets()
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if #targets > 0 then
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airfield.TargetAirstrike(Utils.Random(targets).CenterPosition)
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end
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Trigger.AfterDelay(DateTime.Minutes(BombDelays), SendParabombs)
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end
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ActivateAI = function()
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GroundWavesDelays = GroundWavesDelays[Difficulty]
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WTransDelays = WTransDelays[Difficulty]
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ParadropDelays = ParadropDelays[Difficulty]
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BombDelays = BombDelays[Difficulty]
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local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == USSR and self.HasProperty("StartBuildingRepairs") end)
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Utils.Do(buildings, function(actor)
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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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end
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end)
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end)
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ProduceInfantry()
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ProduceVehicles()
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ProduceAircraft()
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Trigger.AfterDelay(DateTime.Minutes(GroundWavesDelays), GroundWaves)
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Trigger.AfterDelay(DateTime.Minutes(WTransDelays), WTransWaves)
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Trigger.AfterDelay(DateTime.Minutes(ParadropDelays), Paradrop)
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Trigger.AfterDelay(DateTime.Minutes(BombDelays), SendParabombs)
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Trigger.AfterDelay(GroundWavesUpgradeDelay, function() GroundAttackUnitType = "Upgraded" end)
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end
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