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>
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130
mods/ra/maps/fall-of-greece-2-evacuation/evacuation-AI.lua
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130
mods/ra/maps/fall-of-greece-2-evacuation/evacuation-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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SovietInfantry = { "e1", "e2" }
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SovietVehicles = { "3tnk", "3tnk", "v2rl" }
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SovietAircraftType = { "yak" }
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Yaks = { }
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AttackPaths = { AttackRight, AttackLeft }
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AttackGroupSizes =
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{
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easy = 8,
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normal = 9,
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hard = 10
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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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local path = Utils.Random(AttackPaths)
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Utils.Do(AttackGroup, function(unit)
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if not unit.IsDead then
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unit.AttackMove(path.Location)
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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 Airfield.IsDead or Airfield.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 yak = units[1]
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Yaks[#Yaks + 1] = yak
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Trigger.OnKilled(yak, ProduceAircraft)
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local alive = Utils.Where(Yaks, 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(yak, Allies)
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end)
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end
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ParadropDelays =
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{
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easy = { DateTime.Minutes(1), DateTime.Minutes(2) },
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normal = { DateTime.Seconds(45), DateTime.Seconds(105) },
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hard = { DateTime.Seconds(30), DateTime.Seconds(90) }
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}
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ParadropLZs = { ParaLZ1.CenterPosition, ParaLZ2.CenterPosition, ParaLZ3.CenterPosition, ParaLZ4.CenterPosition }
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Paradrop = function()
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if Airfield.IsDead or Airfield.Owner ~= USSR then
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return
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end
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local aircraft = StandardDrop.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(Utils.RandomInteger(ParadropDelay[1], ParadropDelay[2]), Paradrop)
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end
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ActivateAI = function()
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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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ParadropDelay = ParadropDelays[Difficulty]
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AttackGroupSize = AttackGroupSizes[Difficulty]
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Trigger.AfterDelay(DateTime.Seconds(30), ProduceInfantry)
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Trigger.AfterDelay(DateTime.Minutes(3), ProduceVehicles)
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Trigger.AfterDelay(DateTime.Minutes(4), Paradrop)
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Trigger.AfterDelay(DateTime.Minutes(5), ProduceAircraft)
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end
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