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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188
mods/ra/maps/fort-lonestar/fort-lonestar-AI.lua
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188
mods/ra/maps/fort-lonestar/fort-lonestar-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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AIPlayers = { }
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AIBarracks = { }
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AIDerricks = { }
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AIBaseLocation = { }
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IdlingAIActors = { }
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IdlingAISupportActors = { }
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AIOnDefense = { }
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-- It's good to start with 10 rifle man, one medic and 5 rocket soldiers
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InitialUnitsToBuild = { "e1", "e1", "e1", "e1", "e1", "medi", "e1", "e1", "e1", "e1", "e1", "e3", "e3", "e3", "e3", "e3" }
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UnitsToBuild = { "e1", "e1", "e1", "e1", "e1", "e3", "e3", "e3", "medi" }
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ActivateAI = function(player, id)
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AIPlayers[id] = player
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Trigger.AfterDelay(0, function()
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local barracks = player.GetActorsByType("tent")
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if #barracks > 0 then
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AIBarracks[id] = barracks[1]
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AIBaseLocation[id] = barracks[1].Location + CVec.New(2, 1)
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IdlingAIActors[id] = { }
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IdlingAISupportActors[id] = { }
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InitialInfantryProduction(id, InitialUnitsToBuild)
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DefendActor(id, barracks[1])
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RepairBarracks(id)
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SellWalls(id)
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Trigger.AfterDelay(DateTime.Seconds(10), function() LookOutForCrates(id) end)
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end
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local derricks = player.GetActorsByType("oilb")
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if #derricks > 0 then
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AIDerricks[id] = derricks[1]
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DefendActor(id, derricks[1])
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end
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end)
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end
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InitialInfantryProduction = function(id, units)
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local productionComplete = AIPlayers[id].Build(units, function(actors)
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ProduceInfantry(id)
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end)
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Trigger.OnProduction(AIBarracks[id], function(producer, produced)
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BuildComplete(id, produced)
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end)
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end
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ProduceInfantry = function(id)
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local productionComplete = AIPlayers[id].Build({ Utils.Random(UnitsToBuild) }, function(actors)
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Trigger.AfterDelay(0, function() ProduceInfantry(id) end)
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end)
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if not productionComplete then
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Trigger.AfterDelay(0, function() ProduceInfantry(id) end)
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end
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end
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BuildComplete = function(id, actor)
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if actor.Type == "medi" then
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local number = #IdlingAISupportActors[id] + 1
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IdlingAISupportActors[id][number] = actor
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Trigger.OnKilled(actor, function()
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table.remove(IdlingAISupportActors[id], number)
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end)
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else
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local number = #IdlingAIActors[id] + 1
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IdlingAIActors[id][number] = actor
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Trigger.OnKilled(actor, function()
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table.remove(IdlingAIActors[id], number)
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end)
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end
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Trigger.AfterDelay(0, function() DefendActor(id, actor) end)
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end
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AttackGroupSize = 5
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SetupAttackGroup = function(id)
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local units = { }
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for i = 0, AttackGroupSize, 1 do
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if (#IdlingAIActors[id] == 0) then
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return units
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end
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local number = Utils.RandomInteger(0, #IdlingAIActors[id]) + 1
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units[#units + 1] = IdlingAIActors[id][number]
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table.remove(IdlingAIActors[id], number)
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end
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return units
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end
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DefendActor = function(id, actorToDefend)
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if not actorToDefend or actorToDefend.IsDead or not actorToDefend.IsInWorld then
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return
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end
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Trigger.OnDamaged(actorToDefend, function(self, attacker)
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if AIOnDefense[id] or not attacker or attacker.IsDead then
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return
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end
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-- Don't try to kill something you can't kill
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if attacker.Type == "sniper.soviets" then
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return
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end
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AIOnDefense[id] = true
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local attackLoc = attacker.Location
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local defenders = SetupAttackGroup(id)
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if not defenders or #defenders == 0 then
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Trigger.AfterDelay(DateTime.Seconds(30), function() AIOnDefense[id] = false end)
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return
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end
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Utils.Do(defenders, function(unit)
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if unit.IsDead then
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return
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end
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unit.AttackMove(attackLoc)
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local home = AIBaseLocation[id]
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Trigger.OnIdle(unit, function()
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if unit.Location == home then
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IdlingAIActors[id][#IdlingAIActors[id] + 1] = unit
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Trigger.Clear(unit, "OnIdle")
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AIOnDefense[id] = false
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else
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unit.AttackMove(home)
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end
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end)
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end)
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end)
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end
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RepairBarracks = function(id)
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Trigger.OnDamaged(AIBarracks[id], function(self, attacker)
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self.StartBuildingRepairs(AIPlayers[id])
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end)
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end
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SellWalls = function(id)
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Media.DisplayMessage(UserInterface.GetFluentMessage("lonestar-ai-sold-its-walls", { ["id"] = id }))
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local walls = AIPlayers[id].GetActorsByType("brik")
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Utils.Do(walls, function(wall)
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wall.Sell()
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end)
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end
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LookOutForCrates = function(id)
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Trigger.OnEnteredProximityTrigger(AIBarracks[id].CenterPosition, WDist.New(12 * 1024), function(actor)
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if actor.Type ~= "fortcrate" or #IdlingAIActors[id] == 0 then
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return
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end
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local unit = Utils.Random(IdlingAIActors[id])
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local home = AIBaseLocation[id]
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local aim = actor.Location
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if unit.IsDead then
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return
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end
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unit.AttackMove(aim)
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Trigger.OnIdle(unit, function()
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if unit.Location == aim or not actor.IsInWorld then
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unit.AttackMove(home)
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Trigger.Clear(unit, "OnIdle")
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else
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unit.AttackMove(aim)
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end
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end)
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end)
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end
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