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:
115
mods/ra/maps/sarin-gas-1-crackdown/crackdown-AI.lua
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115
mods/ra/maps/sarin-gas-1-crackdown/crackdown-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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AttackGroup = { }
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AttackGroupSize = 10
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BGAttackGroup = { }
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BGAttackGroupSize = 8
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SovietInfantry = { "e1", "e2", "e4" }
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SovietVehicles = { "ttnk", "3tnk", "3tnk", "v2rl" }
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ProductionInterval =
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{
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easy = DateTime.Seconds(25),
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normal = DateTime.Seconds(15),
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hard = DateTime.Seconds(5)
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}
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GroundAttackUnits = { { "ttnk", "ttnk", "e2", "e2", "e2" }, { "3tnk", "v2rl", "e4", "e4", "e4" } }
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GroundAttackPaths =
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{
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{ EscapeSouth5.Location, Patrol1.Location },
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{ EscapeNorth10.Location, EscapeNorth7.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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SendBGAttackGroup = function()
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if #BGAttackGroup < BGAttackGroupSize then
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return
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end
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Utils.Do(BGAttackGroup, 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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BGAttackGroup = { }
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end
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ProduceBadGuyInfantry = function()
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if BadGuyRax.IsDead or BadGuyRax.Owner ~= BadGuy then
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return
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end
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BadGuy.Build({ Utils.Random(SovietInfantry) }, function(units)
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table.insert(BGAttackGroup, units[1])
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SendBGAttackGroup()
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Trigger.AfterDelay(ProductionInterval[Difficulty], ProduceBadGuyInfantry)
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end)
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end
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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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ProduceUSSRInfantry = 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], ProduceUSSRInfantry)
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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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GroundWaves = function()
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Reinforcements.Reinforce(USSR, Utils.Random(GroundAttackUnits), Utils.Random(GroundAttackPaths), 0, function(unit)
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unit.Hunt()
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end)
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Trigger.AfterDelay(DateTime.Minutes(GroundWavesDelays), GroundWaves)
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end
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ActivateAI = function()
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GroundWavesDelays = GroundWavesDelays[Difficulty]
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ProduceBadGuyInfantry()
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ProduceUSSRInfantry()
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Trigger.AfterDelay(DateTime.Minutes(1), ProduceVehicles)
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Trigger.AfterDelay(DateTime.Minutes(4), GroundWaves)
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end
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