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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150
mods/ra/maps/sarin-gas-3-controlled-burn/controlledburn-AI.lua
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150
mods/ra/maps/sarin-gas-3-controlled-burn/controlledburn-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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BGAttackGroup = { }
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BGAttackGroupSize = 8
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SovietInfantry = { "e1", "e2", "e4" }
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SovietVehicles = { "3tnk", "3tnk", "v2rl" }
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SovietAircraftType = { "mig", "yak" }
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Planes = { }
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ProductionInterval =
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{
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easy = DateTime.Seconds(30),
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normal = DateTime.Seconds(20),
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hard = DateTime.Seconds(10)
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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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IdleHunt(unit)
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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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IdleHunt(unit)
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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 (USSRRax1.IsDead or USSRRax1.Owner ~= USSR) and (USSRRax2.IsDead or USSRRax2.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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GroundAttackUnits = { {"4tnk", "3tnk", "e2", "e2", "e2", "e2" }, { "3tnk", "3tnk", "v2rl", "e4", "e4", "e4" }, {"ttnk", "ttnk", "ttnk", "shok", "shok", "shok" } }
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GroundAttackPaths =
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{
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{ SovietGroundEntry1.Location },
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{ SovietGroundEntry2.Location },
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{ SovietGroundEntry3.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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GroundWavesDelay = GroundWavesDelays[Difficulty]
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GroundWaves = function()
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if not ForwardCommand.IsDead then
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local path = Utils.Random(GroundAttackPaths)
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local units = Reinforcements.Reinforce(BadGuy, Utils.Random(GroundAttackUnits), path)
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Utils.Do(units, IdleHunt)
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Trigger.AfterDelay(DateTime.Minutes(GroundWavesDelay), GroundWaves)
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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({ Utils.Random(SovietAircraftType) }, function(units)
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local plane = units[1]
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Planes[#Planes + 1] = plane
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Trigger.OnKilled(plane, ProduceAircraft)
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local alive = Utils.Where(Planes, 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(plane, Greece)
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end)
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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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ProduceBadGuyInfantry()
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ProduceUSSRInfantry()
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ProduceVehicles()
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Trigger.AfterDelay(DateTime.Minutes(GroundWavesDelay), GroundWaves)
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Trigger.AfterDelay(DateTime.Minutes(5), ProduceAircraft)
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end
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