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:
116
mods/ra/maps/soviet-04b/soviet04b-AI.lua
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116
mods/ra/maps/soviet-04b/soviet04b-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 = function()
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local lazyUnits = Greece.GetGroundAttackers()
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Utils.Do(lazyUnits, function(unit)
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Trigger.OnDamaged(unit, function()
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Trigger.ClearAll(unit)
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Trigger.AfterDelay(0, function() IdleHunt(unit) end)
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end)
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end)
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end
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BasePower = { type = "powr", pos = CVec.New(-4, -2), cost = 300, exists = true }
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BaseBarracks = { type = "tent", pos = CVec.New(-8, 1), cost = 400, exists = true }
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BaseProc = { type = "proc", pos = CVec.New(-5, 1), cost = 1400, exists = true }
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BaseWeaponsFactory = { type = "weap", pos = CVec.New(-12, -1), cost = 2000, exists = true }
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BaseBuildings = { BasePower, BaseBarracks, BaseProc, BaseWeaponsFactory }
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BuildBase = function()
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for i,v in ipairs(BaseBuildings) do
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if not v.exists then
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BuildBuilding(v)
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return
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end
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end
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Trigger.AfterDelay(DateTime.Seconds(10), BuildBase)
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end
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BuildBuilding = function(building)
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Trigger.AfterDelay(Actor.BuildTime(building.type), function()
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if CYard.IsDead or CYard.Owner ~= Greece then
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return
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elseif Harvester.IsDead and Greece.Resources <= 299 then
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return
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end
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local actor = Actor.Create(building.type, true, { Owner = Greece, Location = GreeceCYard.Location + building.pos })
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Greece.Cash = Greece.Cash - building.cost
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building.exists = true
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Trigger.OnKilled(actor, function() building.exists = false end)
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Trigger.OnDamaged(actor, function(building)
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if building.Owner == Greece 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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Trigger.AfterDelay(DateTime.Seconds(10), BuildBase)
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end)
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end
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ProduceInfantry = function()
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if not BaseBarracks.exists then
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return
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elseif Harvester.IsDead and Greece.Resources <= 299 then
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return
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end
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local delay = Utils.RandomInteger(DateTime.Seconds(3), DateTime.Seconds(9))
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local toBuild = { Utils.Random(AlliedInfantryTypes) }
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local Path = Utils.Random(AttackPaths)
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Greece.Build(toBuild, function(unit)
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InfAttack[#InfAttack + 1] = unit[1]
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if #InfAttack >= 10 then
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SendUnits(InfAttack, Path)
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InfAttack = { }
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Trigger.AfterDelay(DateTime.Minutes(2), ProduceInfantry)
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else
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Trigger.AfterDelay(delay, ProduceInfantry)
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end
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end)
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end
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ProduceArmor = function()
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if not BaseWeaponsFactory.exists then
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return
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elseif Harvester.IsDead and Greece.Resources <= 599 then
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return
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end
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local delay = Utils.RandomInteger(DateTime.Seconds(12), DateTime.Seconds(17))
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local toBuild = { Utils.Random(AlliedArmorTypes) }
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local Path = Utils.Random(AttackPaths)
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Greece.Build(toBuild, function(unit)
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ArmorAttack[#ArmorAttack + 1] = unit[1]
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if #ArmorAttack >= 6 then
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SendUnits(ArmorAttack, Path)
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ArmorAttack = { }
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Trigger.AfterDelay(DateTime.Minutes(3), ProduceArmor)
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else
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Trigger.AfterDelay(delay, ProduceArmor)
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end
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end)
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end
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SendUnits = function(units, waypoints)
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Utils.Do(units, function(unit)
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if not unit.IsDead then
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Utils.Do(waypoints, function(waypoint)
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unit.AttackMove(waypoint.Location)
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end)
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unit.Hunt()
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end
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end)
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end
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