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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189
mods/ra/maps/soviet-09/soviet09-AI.lua
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189
mods/ra/maps/soviet-09/soviet09-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 = 12
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AlliedInfantry = { "e1", "e3" }
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AlliedVehicles = { "jeep", "1tnk", "2tnk", "2tnk" }
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AlliedAircraftType = { "heli" }
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Longbows = { }
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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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AttackPaths =
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{
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{ SouthAttack1.Location, SouthAttack2.Location, DefaultCameraPosition.Location },
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{ TruckStop2.Location, TruckStop1.Location, DefaultCameraPosition.Location }
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}
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WTransUnits = { { "2tnk", "1tnk", "1tnk", "e3", "e3" }, { "2tnk", "2tnk", "2tnk" } }
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WTransDelays =
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{
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easy = DateTime.Minutes(5),
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normal = DateTime.Minutes(3),
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hard = DateTime.Minutes(1)
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}
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WTransWays =
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{
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{ SeaEntryEast.Location, SeaEastLZ.Location },
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{ SeaEntryWest1.Location, SeaWestLZ1.Location },
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{ SeaEntryWest1.Location, SeaWestPath1.Location, SeaWestLZ2.Location },
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{ SeaEntryWest2.Location, SeaWestPath2.Location, SeaWestPath3.Location, SeaWestLZ3.Location },
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{ SeaEntryWest2.Location, SeaWestPath2.Location, SeaWestPath3.Location, SeaWestLZ4.Location }
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}
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ChinookChalk = { "e1", "e1", "e1", "e1", "e3", "e3", "e3", "e3" }
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ChinookPaths =
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{
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{ SeaEntryEast.Location, LZ1.Location },
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{ TruckEscapeEast.Location, LZ2.Location },
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{ ChinookEntrySouth.Location, LZ3.Location },
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{ SeaEntryWest2.Location, LZ4.Location }
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}
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ChinookDelay =
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{
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easy = { DateTime.Minutes(1), DateTime.Seconds(90) },
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normal = { DateTime.Seconds(45), DateTime.Seconds(75) },
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hard = { DateTime.Seconds(30), DateTime.Minutes(1) }
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}
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ChinookWaves =
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{
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easy = 4,
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normal = 8,
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hard = 12
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}
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ChinookAttacks = 0
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ChinookAttack = function()
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Trigger.AfterDelay(Utils.RandomInteger(ChinookDelay[1], ChinookDelay[2]), function()
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local way = Utils.Random(ChinookPaths)
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local units = ChinookChalk
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local chalk = Reinforcements.ReinforceWithTransport(Greece, "tran", units , way, { way[2], way[1] })[2]
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Utils.Do(chalk, function(unit)
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Trigger.OnAddedToWorld(unit, IdleHunt)
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end)
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ChinookAttacks = ChinookAttacks + 1
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if ChinookAttacks <= ChinookWaves[Difficulty] then
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ChinookAttack()
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end
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end)
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end
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ProduceInfantry = function()
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if GermanyTent.IsDead or GermanyTent.Owner ~= Germany then
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return
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end
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Germany.Build({ Utils.Random(AlliedInfantry) }, 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 GermanyWarFactory.IsDead or GermanyWarFactory.Owner ~= Germany then
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return
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end
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Germany.Build({ Utils.Random(AlliedVehicles) }, 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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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, IdleHunt)
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AttackGroup = { }
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end
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GreeceAircraft = function()
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if (GreeceHpad1.IsDead or GreeceHpad1.Owner ~= Greece) and (GreeceHpad2.IsDead or GreeceHpad2.Owner ~= Greece) then
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return
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end
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Greece.Build(AlliedAircraftType, function(units)
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local longbow = units[1]
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Longbows[#Longbows + 1] = longbow
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Trigger.OnKilled(longbow, GreeceAircraft)
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local alive = Utils.Where(Longbows, function(y) return not y.IsDead end)
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if #alive < 2 then
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Trigger.AfterDelay(DateTime.Seconds(90), GreeceAircraft)
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end
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InitializeAttackAircraft(longbow, USSR)
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end)
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end
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GermanAircraft = function()
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if (GermanyHpad1.IsDead or GermanyHpad1.Owner ~= Germany) and (GermanyHpad2.IsDead or GermanyHpad2.Owner ~= Germany) then
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return
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end
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Germany.Build(AlliedAircraftType, function(units)
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local longbow = units[1]
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Longbows[#Longbows + 1] = longbow
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Trigger.OnKilled(longbow, GermanAircraft)
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local alive = Utils.Where(Longbows, 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), GermanAircraft)
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end
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InitializeAttackAircraft(longbow, USSR)
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end)
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end
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WTransWaves = function()
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local way = Utils.Random(WTransWays)
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local units = Utils.Random(WTransUnits)
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local attackUnits = Reinforcements.ReinforceWithTransport(Greece, "lst", units , way, { way[2], way[1] })[2]
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Utils.Do(attackUnits, function(a)
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Trigger.OnAddedToWorld(a, function()
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a.AttackMove(DefaultCameraPosition.Location)
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IdleHunt(a)
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end)
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end)
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Trigger.AfterDelay(WTransDelays, WTransWaves)
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end
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ActivateAI = function()
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WTransDelays = WTransDelays[Difficulty]
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ChinookDelay = ChinookDelay[Difficulty]
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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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Trigger.AfterDelay(DateTime.Minutes(3), WTransWaves)
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ChinookAttack()
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ProduceInfantry()
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ProduceVehicles()
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GreeceAircraft()
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GermanAircraft()
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end
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