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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170
mods/ra/maps/soviet-13b/soviet13b-AI.lua
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170
mods/ra/maps/soviet-13b/soviet13b-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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WTransWays =
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{
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{ EastWaterEntry.Location, EastBeach1.Location },
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{ EastWaterEntry.Location, EastBeach2.Location },
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{ EastWaterEntry.Location, EastBeach3.Location },
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{ WestWaterEntry.Location, WestBeach1.Location },
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{ WestWaterEntry.Location, WestBeach2.Location }
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}
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WTransUnits =
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{
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hard = { { "2tnk", "2tnk", "e3", "e3", "e3" }, { "2tnk", "2tnk", "2tnk", "2tnk" } },
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normal = { { "2tnk", "1tnk", "e3", "e3", "jeep" }, { "2tnk", "2tnk", "1tnk", "jeep" } },
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easy = { { "2tnk", "e1", "e1", "e3", "e3" }, { "1tnk", "1tnk", "jeep", "jeep" } }
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}
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WTransDelays =
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{
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easy = DateTime.Minutes(5),
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normal = DateTime.Minutes(4),
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hard = DateTime.Minutes(3)
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}
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AttackGroup = { }
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AttackGroupSize = 8
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ProductionInterval =
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{
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easy = DateTime.Seconds(20),
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normal = DateTime.Seconds(14),
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hard = DateTime.Seconds(8)
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}
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AlliedInfantry = { "e1", "e3" }
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AlliedVehiclesUpgradeDelay = DateTime.Minutes(8)
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AlliedVehicleType = "Normal"
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AlliedVehicles =
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{
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Normal = { "1tnk", "2tnk", "2tnk" },
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Upgraded = { "2tnk", "2tnk", "arty" }
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}
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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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IdleHunt(a)
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end)
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end)
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Trigger.AfterDelay(WTransDelay, WTransWaves)
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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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ProduceInfantry = function()
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if (GreeceTent1.IsDead or GreeceTent1.Owner ~= Greece) and (GreeceTent2.IsDead or GreeceTent2.Owner ~= Greece) then
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return
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end
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Greece.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 GreeceWarFactory.IsDead or GreeceWarFactory.Owner ~= Greece then
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return
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end
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Greece.Build({ Utils.Random(AlliedVehicles[AlliedVehicleType]) }, 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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AlliedAircraftType = { "heli" }
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Longbows = { }
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AlliedAircraft = function()
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if (HPad1.IsDead or HPad1.Owner ~= Greece) and (HPad2.IsDead or HPad2.Owner ~= Greece) and (HPad3.IsDead or HPad3.Owner ~= Greece) and (HPad4.IsDead or HPad4.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, AlliedAircraft)
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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(75), AlliedAircraft)
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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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SendCruiser = function()
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if GoodGuyShipyard.IsDead or GoodGuyShipyard.Owner ~= GoodGuy then
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return
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end
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local boat = Reinforcements.Reinforce(Greece, { "ca" }, { WestWaterEntry.Location })
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Utils.Do(boat, function(ca)
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ca.Move(CruiserStop.Location)
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Trigger.OnKilled(ca, function()
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Trigger.AfterDelay(DateTime.Minutes(6), SendCruiser)
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end)
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end)
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end
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ChinookChalk = { "e1", "e1", "e1", "e3", "e3", "e3", "e3", "e3" }
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ChinookPath = { WestWaterEntry.Location, ChinookLZ.Location }
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SendChinook = function()
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if (HPad1.IsDead or HPad1.Owner ~= Greece) and (HPad2.IsDead or HPad2.Owner ~= Greece) and (HPad3.IsDead or HPad3.Owner ~= Greece) and (HPad4.IsDead or HPad4.Owner ~= Greece) then
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return
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end
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local chalk = Reinforcements.ReinforceWithTransport(Greece, "tran", ChinookChalk , ChinookPath, { ChinookPath[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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Trigger.AfterDelay(DateTime.Minutes(5), SendChinook)
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end
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ActivateAI = function()
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WTransUnits = WTransUnits[Difficulty]
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WTransDelay = WTransDelays[Difficulty]
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local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == Greece 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 == 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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end)
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Trigger.AfterDelay(AlliedVehiclesUpgradeDelay, function() AlliedVehicleType = "Upgraded" end)
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ProduceInfantry()
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Trigger.AfterDelay(DateTime.Minutes(3), ProduceVehicles)
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Trigger.AfterDelay(DateTime.Minutes(5), AlliedAircraft)
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Trigger.AfterDelay(DateTime.Minutes(6), WTransWaves)
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Trigger.AfterDelay(DateTime.Minutes(10), SendCruiser)
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end
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