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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129
mods/ts/maps/fields-of-green/fields-of-green.lua
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129
mods/ts/maps/fields-of-green/fields-of-green.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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NForce = { "e1", "e1", "e1", "e3", "cyborg", "cyborg" }
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NForcePath = { NodW.Location }
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NForceInterval = 5
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VNForce = { "bike", "bike", "bggy", "bggy", "e1", "e1", "e3" }
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VNForcePath = { South.Location }
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VNForceInterval = 15
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GForce = { "e1", "e1", "e1", "e1", "e2", "e1", "e2" }
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GForcePath = { GDIW.Location }
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GForceInterval = 5
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VGForce = { "e2", "smech", "smech", "e1", "e1", "apc" }
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VGForcePath = { North.Location }
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VGForceInterval = 15
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ProducedUnitTypes =
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{
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{ nodhand1, { "e1", "e3" }, GDIBase.Location },
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{ gdibar1, { "e1", "e2" }, NodBase.Location }
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}
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ProduceUnits = function(t)
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local factory = t[1]
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if not factory.IsDead then
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local unitType = t[2][Utils.RandomInteger(1, #t[2] + 1)]
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factory.Wait(Actor.BuildTime(unitType))
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factory.Produce(unitType)
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factory.CallFunc(function() ProduceUnits(t) end)
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end
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end
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SetupFactories = function()
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Utils.Do(ProducedUnitTypes, function(pair)
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Trigger.OnProduction(pair[1], function(_, a) BindActorTriggers(a, pair[3]) end)
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end)
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end
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SetupInvulnerability = function()
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Utils.Do(Map.NamedActors, function(actor)
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if actor.HasProperty("AcceptsCondition") and actor.AcceptsCondition("unkillable") then
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actor.GrantCondition("unkillable")
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end
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end)
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end
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SendNodInfantry = function()
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local units = Reinforcements.Reinforce(nod, NForce, NForcePath, NForceInterval)
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Utils.Do(units, function(unit)
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BindActorTriggers(unit, GDIBase.Location)
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end)
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Trigger.AfterDelay(DateTime.Seconds(60), SendNodInfantry)
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end
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SendNodVehicles = function()
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local units = Reinforcements.Reinforce(nod, VNForce, VNForcePath, VNForceInterval)
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Utils.Do(units, function(unit)
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BindActorTriggers(unit, GDIBase.Location)
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end)
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Trigger.AfterDelay(DateTime.Seconds(110), SendNodVehicles)
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end
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SendGDIInfantry = function()
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local units = Reinforcements.Reinforce(gdi, GForce, GForcePath, GForceInterval)
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Utils.Do(units, function(unit)
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BindActorTriggers(unit, NodBase.Location)
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end)
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Trigger.AfterDelay(DateTime.Seconds(60), SendGDIInfantry)
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end
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SendGDIVehicles = function()
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local units = Reinforcements.Reinforce(gdi, VGForce, VGForcePath, VGForceInterval)
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Utils.Do(units, function(unit)
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BindActorTriggers(unit, NodBase.Location)
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end)
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Trigger.AfterDelay(DateTime.Seconds(110), SendGDIVehicles)
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end
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BindActorTriggers = function(a, loc)
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if a.HasProperty("AttackMove") then
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a.AttackMove(loc)
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else
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a.Move(loc)
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end
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if a.HasProperty("Hunt") then
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Trigger.OnIdle(a, a.Hunt)
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else
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Trigger.OnIdle(a, function()
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a.Move(loc)
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end)
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end
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if a.HasProperty("HasPassengers") then
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Trigger.OnDamaged(a, function()
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if a.HasPassengers then
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a.Stop()
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a.UnloadPassengers()
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end
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end)
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Trigger.OnPassengerExited(a, function(_, p)
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BindActorTriggers(p, loc)
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end)
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end
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end
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WorldLoaded = function()
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nod = Player.GetPlayer("Nod")
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gdi = Player.GetPlayer("GDI")
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SetupFactories()
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SetupInvulnerability()
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Utils.Do(ProducedUnitTypes, ProduceUnits)
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SendNodInfantry()
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Trigger.AfterDelay(DateTime.Seconds(50), SendNodVehicles)
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SendGDIInfantry()
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Trigger.AfterDelay(DateTime.Seconds(70), SendGDIVehicles)
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end
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