Use a modular AI in soviet05
This commit is contained in:
@@ -1,6 +1,64 @@
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Player:
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PlayerResources:
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DefaultCash: 5000
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ExternalCondition@luaAI:
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Condition: ai-active
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HarvesterBotModule:
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RequiresCondition: ai-active
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BuildingRepairBotModule:
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RequiresCondition: ai-active
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McvManagerBotModule:
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RequiresCondition: ai-active
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BaseBuilderBotModule@campaign:
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RequiresCondition: ai-active
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MinimumExcessPower: 60
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MaximumExcessPower: 160
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ExcessPowerIncrement: 40
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ExcessPowerIncreaseThreshold: 4
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ConstructionYardTypes: fact
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RefineryTypes: proc
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PowerTypes: powr
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BarracksTypes: tent
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VehiclesFactoryTypes: weap
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ProductionTypes: tent, weap
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SiloTypes: silo
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BuildingLimits:
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powr: 6
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tent: 1
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hbox: 3
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proc: 3
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weap: 1
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gun: 6
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agun: 2
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silo: 1
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BuildingFractions:
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tent: 50
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hbox: 50
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proc: 90
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weap: 20
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gun: 30
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agun: 20
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silo: 10
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SquadManagerBotModule@campaign:
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RequiresCondition: ai-active
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SquadSize: 10
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ExcludeFromSquadsTypes: harv, mcv
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NavalUnitsTypes: dd, ca, lst, pt
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ConstructionYardTypes: fact
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UnitBuilderBotModule@campaign:
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RequiresCondition: ai-active
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UnitsToBuild:
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e1: 60
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e3: 30
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jeep: 50
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1tnk: 50
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harv: 30
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UnitLimits:
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e1: 20
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e3: 10
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harv: 6
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jeep: 10
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1tnk: 10
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World:
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LuaScript:
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@@ -6,11 +6,12 @@
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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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IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
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IdlingUnits = function()
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local lazyUnits = Utils.Where(Map.ActorsInWorld, function(actor)
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return actor.HasProperty("Hunt") and (actor.Owner == GoodGuy or actor.Owner == Greece) end)
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return actor.HasProperty("Hunt") and actor.Owner == Greece end)
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Utils.Do(lazyUnits, function(unit)
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Trigger.OnDamaged(unit, function()
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@@ -20,64 +21,6 @@ IdlingUnits = function()
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end)
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end
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BaseBuildings =
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{
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{ type = "powr", pos = CVec.New(3, -2), cost = 300 },
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{ type = "tent", pos = CVec.New(0, 4), cost = 400 },
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{ type = "hbox", pos = CVec.New(3, 6), cost = 600 },
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{ type = "proc", pos = CVec.New(4, 2), cost = 1400 },
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{ type = "powr", pos = CVec.New(5, -3), cost = 300 },
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{ type = "weap", pos = CVec.New(-5, 3), cost = 2000 },
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{ type = "hbox", pos = CVec.New(-6, 5), cost = 600 },
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{ type = "gun", pos = CVec.New(0, 8), cost = 600 },
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{ type = "gun", pos = CVec.New(-4, 7), cost = 600 },
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{ type = "powr", pos = CVec.New(-4, -3), cost = 300 },
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{ type = "proc", pos = CVec.New(-9, 1), cost = 1400 },
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{ type = "powr", pos = CVec.New(-8, -2), cost = 300 },
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{ type = "silo", pos = CVec.New(6, 0), cost = 150 },
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{ type = "agun", pos = CVec.New(-3, 0), cost = 800 },
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{ type = "powr", pos = CVec.New(-6, -2), cost = 300 },
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{ type = "agun", pos = CVec.New(4, 1), cost = 800 },
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{ type = "gun", pos = CVec.New(-9, 5), cost = 600 },
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{ type = "gun", pos = CVec.New(-2, -3), cost = 600 },
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{ type = "powr", pos = CVec.New(4, 6), cost = 300 },
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{ type = "gun", pos = CVec.New(3, -6), cost = 600 },
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{ type = "hbox", pos = CVec.New(3, -4), cost = 600 },
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{ type = "gun", pos = CVec.New(2, 3), cost = 600 }
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}
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BuildBase = function()
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if not CheckForCYard() then
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return
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end
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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(5), 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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local actor = Actor.Create(building.type, true, { Owner = GoodGuy, Location = MCVDeploy.Location + building.pos })
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GoodGuy.Cash = GoodGuy.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 == GoodGuy 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(1), BuildBase)
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end)
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end
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ProduceInfantry = function()
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if Barr.IsDead then
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return
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@@ -116,46 +59,6 @@ ProduceShips = function()
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end)
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end
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ProduceInfantryGG = function()
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if not BaseBuildings[2][4] 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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GoodGuy.Build(toBuild, function(unit)
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GGInfAttack[#GGInfAttack + 1] = unit[1]
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if #GGInfAttack >= 10 then
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SendUnits(GGInfAttack, InfantryGGWaypoints)
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GGInfAttack = { }
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Trigger.AfterDelay(DateTime.Minutes(2), ProduceInfantryGG)
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else
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Trigger.AfterDelay(delay, ProduceInfantryGG)
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end
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end)
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end
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ProduceTanksGG = function()
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if not BaseBuildings[6][4] 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(AlliedTankTypes) }
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GoodGuy.Build(toBuild, function(unit)
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TankAttackGG[#TankAttackGG + 1] = unit[1]
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if #TankAttackGG >= 6 then
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SendUnits(TankAttackGG, TanksGGWaypoints)
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TankAttackGG = { }
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Trigger.AfterDelay(DateTime.Minutes(3), ProduceTanksGG)
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else
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Trigger.AfterDelay(delay, ProduceTanksGG)
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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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@@ -6,6 +6,7 @@
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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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SovietStartReinf = { "e2", "e2" }
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SovietStartToBasePath = { StartPoint.Location, SovietBasePoint.Location }
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SovietMCVReinf = { "mcv", "3tnk", "3tnk", "e1", "e1" }
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@@ -92,7 +93,7 @@ IslandTroops1 = function()
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end
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IslandTroops2 = function()
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local units = Reinforcements.ReinforceWithTransport(GoodGuy, "lst", ArmorReinfGreece, NorthReinfPath, { ReinfEastPoint.Location })[2]
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local units = Reinforcements.ReinforceWithTransport(Greece, "lst", ArmorReinfGreece, NorthReinfPath, { ReinfEastPoint.Location })[2]
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Utils.Do(units, function(unit)
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Trigger.OnIdle(unit, function(patrols)
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patrols.Patrol(GoodGuyOrefieldPatrolPath, true, 150)
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@@ -114,7 +115,7 @@ IslandTroops2 = function()
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end
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IslandTroops3 = function()
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local units = Reinforcements.ReinforceWithTransport(GoodGuy, "lst", SovExpansionPointGuard, SouthReinfPath, { ReinfEastPoint.Location })[2]
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local units = Reinforcements.ReinforceWithTransport(Greece, "lst", SovExpansionPointGuard, SouthReinfPath, { ReinfEastPoint.Location })[2]
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Utils.Do(units, function(unit)
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Trigger.OnIdle(unit, function(guards)
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guards.AttackMove(USSRExpansionPoint.Location)
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@@ -100,39 +100,31 @@ Expand = function()
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mcvtransport.Move(GGUnloadPoint.Location)
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mcvtransport.UnloadPassengers()
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Trigger.AfterDelay(DateTime.Seconds(12), function()
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mcvtransport.CallFunc(function()
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if mcvGG.IsDead then
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return
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end
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mcvGG.Move(MCVDeploy.Location)
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Trigger.AfterDelay(DateTime.Seconds(4), function()
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if not mcvGG.IsDead then
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mcvGG.Deploy()
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Trigger.AfterDelay(DateTime.Seconds(4), function()
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local fact = Map.ActorsInBox(mcvGGLoadPoint.CenterPosition, ReinfEastPoint.CenterPosition, function(actor)
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return actor.Type == "fact" and actor.Owner == GoodGuy end)
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if #fact == 0 then
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return
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else
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Trigger.OnDamaged(fact[1], function()
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if fact[1].Owner == GoodGuy and fact[1].Health < fact[1].MaxHealth * 3/4 then
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fact[1].StartBuildingRepairs()
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end
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end)
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end
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end)
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mcvGG.CallFunc(function()
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-- Avoid crashing through modifying the actor list from mcvGG's tick
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Trigger.AfterDelay(0, function()
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mcvGG.Owner = GoodGuy
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IslandTroops1()
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Trigger.AfterDelay(DateTime.Minutes(3), IslandTroops2)
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Trigger.AfterDelay(DateTime.Minutes(6), IslandTroops3)
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Trigger.AfterDelay(DateTime.Seconds(7), BuildBase)
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end
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if not mcvtransport.IsDead then
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mcvtransport.Move(ReinfNorthPoint.Location)
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mcvtransport.Destroy()
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end
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if not mcvtransport.IsDead then
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mcvtransport.Move(ReinfNorthPoint.Location)
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mcvtransport.Destroy()
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end
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end)
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Trigger.AfterDelay(DateTime.Seconds(1), function()
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GoodGuy.GrantCondition("ai-active")
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end)
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end)
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end)
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end)
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@@ -263,8 +255,6 @@ WorldLoaded = function()
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Trigger.RemoveProximityTrigger(id)
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Para2()
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ProduceInfantryGG()
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ProduceTanksGG()
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local units = Reinforcements.ReinforceWithTransport(player, "lst", SovietMCVReinf, { ReinfSouthPoint.Location, USSRlstPoint.Location }, { ReinfSouthPoint.Location })[2]
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Utils.Do(units, function(unit)
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