Add Allies07
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173
mods/ra/maps/allies-07/allies07-AI.lua
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173
mods/ra/maps/allies-07/allies07-AI.lua
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--[[
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Copyright 2007-2018 The OpenRA Developers (see AUTHORS)
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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 = { }
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AttackGroup = { }
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AttackGroupSize = 10
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BGAttackGroup = { }
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BGAttackGroupSize = 8
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SovietAircraftType = { "yak" }
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Yaks = { }
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SovietInfantry = { "e1", "e2", "e4" }
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SovietVehicles =
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{
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hard = { "3tnk", "3tnk", "v2rl" },
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normal = { "3tnk" },
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easy = { "3tnk", "apc" }
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}
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ProductionInterval =
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{
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easy = DateTime.Seconds(30),
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normal = DateTime.Seconds(15),
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hard = DateTime.Seconds(5)
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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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ParadropDelay = { DateTime.Seconds(30), DateTime.Minutes(1) }
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ParadropWaves = 6
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ParadropLZs = { ParaLZ1.CenterPosition, ParaLZ2.CenterPosition, ParaLZ3.CenterPosition, ParaLZ4.CenterPosition }
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Paradropped = 0
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Paradrop = function()
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Trigger.AfterDelay(Utils.RandomInteger(ParadropDelay[1], ParadropDelay[2]), function()
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local units = PowerProxy.SendParatroopers(Utils.Random(ParadropLZs))
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Utils.Do(units, function(unit)
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Trigger.OnAddedToWorld(unit, IdleHunt)
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end)
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Paradropped = Paradropped + 1
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if Paradropped <= ParadropWaves then
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Paradrop()
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end
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end)
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end
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SendBGAttackGroup = function()
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if #BGAttackGroup < BGAttackGroupSize then
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return
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end
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Utils.Do(BGAttackGroup, function(unit)
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if not unit.IsDead then
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Trigger.OnIdle(unit, unit.Hunt)
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end
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end)
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BGAttackGroup = { }
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end
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ProduceBadGuyInfantry = function()
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if BadGuyRax.IsDead or BadGuyRax.Owner ~= badguy then
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return
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end
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badguy.Build({ Utils.Random(SovietInfantry) }, function(units)
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table.insert(BGAttackGroup, units[1])
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SendBGAttackGroup()
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Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceBadGuyInfantry)
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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, function(unit)
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if not unit.IsDead then
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Trigger.OnIdle(unit, unit.Hunt)
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end
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end)
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AttackGroup = { }
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end
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ProduceUSSRInfantry = function()
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if USSRRax.IsDead or USSRRax.Owner ~= ussr then
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return
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end
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ussr.Build({ Utils.Random(SovietInfantry) }, function(units)
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table.insert(AttackGroup, units[1])
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SendAttackGroup()
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Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceUSSRInfantry)
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end)
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end
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ProduceVehicles = function()
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if USSRWarFactory.IsDead or USSRWarFactory.Owner ~= ussr then
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return
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end
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ussr.Build({ Utils.Random(SovietVehicles) }, function(units)
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table.insert(AttackGroup, units[1])
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SendAttackGroup()
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Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceVehicles)
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end)
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end
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ProduceAircraft = function()
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if (Airfield1.IsDead or Airfield1.Owner ~= ussr) and (Airfield2.IsDead or Airfield2.Owner ~= ussr) and (Airfield3.IsDead or Airfield3.Owner ~= ussr) and (Airfield4.IsDead or Airfield4.Owner ~= ussr) then
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return
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end
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ussr.Build(SovietAircraftType, function(units)
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local yak = units[1]
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Yaks[#Yaks + 1] = yak
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Trigger.OnKilled(yak, ProduceAircraft)
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local alive = Utils.Where(Yaks, function(y) return not y.IsDead end)
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if #alive < 2 then
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Trigger.AfterDelay(DateTime.Seconds(ProductionInterval[Map.LobbyOption("difficulty")] / 2), ProduceAircraft)
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end
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TargetAndAttack(yak)
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end)
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end
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TargetAndAttack = function(yak, target)
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if not target or target.IsDead or (not target.IsInWorld) then
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local enemies = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == greece and self.HasProperty("Health") and yak.CanTarget(self) end)
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if #enemies > 0 then
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target = Utils.Random(enemies)
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end
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end
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if target and yak.AmmoCount() > 0 and yak.CanTarget(target) then
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yak.Attack(target)
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else
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yak.ReturnToBase()
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end
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yak.CallFunc(function()
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TargetAndAttack(yak, target)
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end)
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end
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ActivateAI = function()
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local difficulty = Map.LobbyOption("difficulty")
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SovietVehicles = SovietVehicles[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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Paradrop()
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ProduceBadGuyInfantry()
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ProduceUSSRInfantry()
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ProduceVehicles()
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ProduceAircraft()
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end
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