Ported allies05a to lua
This commit is contained in:
240
mods/ra/maps/allies-05a/AI.lua
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240
mods/ra/maps/allies-05a/AI.lua
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IdlingUnits = { }
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AttackGroupSize = 6
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Barracks = { Barracks2, Barracks3 }
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Rallypoints = { VehicleRallypoint1, VehicleRallypoint2, VehicleRallypoint3, VehicleRallypoint4, VehicleRallypoint5 }
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Airfields = { Airfield1, Airfield2 }
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Yaks = { }
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SovietInfantryTypes = { "e1", "e1", "e2", "e4" }
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SovietVehicleTypes = { "3tnk", "3tnk", "3tnk", "v2rl", "v2rl", "apc" }
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SovietAircraftType = { "yak" }
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HoldProduction = true
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BuildVehicles = true
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TrainInfantry = true
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IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
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SetupAttackGroup = function()
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local units = { }
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for i = 0, AttackGroupSize, 1 do
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local number = Utils.RandomInteger(1, #IdlingUnits)
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if IdlingUnits[number] and not IdlingUnits[number].IsDead then
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units[i] = IdlingUnits[number]
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table.remove(IdlingUnits, number)
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end
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end
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return units
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end
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SendAttack = function()
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if not Attacking then
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return
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end
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Attacking = false
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HoldProduction = false
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local units = SetupAttackGroup()
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Utils.Do(units, function(unit)
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IdleHunt(unit)
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end)
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Trigger.AfterDelay(DateTime.Minutes(1), function() Attacking = true end)
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Trigger.AfterDelay(DateTime.Minutes(2), function() HoldProduction = true end)
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end
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ProtectHarvester = function(unit)
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Trigger.OnDamaged(unit, function(self, attacker)
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-- TODO: Send the Harvester to the service depo
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if AttackOnGoing then
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return
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end
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AttackOnGoing = true
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local Guards = SetupAttackGroup()
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Utils.Do(Guards, function(unit)
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if attacker.Location then
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unit.AttackMove(attacker.Location)
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end
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IdleHunt(unit)
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end)
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Trigger.OnAllRemovedFromWorld(Guards, function() AttackOnGoing = false end)
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end)
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Trigger.OnKilled(unit, function() HarvesterKilled = true end)
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end
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InitAIUnits = function()
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IdlingUnits = Map.ActorsInBox(MainBaseTopLeft.CenterPosition, Map.BottomRight, function(self) return self.Owner == ussr and self.HasProperty("Hunt") end)
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local buildings = Map.ActorsInBox(MainBaseTopLeft.CenterPosition, Map.BottomRight, 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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end
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InitAIEconomy = function()
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ussr.Cash = 6000
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Harvester.FindResources()
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ProtectHarvester(Harvester)
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end
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InitProductionBuildings = function()
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if not Warfactory2.IsDead then
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Warfactory2.IsPrimaryBuilding = true
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end
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Trigger.OnKilled(Warfactory2, function() BuildVehicles = false end)
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if not Barracks2.IsDead then
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Barracks2.IsPrimaryBuilding = true
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Trigger.OnKilled(Barracks2, function()
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if not Barracks3.IsDead then
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Barracks3.IsPrimaryBuilding = true
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else
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TrainInfantry = false
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end
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end)
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end
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if not Barracks3.IsDead then
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Trigger.OnKilled(Barracks3, function() if Barracks2.IsDead then TrainInfantry = false end end)
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end
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if Map.Difficulty == "Normal" then
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if not Airfield1.IsDead then
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Trigger.OnKilled(Airfield1, function()
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if Airfield2.IsDead then
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AirAttacks = false
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else
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Airfield2.IsPrimaryBuilding = true
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Trigger.OnKilled(Airfield2, function() AirAttacks = false end)
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end
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end)
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Airfield1.IsPrimaryBuilding = true
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AirAttacks = true
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elseif not Airfield2.IsDead then
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Trigger.OnKilled(Airfield2, function() AirAttacks = false end)
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Airfield2.IsPrimaryBuilding = true
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AirAttacks = true
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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 not TrainInfantry then
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return
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end
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if HoldProduction then
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Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry)
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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(SovietInfantryTypes) }
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ussr.Build(toBuild, function(unit)
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IdlingUnits[#IdlingUnits + 1] = unit[1]
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Trigger.AfterDelay(delay, ProduceInfantry)
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if #IdlingUnits >= (AttackGroupSize * 2.5) then
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SendAttack()
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end
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end)
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end
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ProduceVehicles = function()
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if not BuildVehicles then
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return
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end
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if HoldProduction then
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Trigger.AfterDelay(DateTime.Minutes(1), ProduceVehicles)
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return
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end
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local delay = Utils.RandomInteger(DateTime.Seconds(5), DateTime.Seconds(9))
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if HarvesterKilled then
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HarvesterKilled = false
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ussr.Build({ "harv" }, function(harv)
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harv[1].FindResources()
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ProtectHarvester(harv[1])
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Trigger.AfterDelay(delay, ProduceVehicles)
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end)
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return
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end
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Warfactory2.RallyPoint = Utils.Random(Rallypoints).Location
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local toBuild = { Utils.Random(SovietVehicleTypes) }
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ussr.Build(toBuild, function(unit)
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IdlingUnits[#IdlingUnits + 1] = unit[1]
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Trigger.AfterDelay(delay, ProduceVehicles)
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if #IdlingUnits >= (AttackGroupSize * 2.5) then
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SendAttack()
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end
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end)
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end
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ProduceAircraft = function()
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if not AirAttacks then
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return
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end
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ussr.Build(SovietAircraftType, function(units)
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Yaks[#Yaks + 1] = units[1]
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if #Yaks == 2 then
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Trigger.OnKilled(units[1], ProduceAircraft)
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else
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Trigger.AfterDelay(DateTime.Minutes(1), ProduceAircraft)
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end
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local target = nil
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Trigger.OnIdle(units[1], function()
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if not target or target.IsDead or (not target.IsInWorld) then
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local enemies = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(self) return self.Owner == greece and self.HasProperty("Health") end)
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if #enemies > 0 then
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target = Utils.Random(enemies)
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units[1].Attack(target)
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end
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else
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units[1].Attack(target)
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end
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end)
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end)
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end
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ActivateAI = function()
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InitAIUnits()
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InitAIEconomy()
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InitProductionBuildings()
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Trigger.AfterDelay(DateTime.Minutes(5), function()
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ProduceInfantry()
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ProduceVehicles()
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if AirAttacks then
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Trigger.AfterDelay(DateTime.Minutes(3), ProduceAircraft)
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end
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end)
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end
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