--[[ Copyright 2007-2021 The OpenRA Developers (see AUTHORS) This file is part of OpenRA, which is free software. It is made available to you under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. For more information, see COPYING. ]] AttackGroup = { } AttackGroupSize = 10 SovietInfantry = { "e1", "e1", "e2", "e4" } SovietVehicles = { "3tnk", "3tnk", "3tnk", "v2rl", "v2rl", "apc" } SovietAircraftType = { "yak" } Planes = { } SovietProduction = { Conyard, USSRBarracks, USSRWarFactory } ProductionInterval = { easy = DateTime.Seconds(25), normal = DateTime.Seconds(15), hard = DateTime.Seconds(5) } SendAttackGroup = function() if #AttackGroup < AttackGroupSize then return end Utils.Do(AttackGroup, function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end) AttackGroup = { } end ProduceUSSRInfantry = function() if USSRBarracks.IsDead or USSRBarracks.Owner ~= USSR then return end USSR.Build({ Utils.Random(SovietInfantry) }, function(units) table.insert(AttackGroup, units[1]) SendAttackGroup() Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceUSSRInfantry) end) end ProduceUSSRVehicles = function() if USSRWarFactory.IsDead or USSRWarFactory.Owner ~= USSR then return end USSR.Build({ Utils.Random(SovietVehicles) }, function(units) table.insert(AttackGroup, units[1]) SendAttackGroup() Trigger.AfterDelay(ProductionInterval[Map.LobbyOption("difficulty")], ProduceUSSRVehicles) end) end ProduceAircraft = function() if (Airfield1.IsDead or Airfield1.Owner ~= USSR) and (Airfield2.IsDead or Airfield2.Owner ~= USSR) then return end USSR.Build(SovietAircraftType, function(units) local plane = units[1] Planes[#Planes + 1] = plane Trigger.OnKilled(plane, ProduceAircraft) local alive = Utils.Where(Planes, function(y) return not y.IsDead end) if #alive < 2 then Trigger.AfterDelay(DateTime.Seconds(ProductionInterval[Map.LobbyOption("difficulty")] / 2), ProduceAircraft) end InitializeAttackAircraft(plane, Greece) end) end ActivateAI = function() local buildings = Utils.Where(Map.ActorsInWorld, function(self) return self.Owner == USSR and self.HasProperty("StartBuildingRepairs") end) Utils.Do(buildings, function(actor) Trigger.OnDamaged(actor, function(building) if building.Owner == USSR and building.Health < building.MaxHealth * 3/4 then building.StartBuildingRepairs() end end) end) ProduceUSSRInfantry() Trigger.AfterDelay(DateTime.Minutes(1), ProduceUSSRVehicles) Trigger.AfterDelay(DateTime.Minutes(2), ProduceAircraft) Trigger.OnAllKilled(SovietProduction, function() Utils.Do(USSR.GetGroundAttackers(), IdleHunt) end) end