102 lines
2.8 KiB
Lua
102 lines
2.8 KiB
Lua
--[[
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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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AttackGroup = { }
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AttackGroupSize = 10
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SovietInfantry = { "e1", "e1", "e2" }
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SovietVehicles = { "3tnk", "3tnk", "apc" }
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SovietAircraftType = { "yak" }
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Planes = { }
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SovietProduction = { Conyard, USSRBarracks, USSRWarFactory }
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ProductionInterval =
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{
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easy = DateTime.Seconds(25),
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normal = DateTime.Seconds(15),
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hard = DateTime.Seconds(5)
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}
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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 USSRBarracks.IsDead or USSRBarracks.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[Difficulty], ProduceUSSRInfantry)
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end)
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end
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ProduceUSSRVehicles = 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[Difficulty], ProduceUSSRVehicles)
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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) 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 plane = units[1]
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Planes[#Planes + 1] = plane
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Trigger.OnKilled(plane, ProduceAircraft)
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local alive = Utils.Where(Planes, function(y) return not y.IsDead end)
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if #alive < 2 then
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Trigger.AfterDelay(DateTime.Seconds(ProductionInterval[Difficulty] / 2), ProduceAircraft)
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end
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InitializeAttackAircraft(plane, Greece)
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end)
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end
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ActivateAI = function()
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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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ProduceUSSRInfantry()
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Trigger.AfterDelay(DateTime.Minutes(2), ProduceUSSRVehicles)
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Trigger.AfterDelay(DateTime.Minutes(4), ProduceAircraft)
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local intactProduction = Utils.Where(SovietProduction, function(self) return not self.IsDead end)
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Trigger.OnAllKilled(intactProduction, function()
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Utils.Do(USSR.GetGroundAttackers(), IdleHunt)
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end)
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end
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