More Lua API enhancements
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@@ -8,6 +8,9 @@
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*/
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#endregion
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using Eluant;
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using System;
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using System.Linq;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Scripting;
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using OpenRA.Traits;
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@@ -17,8 +20,13 @@ namespace OpenRA.Mods.RA.Scripting
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[ScriptPropertyGroup("Combat")]
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public class CombatProperties : ScriptActorProperties, Requires<AttackBaseInfo>, Requires<IMoveInfo>
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{
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readonly IMove move;
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public CombatProperties(ScriptContext context, Actor self)
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: base(context, self) { }
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: base(context, self)
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{
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move = self.Trait<IMove>();
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}
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[ScriptActorPropertyActivity]
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[Desc("Seek out and attack nearby targets.")]
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@@ -33,11 +41,35 @@ namespace OpenRA.Mods.RA.Scripting
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"close enough to complete the activity.")]
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public void AttackMove(CPos cell, int closeEnough = 0)
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{
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var move = self.TraitOrDefault<IMove>();
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if (move == null)
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return;
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self.QueueActivity(new AttackMove.AttackMoveActivity(self, move.MoveTo(cell, closeEnough)));
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}
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[ScriptActorPropertyActivity]
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[Desc("Patrol along a set of given waypoints. The action is repeated by default, " +
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"and the actor will wait for `wait` ticks at each waypoint.")]
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public void Patrol(CPos[] waypoints, bool loop = true, int wait = 0)
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{
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foreach (var wpt in waypoints)
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{
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self.QueueActivity(new AttackMove.AttackMoveActivity(self, move.MoveTo(wpt, 2)));
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self.QueueActivity(new Wait(wait));
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}
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if (loop)
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self.QueueActivity(new CallFunc(() => Patrol(waypoints, loop, wait)));
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}
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[ScriptActorPropertyActivity]
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[Desc("Patrol along a set of given waypoints until a condition becomes true. " +
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"The actor will wait for `wait` ticks at each waypoint.")]
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public void PatrolUntil(CPos[] waypoints, LuaFunction func, int wait = 0)
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{
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Patrol(waypoints, false, wait);
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var repeat = func.Call(self.ToLuaValue(context)).First().ToBoolean();
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if (repeat)
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using (var f = func.CopyReference() as LuaFunction)
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self.QueueActivity(new CallFunc(() => PatrolUntil(waypoints, f, wait)));
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}
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}
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}
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