Add Team.Patrol and Actor.Patrol. Fixes #4491.
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@@ -47,8 +47,8 @@ Actor.Teleport = function(actor, location)
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actor:QueueActivity(OpenRA.New("SimpleTeleport", { location }))
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end
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Actor.AttackMove = function(actor, location)
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Internal.AttackMove(actor, location)
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Actor.AttackMove = function(actor, location, nearEnough)
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Internal.AttackMove(actor, location, nearEnough or 0)
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end
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Actor.HeliFly = function(actor, position)
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@@ -182,3 +182,21 @@ end
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Actor.ReturnToBase = function(actor, airfield)
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actor:QueueActivity(OpenRA.New("ReturnToBase", { actor, airfield }))
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end
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Actor.Patrol = function(actor, waypoints, wait, loop)
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Utils.Do(waypoints, function(wpt)
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Actor.AttackMove(actor, wpt.Location, 3)
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Actor.Wait(actor, wait or 0)
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end)
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if loop or loop == nil then
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Actor.CallFunc(actor, function() Actor.Patrol(actor, waypoints, wait, loop) end)
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end
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end
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Actor.PatrolUntil = function(actor, waypoints, wait, func)
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if func == nil then error("No function specified", 2) end
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Actor.Patrol(actor, waypoints, wait, false)
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if not func(actor) then
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Actor.CallFunc(actor, function() Actor.PatrolUntil(actor, waypoints, wait, func) end)
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end
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end
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@@ -18,7 +18,7 @@ Team.AddActorEventHandlers = function(team)
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Team.InvokeHandlers(team.OnAnyKilled)
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if Team.AllAreDead(team) then Team.InvokeHandlers(team.OnAllKilled) end
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end)
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Actor.OnRemovedFromWorld(actor, function()
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Team.InvokeHandlers(team.OnAnyRemovedFromWorld)
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if not Team.AnyAreInWorld(team) then Team.InvokeHandlers(team.OnAllRemovedFromWorld) end
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@@ -58,4 +58,12 @@ end
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Team.Do = function(team, func)
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Utils.Do(team.Actors, func)
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end
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end
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Team.Patrol = function(team, waypoints, wait, loop)
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Team.Do(team, function(a) Actor.Patrol(a, waypoints, wait, loop) end)
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end
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Team.PatrolUntil = function(team, waypoints, wait, func)
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Team.Do(team, function(a) Actor.PatrolUntil(a, waypoints, wait, func) end)
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end
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