Split mission.lua into mission.lua, reinforcements.lua and supportpowers.lua. Fixes #4204
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61
mods/ra/lua/reinforcements.lua
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61
mods/ra/lua/reinforcements.lua
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Reinforcements = { }
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Reinforcements.PerformHelicopterInsertion = function(owner, helicopterName, passengerNames, enterPosition, unloadPosition, exitPosition)
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local facing = { Map.GetFacing(WPos.op_Subtraction(unloadPosition, enterPosition), 0), "Int32" }
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local altitude = { Actor.TraitInfo(helicopterName, "AircraftInfo").CruiseAltitude, "Int32" }
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local heli = Actor.Create(helicopterName, { Owner = owner, CenterPosition = enterPosition, Facing = facing, Altitude = altitude })
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local cargo = Actor.Trait(heli, "Cargo")
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local passengers = { }
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for i, passengerName in ipairs(passengerNames) do
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local passenger = Actor.Create(passengerName, { AddToWorld = false, Owner = owner })
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cargo:Load(heli, passenger)
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passengers[i] = passenger
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end
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Actor.HeliFly(heli, unloadPosition)
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Actor.Turn(heli, 0)
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Actor.HeliLand(heli, true)
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Actor.UnloadCargo(heli, true)
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Actor.Wait(heli, 125)
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Actor.HeliFly(heli, exitPosition)
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Actor.RemoveSelf(heli)
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return heli, passengers
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end
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Reinforcements.PerformHelicopterExtraction = function(owner, helicopterName, passengers, enterPosition, loadPosition, exitPosition)
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local facing = { Map.GetFacing(WPos.op_Subtraction(loadPosition, enterPosition), 0), "Int32" }
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local altitude = { Actor.TraitInfo(helicopterName, "AircraftInfo").CruiseAltitude, "Int32" }
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local heli = Actor.Create(helicopterName, { Owner = owner, CenterPosition = enterPosition, Facing = facing, Altitude = altitude })
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local cargo = Actor.Trait(heli, "Cargo")
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Actor.HeliFly(heli, loadPosition)
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Actor.Turn(heli, 0)
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Actor.HeliLand(heli, true)
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Actor.WaitFor(heli, function()
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for i, passenger in ipairs(passengers) do
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if not cargo.Passengers:Contains(passenger) then
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return false
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end
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end
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return true
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end)
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Actor.Wait(heli, 125)
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Actor.HeliFly(heli, exitPosition)
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Actor.RemoveSelf(heli)
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return heli
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end
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Reinforcements.Reinforce = function(owner, reinforcementNames, enterLocation, rallyPointLocation, interval, onCreateFunc)
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local facing = { Map.GetFacing(CPos.op_Subtraction(rallyPointLocation, enterLocation), 0), "Int32" }
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local ret = { }
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for i = 1, #reinforcementNames do
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local reinforcement = Actor.Create(reinforcementNames[i], { AddToWorld = false, Owner = owner, Location = enterLocation, Facing = facing })
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table.insert(ret, reinforcement)
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OpenRA.RunAfterDelay((i - 1) * interval, function()
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World:Add(reinforcement)
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Actor.MoveNear(reinforcement, rallyPointLocation, 2)
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if onCreateFunc ~= nil then
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onCreateFunc(reinforcement)
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end
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end)
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end
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return ret
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end
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