Remove the temperate RA shellmap and port the desert shellmap to Lua.
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@@ -12,10 +12,18 @@ Map.GetRandomEdgeCell = function()
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return Internal.GetRandomEdgeCell()
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end
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Map.IsNamedActor = function(actor)
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return Internal.IsNamedActor(actor)
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end
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Map.GetNamedActor = function(actorName)
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return Internal.GetNamedActor(actorName)
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end
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Map.GetNamedActors = function()
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return Internal.GetNamedActors()
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end
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Map.FindActorsInCircle = function(location, radius, func)
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local actors = Internal.FindActorsInCircle(location.CenterPosition, WRange.FromCells(radius))
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return Utils.EnumerableWhere(actors, func)
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@@ -58,6 +66,10 @@ Map.FindIdleUnitsInBox = function(player, topLeft, bottomRight)
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return Map.FindActorsInBox(topLeft, bottomRight, function(a) return Map.__FilterByTraitAndIdle(a, player, "Mobile") end)
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end
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Map.ExpandFootprint = function(cells, allowDiagonal)
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return Utils.EnumerableToTable(Internal.ExpandFootprint(cells, allowDiagonal))
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end
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CPos.New = function(x, y)
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return OpenRA.New("CPos", { { x, "Int32" }, { y, "Int32" } })
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end
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@@ -90,4 +102,4 @@ end
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WRange.FromCells = function(cells)
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return WRange.New(cells * 1024)
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end
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end
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