Remove the temperate RA shellmap and port the desert shellmap to Lua.
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@@ -2,8 +2,8 @@ SupportPowers = { }
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SupportPowers.Airstrike = function(owner, planeName, enterLocation, bombLocation)
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local facing = { Map.GetFacing(CPos.op_Subtraction(bombLocation, enterLocation), 0), "Int32" }
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local altitude = { Rules.TraitInfo(planeName, "AircraftInfo").CruiseAltitude, "Int32" }
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local plane = Actor.Create(planeName, { Location = enterLocation, Owner = owner, Facing = facing, Altitude = altitude })
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local center = WPos.op_Addition(enterLocation.CenterPosition, WVec.New(0, 0, Rules.InitialAltitude(planeName)))
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local plane = Actor.Create(planeName, { Location = enterLocation, Owner = owner, Facing = facing, CenterPosition = center })
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Actor.Trait(plane, "AttackBomber"):SetTarget(bombLocation.CenterPosition)
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Actor.Fly(plane, bombLocation.CenterPosition)
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Actor.FlyOffMap(plane)
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@@ -13,8 +13,8 @@ end
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SupportPowers.Paradrop = function(owner, planeName, passengerNames, enterLocation, dropLocation)
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local facing = { Map.GetFacing(CPos.op_Subtraction(dropLocation, enterLocation), 0), "Int32" }
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local altitude = { Rules.TraitInfo(planeName, "AircraftInfo").CruiseAltitude, "Int32" }
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local plane = Actor.Create(planeName, { Location = enterLocation, Owner = owner, Facing = facing, Altitude = altitude })
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local center = WPos.op_Addition(enterLocation.CenterPosition, WVec.New(0, 0, Rules.InitialAltitude(planeName)))
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local plane = Actor.Create(planeName, { Location = enterLocation, Owner = owner, Facing = facing, CenterPosition = center })
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Actor.FlyAttackCell(plane, dropLocation)
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Actor.Trait(plane, "ParaDrop"):SetLZ(dropLocation)
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local cargo = Actor.Trait(plane, "Cargo")
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@@ -25,4 +25,17 @@ SupportPowers.Paradrop = function(owner, planeName, passengerNames, enterLocatio
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cargo:Load(plane, passenger)
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end
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return plane, passengers
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end
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SupportPowers.Chronoshift = function(unitLocationPairs, chronosphere, duration, killCargo)
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duration = duration or -1
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killCargo = killCargo or true
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Utils.Do(unitLocationPairs, function(pair)
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local unit = pair[1]
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local cell = pair[2]
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local cs = Actor.TraitOrDefault(unit, "Chronoshiftable")
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if cs ~= nil and cs:CanChronoshiftTo(unit, cell) then
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cs:Teleport(unit, cell, duration, killCargo, chronosphere)
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end
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end)
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end
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