Add CPos.New etc functions to Lua standard library and helpers to LuaScriptInterface.cs. Rename Team.Create to Team.New.
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@@ -9,6 +9,7 @@
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#endregion
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using System;
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using System.Collections;
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using System.Linq;
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using NLua;
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using OpenRA.Effects;
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@@ -49,6 +50,7 @@ namespace OpenRA.Mods.RA.Scripting
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context.Lua["WorldRenderer"] = wr;
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context.RegisterObject(this, "Internal", false);
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context.RegisterType(typeof(WVec), "WVec", true);
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context.RegisterType(typeof(CVec), "CVec", true);
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context.RegisterType(typeof(WPos), "WPos", true);
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context.RegisterType(typeof(CPos), "CPos", true);
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context.RegisterType(typeof(WRot), "WRot", true);
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@@ -146,6 +148,19 @@ namespace OpenRA.Mods.RA.Scripting
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return ret != null;
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}
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[LuaGlobal]
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public object[] ActorsWithTrait(string className)
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{
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var type = Game.modData.ObjectCreator.FindType(className);
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if (type == null)
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throw new InvalidOperationException("Cannot locate type: {0}".F(className));
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var method = typeof(World).GetMethod("ActorsWithTrait");
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var genericMethod = method.MakeGenericMethod(type);
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var result = ((IEnumerable)genericMethod.Invoke(world, null)).Cast<object>().ToArray();
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return result;
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}
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[LuaGlobal]
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public object TraitInfoOrDefault(string actorType, string className)
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{
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@@ -273,5 +288,32 @@ namespace OpenRA.Mods.RA.Scripting
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{
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return world.ActorsWithTrait<MustBeDestroyed>().All(p => p.Actor.Owner != player);
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}
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[LuaGlobal]
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public void AttackMove(Actor actor, CPos location)
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{
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if (actor.HasTrait<AttackMove>())
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actor.QueueActivity(new AttackMove.AttackMoveActivity(actor, new Move.Move(location, 0)));
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else
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actor.QueueActivity(new Move.Move(location, 0));
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}
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[LuaGlobal]
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public int GetRandomInteger(double low, double high)
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{
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return world.SharedRandom.Next((int)low, (int)high);
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}
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[LuaGlobal]
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public CPos GetRandomCell()
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{
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return world.ChooseRandomCell(world.SharedRandom);
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}
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[LuaGlobal]
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public CPos GetRandomEdgeCell()
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{
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return world.ChooseRandomEdgeCell();
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}
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}
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}
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@@ -5,7 +5,7 @@ speed = 5
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Tick = function()
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ticks = ticks + 1
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local t = (ticks + 45) % (360 * speed) * (math.pi / 180) / speed;
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OpenRA.SetViewportCenterPosition(WPos.op_Addition(viewportOrigin, MakeVec(-15360 * math.sin(t), 4096 * math.cos(t))))
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OpenRA.SetViewportCenterPosition(WPos.op_Addition(viewportOrigin, WVec.New(-15360 * math.sin(t), 4096 * math.cos(t))))
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end
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WorldLoaded = function()
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@@ -16,7 +16,7 @@ WorldLoaded = function()
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local units = { boat1, boat2, boat3, boat4, lst1, lst2, lst3}
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for i, unit in ipairs(units) do
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LoopTrack(unit, MakePos(8, unit.Location.Y), MakePos(87, unit.Location.Y))
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LoopTrack(unit, CPos.New(8, unit.Location.Y), CPos.New(87, unit.Location.Y))
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end
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end
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@@ -34,13 +34,4 @@ CreateUnitsInTransport = function(transport, passengerNames)
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for i, passengerName in ipairs(passengerNames) do
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cargo:Load(transport, Actor.Create(passengerName, { AddToWorld = false, Owner = owner, Facing = { facing, "Int32" } }))
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end
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end
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-- TODO: The standard library should expose CPos.New() etc
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MakePos = function(x, y)
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return OpenRA.New("CPos", { {x, "Int32"}, {y, "Int32"} })
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end
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MakeVec = function(x, y)
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return OpenRA.New("WVec", { {x, "Int32"}, {y, "Int32"}, {0, "Int32"} })
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end
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@@ -24,7 +24,7 @@ Actor.Move = function(actor, location)
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end
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Actor.MoveNear = function(actor, location, nearEnough)
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actor:QueueActivity(OpenRA.New("Move", { location, Map.GetWRangeFromCells(nearEnough) }))
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actor:QueueActivity(OpenRA.New("Move", { location, WRange.FromCells(nearEnough) }))
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end
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Actor.ScriptedMove = function(actor, location)
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@@ -35,6 +35,10 @@ 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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end
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Actor.HeliFly = function(actor, position)
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actor:QueueActivity(OpenRA.New("HeliFly", { position }))
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end
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@@ -119,6 +123,10 @@ Actor.Facing = function(actor)
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return Actor.Trait(actor, "IFacing"):get_Facing()
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end
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Actor.IsIdle = function(actor)
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return actor.IsIdle
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end
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Actor.SetStance = function(actor, stance)
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Internal.SetUnitStance(actor, stance)
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end
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@@ -135,6 +143,14 @@ Actor.OnRemovedFromWorld = function(actor, eh)
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Actor.Trait(actor, "LuaScriptEvents").OnRemovedFromWorld:Add(eh)
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end
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Actor.ActorsWithTrait = function(className)
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local ret = { }
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for item in Utils.Enumerate(Internal.ActorsWithTrait(className)) do
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table.insert(ret, item.Actor)
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end
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return ret
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end
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Actor.HasTrait = function(actor, className)
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return Internal.HasTrait(actor, className)
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end
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@@ -4,6 +4,44 @@ Map.GetFacing = function(vec, currentFacing)
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return Internal.GetFacing(vec, currentFacing)
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end
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Map.GetWRangeFromCells = function(cells)
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return Internal.GetWRangeFromCells(cells)
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end
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Map.GetRandomCell = function()
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return Internal.GetRandomCell()
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end
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Map.GetRandomEdgeCell = function()
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return Internal.GetRandomEdgeCell()
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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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WPos.New = function(x, y, z)
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if z == nil then
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z = 0
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end
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return OpenRA.New("WPos", { { x, "Int32" }, { y, "Int32" }, { z, "Int32" } })
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end
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WPos.FromCPos = function(location)
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return WPos.New(location.X * 1024, location.Y * 1024, 0)
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end
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CVec.New = function(x, y)
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return OpenRA.New("CVec", { { x, "Int32" }, { y, "Int32" } })
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end
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WVec.New = function(x, y, z)
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if z == nil then
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z = 0
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end
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return OpenRA.New("WVec", { { x, "Int32" }, { y, "Int32" }, { z, "Int32" } })
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end
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WRange.New = function(r)
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return OpenRA.New("WRange", { { r, "Int32" } })
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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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@@ -23,8 +23,8 @@ Mission.MissionOver = function(winners, losers, setWinStates)
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end
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Mission.GetGroundAttackersOf = function(player)
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return Utils.EnumerableWhere(World.Actors, function(actor)
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return not Actor.IsDead(actor) and Actor.IsInWorld(actor) and Actor.Owner(actor) == player and Actor.HasTrait(actor, "AttackBase") and Actor.HasTrait(actor, "Mobile")
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return Utils.Where(Actor.ActorsWithTrait("AttackBase"), function(actor)
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return not Actor.IsDead(actor) and Actor.IsInWorld(actor) and Actor.Owner(actor) == player and Actor.HasTrait(actor, "Mobile")
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end)
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end
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@@ -33,10 +33,18 @@ OpenRA.GetPlayer = function(internalName)
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return Utils.EnumerableFirstOrNil(World.Players, function(p) return p.InternalName == internalName end)
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end
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OpenRA.GetPlayers = function(func)
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return Utils.EnumerableWhere(World.Players, func)
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end
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OpenRA.SetWinState = function(player, winState)
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Internal.SetWinState(player, winState)
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end
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OpenRA.GetRandomInteger = function(low, high)
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return Internal.GetRandomInteger(low, high)
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end
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OpenRA.TakeOre = function(player, amount)
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Actor.Trait(player.PlayerActor, "PlayerResources"):TakeOre(amount)
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end
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@@ -67,4 +75,4 @@ end
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OpenRA.GetCash = function(player)
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return Actor.Trait(player.PlayerActor, "PlayerResources").Cash
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end
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end
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@@ -1,6 +1,6 @@
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Team = { }
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Team.Create = function(actors)
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Team.New = function(actors)
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local team = { }
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team.Actors = actors
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team.OnAllKilled = { }
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@@ -134,10 +134,10 @@ WorldLoaded = function()
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Actor.OnKilled(Lab, LabDestroyed)
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Actor.OnKilled(OilPump, OilPumpDestroyed)
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labGuardsTeam = Team.Create({ LabGuard1, LabGuard2, LabGuard3 })
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labGuardsTeam = Team.New({ LabGuard1, LabGuard2, LabGuard3 })
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Team.AddEventHandler(labGuardsTeam.OnAllKilled, LabGuardsKilled)
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civiliansTeam = Team.Create({ Civilian1, Civilian2 })
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civiliansTeam = Team.New({ Civilian1, Civilian2 })
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RunInitialActivities()
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@@ -54,7 +54,7 @@ SendTrucks = function()
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Actor.Move(truck, TruckExitPoint.Location)
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Actor.RemoveSelf(truck)
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end)
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local trucksTeam = Team.Create(trucks)
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local trucksTeam = Team.New(trucks)
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Team.AddEventHandler(trucksTeam.OnAllRemovedFromWorld, MissionAccomplished)
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Team.AddEventHandler(trucksTeam.OnAnyKilled, MissionFailed)
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end)
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