Add Lua standard library and supporting C#/yaml
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119
mods/ra/lua/mission.lua
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119
mods/ra/lua/mission.lua
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Mission = { }
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Mission.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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Mission.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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Mission.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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Mission.Parabomb = 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 = { Actor.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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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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Actor.RemoveSelf(plane)
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end
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Mission.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 = { Actor.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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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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for i, passengerName in ipairs(passengerNames) do
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cargo:Load(plane, Actor.Create(passengerName, { AddToWorld = false, Owner = owner }))
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end
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end
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Mission.MissionOver = function(winners, losers, setWinStates)
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World:SetLocalPauseState(true)
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World:set_PauseStateLocked(true)
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if winners then
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for i, player in ipairs(winners) do
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Media.PlaySpeechNotification("Win", player)
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if setWinStates then
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OpenRA.SetWinState(player, "Won")
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end
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end
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end
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if losers then
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for i, player in ipairs(losers) do
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Media.PlaySpeechNotification("Lose", player)
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if setWinStates then
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OpenRA.SetWinState(player, "Lost")
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end
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end
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end
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Mission.MissionIsOver = true
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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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end)
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end
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Mission.TickTakeOre = function(player)
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OpenRA.TakeOre(player, 0.01 * OpenRA.GetOreCapacity(player) / 25)
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end
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Mission.RequiredUnitsAreDestroyed = function(player)
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return Internal.RequiredUnitsAreDestroyed(player)
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end
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