Files
OpenRA/mods/common/lua/reinforcements.lua
2013-12-19 19:26:58 +13:00

77 lines
3.3 KiB
Lua

Reinforcements = { }
Reinforcements.PerformHelicopterInsertion = function(owner, helicopterName, passengerNames, enterPosition, unloadPosition, exitPosition)
local facing = { Map.GetFacing(WPos.op_Subtraction(unloadPosition, enterPosition), 0), "Int32" }
local altitude = { Actor.TraitInfo(helicopterName, "AircraftInfo").CruiseAltitude, "Int32" }
local heli = Actor.Create(helicopterName, { Owner = owner, CenterPosition = enterPosition, Facing = facing, Altitude = altitude })
local cargo = Actor.Trait(heli, "Cargo")
local passengers = { }
for i, passengerName in ipairs(passengerNames) do
local passenger = Actor.Create(passengerName, { AddToWorld = false, Owner = owner })
cargo:Load(heli, passenger)
passengers[i] = passenger
end
Actor.HeliFly(heli, unloadPosition)
Actor.Turn(heli, 0)
Actor.HeliLand(heli, true)
Actor.UnloadCargo(heli, true)
Actor.Wait(heli, 125)
Actor.HeliFly(heli, exitPosition)
Actor.RemoveSelf(heli)
return heli, passengers
end
Reinforcements.PerformHelicopterExtraction = function(owner, helicopterName, passengers, enterPosition, loadPosition, exitPosition)
local facing = { Map.GetFacing(WPos.op_Subtraction(loadPosition, enterPosition), 0), "Int32" }
local altitude = { Actor.TraitInfo(helicopterName, "AircraftInfo").CruiseAltitude, "Int32" }
local heli = Actor.Create(helicopterName, { Owner = owner, CenterPosition = enterPosition, Facing = facing, Altitude = altitude })
local cargo = Actor.Trait(heli, "Cargo")
Actor.HeliFly(heli, loadPosition)
Actor.Turn(heli, 0)
Actor.HeliLand(heli, true)
Actor.WaitFor(heli, function()
return Utils.All(passengers, function(passenger) return cargo.Passengers:Contains(passenger) end)
end)
Actor.Wait(heli, 125)
Actor.HeliFly(heli, exitPosition)
Actor.RemoveSelf(heli)
return heli
end
Reinforcements.PerformInsertion = function(owner, vehicleName, passengerNames, enterPath, exitPath)
local facing = { 0, "Int32" }
if #enterPath > 1 then
facing = { Map.GetFacing(CPos.op_Subtraction(enterPath[2], enterPath[1]), 0), "Int32" }
end
local vehicle = Actor.Create(vehicleName, { Owner = owner, Location = enterPath[1], Facing = facing })
local cargo = Actor.Trait(vehicle, "Cargo")
local passengers = { }
for i, passengerName in ipairs(passengerNames) do
local passenger = Actor.Create(passengerName, { AddToWorld = false, Owner = owner })
passengers[i] = passenger
cargo:Load(vehicle, passenger)
end
Utils.Do(Utils.Skip(enterPath, 1), function(l) Actor.ScriptedMove(vehicle, l) end)
Actor.UnloadCargo(vehicle, true)
Actor.Wait(vehicle, 25)
Utils.Do(exitPath, function(l) Actor.ScriptedMove(vehicle, l) end)
Actor.RemoveSelf(vehicle)
return vehicle, passengers
end
Reinforcements.Reinforce = function(owner, reinforcementNames, enterLocation, rallyPointLocation, interval, onCreateFunc)
local facing = { Map.GetFacing(CPos.op_Subtraction(rallyPointLocation, enterLocation), 0), "Int32" }
local reinforcements = { }
for i, reinforcementName in ipairs(reinforcementNames) do
local reinforcement = Actor.Create(reinforcementName, { AddToWorld = false, Owner = owner, Location = enterLocation, Facing = facing })
reinforcements[i] = reinforcement
OpenRA.RunAfterDelay((i - 1) * interval, function()
World:Add(reinforcement)
Actor.MoveNear(reinforcement, rallyPointLocation, 2)
if onCreateFunc ~= nil then
onCreateFunc(reinforcement)
end
end)
end
return reinforcements
end