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Reorganized internal reinforcement stuff and fixed up places I'd forgotten to change it
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Missions.rte/Activities/DecisionDay.lua

Lines changed: 9 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -1313,7 +1313,7 @@ function DecisionDay:UpdateAIInternalReinforcements(forceInstantSpawning)
13131313

13141314
if coroutine.status(internalReinforcementPositionsCalculationCoroutine) == "dead" then
13151315
table.remove(self.aiData.internalReinforcementPositionsCalculationCoroutines, index);
1316-
local numberOfReinforcementsCreated, remainingReinforcementFunds = self:CreateInternalReinforcements("CQB", maxNumberOfInternalReinforcementsToCreate - self.aiData.numberOfInternalReinforcementsCreated, internalReinforcementPositionsToEnemyTargets, maxFundsForInternalReinforcements);
1316+
local numberOfReinforcementsCreated, remainingReinforcementFunds = self:CreateInternalReinforcements("CQB", internalReinforcementPositionsToEnemyTargets, maxNumberOfInternalReinforcementsToCreate - self.aiData.numberOfInternalReinforcementsCreated, maxFundsForInternalReinforcements);
13171317
self.aiData.numberOfInternalReinforcementsCreated = self.aiData.numberOfInternalReinforcementsCreated + numberOfReinforcementsCreated;
13181318
maxFundsForInternalReinforcements = remainingReinforcementFunds;
13191319

@@ -1398,7 +1398,7 @@ function DecisionDay:UpdateAIDecisions()
13981398
end
13991399
end
14001400
end
1401-
self:CreateInternalReinforcements("CQB", -1, internalReinforcementPositionsToEnemyTargets);
1401+
self:CreateInternalReinforcements("CQB", internalReinforcementPositionsToEnemyTargets);
14021402
end
14031403

14041404
bunkerRegionData.aiRegionDefenseTimer:Reset();
@@ -1823,7 +1823,7 @@ function DecisionDay:UpdateBrainDefenderSpawning()
18231823
break;
18241824
end
18251825
end
1826-
self.aiData.brainDefendersRemaining = self.aiData.brainDefendersRemaining - self:CreateInternalReinforcements(infantryType, -1, internalReinforcementPositionsToEnemyTargets);
1826+
self.aiData.brainDefendersRemaining = self.aiData.brainDefendersRemaining - self:CreateInternalReinforcements(infantryType, internalReinforcementPositionsToEnemyTargets);
18271827
print("Spawned brain defenders, available defender count is now "..tostring(self.aiData.brainDefendersRemaining));
18281828
infantryType = "Heavy";
18291829
if self.aiData.brainDefendersRemaining <= 0 then
@@ -1878,7 +1878,7 @@ function DecisionDay:UpdateActivity()
18781878
end
18791879

18801880
if self.currentStage >= self.stages.attackFrontBunker then
1881-
--self:UpdateAIDecisions();
1881+
self:UpdateAIDecisions();
18821882
end
18831883

18841884
if self.currentStage >= self.stages.deployBrain then
@@ -2058,13 +2058,16 @@ function DecisionDay:CalculateInternalReinforcementPositionsToEnemyTargets(bunke
20582058
return internalReinforcementPositionsToEnemyTargets, maxNumberOfInternalReinforcementsToCreate, maxFundsForInternalReinforcements;
20592059
end
20602060

2061-
function DecisionDay:CreateInternalReinforcements(loadout, maxNumberOfInternalReinforcementsToCreate, internalReinforcementPositionsToEnemyTargets, maxFundsForInternalReinforcements)
2061+
function DecisionDay:CreateInternalReinforcements(loadout, internalReinforcementPositionsToEnemyTargets, maxNumberOfInternalReinforcementsToCreate, maxFundsForInternalReinforcements)
20622062
if loadout == "Any" then
20632063
loadout = nil;
20642064
end
2065-
if maxNumberOfInternalReinforcementsToCreate == -1 then
2065+
if maxNumberOfInternalReinforcementsToCreate == nil then
20662066
maxNumberOfInternalReinforcementsToCreate = 999;
20672067
end
2068+
if maxFundsForInternalReinforcements == nil then
2069+
maxFundsForInternalReinforcements = 999999;
2070+
end
20682071
if maxFundsForInternalReinforcements <= 0 then
20692072
return {}, maxFundsForInternalReinforcements;
20702073
end

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