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Add navy orders, fixes to Soviet 06a #21399

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Follow-up to #21243 that adds events from the RA '96 mission, reorganizes some parts of the script, etc.

A summary of those changes:

  • Cruisers blow up a bridge segment shortly after the start. This is skipped on Easy.
  • A Cruiser responds if some Allied structures are attacked before the Radar Dome objective is done. This is skipped on Easy.
  • The Radar Dome's capture now stops Allied reinforcements as expected. This is also immediate, not after the next wave's arrival.
  • The Allies' rebuild logic:
    • The rebuild area is checked for blockers. If there's a blocker, another attempt is scheduled. Friendly blockers can be scattered.
    • Structures can be rebuilt if they are captured and sold.
    • The War Factory and Barracks will try to restart production when rebuilt.
    • The structures to be rebuilt and the information for rebuilding them are now in one table, in the AI script.
  • Idle pre-placed units will hunt if they are attacked.
  • The facings of pre-placed units is corrected.

This PR differs from that in some small ways:

  • Defenses by the south entrance to the Allied base are rebuildable.
  • Since Greece owns a Naval Yard on this map, they'll produce a Destroyer patrol on Hard.
  • The response Cruiser sets up in a more defensive spot by the Naval Yard; there's no waterway close to the Soviet base.
    • The original "rspd" trigger and teamtype seem set up like the B map, but that team is not called upon.
    • Another trigger also ordered all of Greece to hunt if this Cruiser died, but I've omitted this.

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