Merge pull request #3533 from Mailaender/stylecop

Added StyleCop Support
This commit is contained in:
Paul Chote
2013-07-11 15:01:30 -07:00
17 changed files with 5346 additions and 667 deletions

5
.gitignore vendored
View File

@@ -62,4 +62,7 @@ OpenRA.Launcher.Mac/OpenRA.xcodeproj/*.mode1v3
# auto-generated documentation
DOCUMENTATION.md
*.html
*.html
# StyleCop
*.Cache

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@@ -0,0 +1,334 @@
<StyleCopSettings Version="105">
<Analyzers>
<Analyzer AnalyzerId="StyleCop.CSharp.DocumentationRules">
<Rules>
<Rule Name="ElementsMustBeDocumented">
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<BooleanProperty Name="Enabled">False</BooleanProperty>
</RuleSettings>
</Rule>
<Rule Name="PartialElementsMustBeDocumented">
<RuleSettings>
<BooleanProperty Name="Enabled">False</BooleanProperty>
</RuleSettings>
</Rule>
<Rule Name="EnumerationItemsMustBeDocumented">
<RuleSettings>
<BooleanProperty Name="Enabled">False</BooleanProperty>
</RuleSettings>
</Rule>
<Rule Name="DocumentationMustContainValidXml">
<RuleSettings>
<BooleanProperty Name="Enabled">False</BooleanProperty>
</RuleSettings>
</Rule>
<Rule Name="ElementDocumentationMustHaveSummary">
<RuleSettings>
<BooleanProperty Name="Enabled">False</BooleanProperty>
</RuleSettings>
</Rule>
<Rule Name="PartialElementDocumentationMustHaveSummary">
<RuleSettings>
<BooleanProperty Name="Enabled">False</BooleanProperty>
</RuleSettings>
</Rule>
<Rule Name="ElementDocumentationMustHaveSummaryText">
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<BooleanProperty Name="Enabled">False</BooleanProperty>
</RuleSettings>
</Rule>
<Rule Name="PartialElementDocumentationMustHaveSummaryText">
<RuleSettings>
<BooleanProperty Name="Enabled">False</BooleanProperty>
</RuleSettings>
</Rule>
<Rule Name="ElementDocumentationMustNotHaveDefaultSummary">
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<BooleanProperty Name="Enabled">False</BooleanProperty>
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<Rule Name="ElementParametersMustBeDocumented">
<RuleSettings>
<BooleanProperty Name="Enabled">False</BooleanProperty>
</RuleSettings>
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<Rule Name="ElementParameterDocumentationMustMatchElementParameters">
<RuleSettings>
<BooleanProperty Name="Enabled">False</BooleanProperty>
</RuleSettings>
</Rule>
<Rule Name="ElementParameterDocumentationMustDeclareParameterName">
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<BooleanProperty Name="Enabled">False</BooleanProperty>
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<Rule Name="ElementParameterDocumentationMustHaveText">
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<BooleanProperty Name="Enabled">False</BooleanProperty>
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<Rule Name="ElementReturnValueMustBeDocumented">
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<BooleanProperty Name="Enabled">False</BooleanProperty>
</RuleSettings>
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<Rule Name="ElementReturnValueDocumentationMustHaveText">
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<BooleanProperty Name="Enabled">False</BooleanProperty>
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<Rule Name="VoidReturnValueMustNotBeDocumented">
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<BooleanProperty Name="Enabled">False</BooleanProperty>
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<Rule Name="GenericTypeParametersMustBeDocumented">
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<Rule Name="GenericTypeParametersMustBeDocumentedPartialClass">
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<BooleanProperty Name="Enabled">False</BooleanProperty>
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<Rule Name="IncludeNodeDoesNotContainValidFileAndPath">
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</RuleSettings>
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<BooleanProperty Name="Enabled">False</BooleanProperty>
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<BooleanProperty Name="Enabled">False</BooleanProperty>
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<Rule Name="FileHeaderMustHaveValidCompanyText">
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</RuleSettings>
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<Rule Name="FileHeaderFileNameDocumentationMustMatchTypeName">
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</RuleSettings>
</Rule>
</Rules>
<AnalyzerSettings />
</Analyzer>
<Analyzer AnalyzerId="StyleCop.CSharp.SpacingRules">
<Rules>
<Rule Name="TabsMustNotBeUsed">
<RuleSettings>
<BooleanProperty Name="Enabled">False</BooleanProperty>
</RuleSettings>
</Rule>
</Rules>
<AnalyzerSettings />
</Analyzer>
<Analyzer AnalyzerId="StyleCop.CSharp.LayoutRules">
<Rules>
<Rule Name="CurlyBracketsForMultiLineStatementsMustNotShareLine">
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<BooleanProperty Name="Enabled">False</BooleanProperty>
</RuleSettings>
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<BooleanProperty Name="Enabled">False</BooleanProperty>
</RuleSettings>
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<Rule Name="ElementMustNotBeOnSingleLine">
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<BooleanProperty Name="Enabled">False</BooleanProperty>
</RuleSettings>
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<Rule Name="CurlyBracketsMustNotBeOmitted">
<RuleSettings>
<BooleanProperty Name="Enabled">False</BooleanProperty>
</RuleSettings>
</Rule>
<Rule Name="ElementsMustBeSeparatedByBlankLine">
<RuleSettings>
<BooleanProperty Name="Enabled">False</BooleanProperty>
</RuleSettings>
</Rule>
</Rules>
<AnalyzerSettings />
</Analyzer>
<Analyzer AnalyzerId="StyleCop.CSharp.OrderingRules">
<Rules>
<Rule Name="UsingDirectivesMustBePlacedWithinNamespace">
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</RuleSettings>
</Rule>
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<AnalyzerSettings />
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<Rule Name="ArithmeticExpressionsMustDeclarePrecedence">
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<BooleanProperty Name="Enabled">False</BooleanProperty>
</RuleSettings>
</Rule>
</Rules>
<AnalyzerSettings />
</Analyzer>
</Analyzers>
</StyleCopSettings>

View File

@@ -0,0 +1,334 @@
<StyleCopSettings Version="105">
<Analyzers>
<Analyzer AnalyzerId="StyleCop.CSharp.DocumentationRules">
<Rules>
<Rule Name="ElementsMustBeDocumented">
<RuleSettings>
<BooleanProperty Name="Enabled">False</BooleanProperty>
</RuleSettings>
</Rule>
<Rule Name="PartialElementsMustBeDocumented">
<RuleSettings>
<BooleanProperty Name="Enabled">False</BooleanProperty>
</RuleSettings>
</Rule>
<Rule Name="EnumerationItemsMustBeDocumented">
<RuleSettings>
<BooleanProperty Name="Enabled">False</BooleanProperty>
</RuleSettings>
</Rule>
<Rule Name="DocumentationMustContainValidXml">
<RuleSettings>
<BooleanProperty Name="Enabled">False</BooleanProperty>
</RuleSettings>
</Rule>
<Rule Name="ElementDocumentationMustHaveSummary">
<RuleSettings>
<BooleanProperty Name="Enabled">False</BooleanProperty>
</RuleSettings>
</Rule>
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<BooleanProperty Name="Enabled">False</BooleanProperty>
</RuleSettings>
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<Rule Name="ElementDocumentationMustHaveSummaryText">
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</RuleSettings>
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</Rule>
</Rules>
<AnalyzerSettings />
</Analyzer>
</Analyzers>
</StyleCopSettings>

View File

@@ -0,0 +1,334 @@
<StyleCopSettings Version="105">
<Analyzers>
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<Rules>
<Rule Name="ElementsMustBeDocumented">
<RuleSettings>
<BooleanProperty Name="Enabled">False</BooleanProperty>
</RuleSettings>
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</RuleSettings>
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View File

@@ -0,0 +1,334 @@
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View File

@@ -0,0 +1,334 @@
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View File

@@ -20,360 +20,360 @@ using OpenRA.Widgets;
namespace OpenRA.Mods.RA.Missions
{
class FortLonestarScriptInfo : TraitInfo<FortLonestarScript>, Requires<SpawnMapActorsInfo> { }
class FortLonestarScriptInfo : TraitInfo<FortLonestarScript>, Requires<SpawnMapActorsInfo> { }
class FortLonestarScript : IWorldLoaded, ITick
{
Player multi0;
Player soviets;
class FortLonestarScript : IWorldLoaded, ITick
{
Player multi0;
Player soviets;
Actor entry1;
Actor entry2;
Actor entry3;
Actor entry4;
Actor entry5;
Actor entry6;
Actor entry7;
Actor entry8;
CPos[] sovietEntryPoints;
Actor paradrop1;
Actor paradrop2;
Actor paradrop3;
Actor paradrop4;
Actor patrol1;
Actor patrol2;
Actor patrol3;
Actor patrol4;
World world;
int WaveNumber = 0;
InfoWidget evacuateWidget;
const string ShortEvacuateTemplate = "Wave {0}";
static readonly string[] Patrol = { "e1", "e2", "e1" };
static readonly string[] Infantry = { "e4", "e1", "e1", "e2", "e1", "e2" };
static readonly string[] Vehicles = { "arty", "ftrk", "ftrk", "apc", "apc" };
const string tank = "3tnk";
const string v2 = "v2rl";
const string boss = "4tnk";
Actor entry1;
Actor entry2;
Actor entry3;
Actor entry4;
Actor entry5;
Actor entry6;
Actor entry7;
Actor entry8;
CPos[] sovietEntryPoints;
Actor paradrop1;
Actor paradrop2;
Actor paradrop3;
Actor paradrop4;
Actor patrol1;
Actor patrol2;
Actor patrol3;
Actor patrol4;
World world;
int WaveNumber = 0;
InfoWidget evacuateWidget;
const string ShortEvacuateTemplate = "Wave {0}";
static readonly string[] Patrol = { "e1", "e2", "e1" };
static readonly string[] Infantry = { "e4", "e1", "e1", "e2", "e1", "e2" };
static readonly string[] Vehicles = { "arty", "ftrk", "ftrk", "apc", "apc" };
const string tank = "3tnk";
const string v2 = "v2rl";
const string boss = "4tnk";
const int TimerTicks = 1;
const int TimerTicks = 1;
int AttackSquad = 6;
int AttackSquadCount = 1;
int VehicleSquad = 2;
int VehicleSquadCount = 1;
int AttackSquad = 6;
int AttackSquadCount = 1;
int VehicleSquad = 2;
int VehicleSquadCount = 1;
int patrolAttackFrame;
int patrolattackAtFrameIncrement;
int WaveAttackFrame;
int WaveAttackAtFrameIncrement;
int VehicleAttackFrame;
int VehicleAttackAtFrameIncrement;
int patrolAttackFrame;
int patrolattackAtFrameIncrement;
int WaveAttackFrame;
int WaveAttackAtFrameIncrement;
int VehicleAttackFrame;
int VehicleAttackAtFrameIncrement;
void MissionAccomplished(string text)
{
MissionUtils.CoopMissionAccomplished(world, text, multi0);
}
void MissionAccomplished(string text)
{
MissionUtils.CoopMissionAccomplished(world, text, multi0);
}
void AttackNearestAlliedActor(Actor self)
{
var enemies = world.Actors.Where(u => u.IsInWorld && !u.IsDead() && (u.Owner == multi0)
&& ((u.HasTrait<Building>() && !u.HasTrait<Mobile>())));
var targetEnemy = enemies.OrderBy(u => (self.CenterLocation - u.CenterLocation).LengthSquared).FirstOrDefault();
if (targetEnemy != null)
{
self.QueueActivity(new AttackMove.AttackMoveActivity(self, new Attack(Target.FromActor(targetEnemy), WRange.FromCells(6))));
}
}
void AttackNearestAlliedActor(Actor self)
{
var enemies = world.Actors.Where(u => u.IsInWorld && !u.IsDead() && (u.Owner == multi0)
&& ((u.HasTrait<Building>() && !u.HasTrait<Mobile>())));
var targetEnemy = enemies.OrderBy(u => (self.CenterLocation - u.CenterLocation).LengthSquared).FirstOrDefault();
if (targetEnemy != null)
{
self.QueueActivity(new AttackMove.AttackMoveActivity(self, new Attack(Target.FromActor(targetEnemy), WRange.FromCells(6))));
}
}
void SendVehicles()
{
if (SpawnVehicles == true)
{
for (int i = 1; i <= VehicleSquadCount; i++)
{
var route = world.SharedRandom.Next(sovietEntryPoints.Length);
var spawnPoint = sovietEntryPoints[route];
for (int r = 1; r <= VehicleSquad; r++)
{
var squad = world.CreateActor(Vehicles.Random(world.SharedRandom),
new TypeDictionary
{
new LocationInit(spawnPoint),
new OwnerInit(soviets)
});
squad.QueueActivity(new AttackMove.AttackMoveActivity(squad, new Move.Move(paradrop1.Location, 3)));
}
}
}
}
void SendVehicles()
{
if (SpawnVehicles == true)
{
for (int i = 1; i <= VehicleSquadCount; i++)
{
var route = world.SharedRandom.Next(sovietEntryPoints.Length);
var spawnPoint = sovietEntryPoints[route];
for (int r = 1; r <= VehicleSquad; r++)
{
var squad = world.CreateActor(Vehicles.Random(world.SharedRandom),
new TypeDictionary
{
new LocationInit(spawnPoint),
new OwnerInit(soviets)
});
squad.QueueActivity(new AttackMove.AttackMoveActivity(squad, new Move.Move(paradrop1.Location, 3)));
}
}
}
}
void SendWave()
{
if (SpawnWave == true)
{
for (int i = 1; i <= AttackSquadCount; i++)
{
world.Actors.Where(u => u.IsInWorld && !u.IsDead() && (u.Owner == soviets)
&& !u.HasTrait<Mobile>());
var route = world.SharedRandom.Next(sovietEntryPoints.Length);
var spawnPoint = sovietEntryPoints[route];
for (int r = 1; r < AttackSquad; r++)
{
var squad = world.CreateActor(Infantry.Random(world.SharedRandom),
new TypeDictionary
{
new LocationInit(spawnPoint),
new OwnerInit(soviets)
});
squad.QueueActivity(new AttackMove.AttackMoveActivity(squad, new Move.Move(paradrop1.Location, 3)));
var scatteredUnits = world.FindAliveCombatantActorsInCircle(Util.CenterOfCell(paradrop1.Location), 15)
.Where(unit => unit.IsIdle && unit.HasTrait<Mobile>() && unit.Owner == soviets);
foreach (var unit in scatteredUnits)
{
AttackNearestAlliedActor(unit);
}
}
}
}
}
void SendWave()
{
if (SpawnWave == true)
{
for (int i = 1; i <= AttackSquadCount; i++)
{
world.Actors.Where(u => u.IsInWorld && !u.IsDead() && (u.Owner == soviets)
&& !u.HasTrait<Mobile>());
var route = world.SharedRandom.Next(sovietEntryPoints.Length);
var spawnPoint = sovietEntryPoints[route];
for (int r = 1; r < AttackSquad; r++)
{
var squad = world.CreateActor(Infantry.Random(world.SharedRandom),
new TypeDictionary
{
new LocationInit(spawnPoint),
new OwnerInit(soviets)
});
squad.QueueActivity(new AttackMove.AttackMoveActivity(squad, new Move.Move(paradrop1.Location, 3)));
var scatteredUnits = world.FindAliveCombatantActorsInCircle(Util.CenterOfCell(paradrop1.Location), 15)
.Where(unit => unit.IsIdle && unit.HasTrait<Mobile>() && unit.Owner == soviets);
foreach (var unit in scatteredUnits)
{
AttackNearestAlliedActor(unit);
}
}
}
}
}
void SendPatrol(string[] squad, Player owner, CPos location, CPos move)
{
if (SpawnPatrol)
{
for (int i = 0; i < squad.Length; i++)
{
var actor = world.CreateActor(squad[i], new TypeDictionary
{
new OwnerInit(owner),
new LocationInit(location)
});
actor.QueueActivity(new AttackMove.AttackMoveActivity(actor, new Move.Move(move, 3)));
AttackNearestAlliedActor(actor);
}
}
}
void SendPatrol(string[] squad, Player owner, CPos location, CPos move)
{
if (SpawnPatrol)
{
for (int i = 0; i < squad.Length; i++)
{
var actor = world.CreateActor(squad[i], new TypeDictionary
{
new OwnerInit(owner),
new LocationInit(location)
});
actor.QueueActivity(new AttackMove.AttackMoveActivity(actor, new Move.Move(move, 3)));
AttackNearestAlliedActor(actor);
}
}
}
void SendBoss(string unit)
{
var route = world.SharedRandom.Next(sovietEntryPoints.Length);
var spawnPoint = sovietEntryPoints[route];
var actor = world.CreateActor(unit, new TypeDictionary
{
new OwnerInit(soviets),
new LocationInit(spawnPoint)
});
if (multi0 != null)
{
AttackNearestAlliedActor(actor);
}
}
void SendBoss(string unit)
{
var route = world.SharedRandom.Next(sovietEntryPoints.Length);
var spawnPoint = sovietEntryPoints[route];
var actor = world.CreateActor(unit, new TypeDictionary
{
new OwnerInit(soviets),
new LocationInit(spawnPoint)
});
if (multi0 != null)
{
AttackNearestAlliedActor(actor);
}
}
void Wave(string text)
{
Game.AddChatLine(Color.Cyan, "Wave Sequence", text);
}
void Wave(string text)
{
Game.AddChatLine(Color.Cyan, "Wave Sequence", text);
}
public void Tick(Actor self)
{
if (multi0.WinState != WinState.Undefined) return;
public void Tick(Actor self)
{
if (multi0.WinState != WinState.Undefined) return;
if (world.FrameNumber == patrolAttackFrame)
{
patrolAttackFrame += patrolattackAtFrameIncrement;
patrolattackAtFrameIncrement = Math.Max(patrolattackAtFrameIncrement - 5, 100);
SendPatrol(Patrol, soviets, patrol1.Location, paradrop1.Location);
SendPatrol(Patrol, soviets, patrol2.Location, paradrop2.Location);
SendPatrol(Patrol, soviets, patrol3.Location, paradrop3.Location);
SendPatrol(Patrol, soviets, patrol4.Location, paradrop4.Location);
}
if (world.FrameNumber == WaveAttackFrame)
{
WaveAttackFrame += WaveAttackAtFrameIncrement;
WaveAttackAtFrameIncrement = Math.Max(WaveAttackAtFrameIncrement - 5, 100);
SendWave();
}
if (world.FrameNumber == VehicleAttackFrame)
{
VehicleAttackFrame += VehicleAttackAtFrameIncrement;
VehicleAttackAtFrameIncrement = Math.Max(VehicleAttackAtFrameIncrement - 5, 100);
SendVehicles();
}
if (world.FrameNumber == TimerTicks)
{
evacuateWidget = new InfoWidget("");
Ui.Root.AddChild(evacuateWidget);
WaveNumber++;
Wave("One Initializing");
UpdateWaveSequence();
}
if (world.FrameNumber == 1500 * 2)
{
WaveNumber++;
Wave("Two Initializing");
SpawnPatrol = false;
AttackSquad = 7;
AttackSquadCount = 2;
UpdateWaveSequence();
MissionUtils.Parabomb(world, soviets, entry1.Location, paradrop1.Location);
MissionUtils.Parabomb(world, soviets, entry1.Location, paradrop1.Location + new CVec(0, -2));
}
if (world.FrameNumber == 1500 * 4)
{
WaveNumber++;
Wave("Three Initializing");
UpdateWaveSequence();
AttackSquad = 8;
}
if (world.FrameNumber == 1500 * 6)
{
WaveNumber++;
Wave("Four Initializing");
UpdateWaveSequence();
AttackSquad = 9;
MissionUtils.Parabomb(world, soviets, entry1.Location, paradrop1.Location);
MissionUtils.Parabomb(world, soviets, entry2.Location, paradrop3.Location);
AttackSquadCount = 3;
VehicleSquad = 3;
}
if (world.FrameNumber == 1500 * 8)
{
WaveNumber++;
Wave("Five Initializing");
UpdateWaveSequence();
AttackSquad = 10;
VehicleSquad = 4;
VehicleSquadCount = 2;
SendBoss(tank);
}
if (world.FrameNumber == 1500 * 11)
{
WaveNumber++;
Wave("Six Initializing");
UpdateWaveSequence();
AttackSquad = 11;
AttackSquadCount = 4;
MissionUtils.Parabomb(world, soviets, entry1.Location, paradrop1.Location);
MissionUtils.Parabomb(world, soviets, entry4.Location, paradrop1.Location);
MissionUtils.Parabomb(world, soviets, entry6.Location, paradrop3.Location);
MissionUtils.Parabomb(world, soviets, entry5.Location, paradrop3.Location);
SendBoss(tank);
SendBoss(tank);
}
if (world.FrameNumber == 1500 * 14)
{
WaveNumber++;
Wave("Seven Initializing");
UpdateWaveSequence();
AttackSquad = 12;
VehicleSquad = 5;
VehicleSquadCount = 3;
SendBoss(v2);
}
if (world.FrameNumber == 1500 * 17)
{
SpawnVehicles = true;
WaveNumber++;
Wave("Eight Initializing");
UpdateWaveSequence();
AttackSquad = 13;
AttackSquadCount = 5;
MissionUtils.Parabomb(world, soviets, entry1.Location, paradrop1.Location);
MissionUtils.Parabomb(world, soviets, entry4.Location, paradrop1.Location);
MissionUtils.Parabomb(world, soviets, entry6.Location, paradrop3.Location);
MissionUtils.Parabomb(world, soviets, entry5.Location, paradrop3.Location);
MissionUtils.Parabomb(world, soviets, entry2.Location, paradrop2.Location);
MissionUtils.Parabomb(world, soviets, entry3.Location, paradrop2.Location);
SendBoss(v2);
SendBoss(tank);
SendBoss(v2);
}
if (world.FrameNumber == 1500 * 21)
{
WaveNumber++;
Wave("Nine Initializing");
UpdateWaveSequence();
AttackSquad = 14;
VehicleSquad = 6;
VehicleSquadCount = 4;
SendBoss(v2);
SendBoss(tank);
SendBoss(tank);
}
if (world.FrameNumber == 1500 * 25)
{
WaveNumber++;
Wave("Ten Initializing");
UpdateWaveSequence();
AttackSquad = 15;
AttackSquadCount = 6;
for (int i = 0; i < 2; i++)
{
MissionUtils.Parabomb(world, soviets, entry1.Location, paradrop1.Location + new CVec(0, -2));
MissionUtils.Parabomb(world, soviets, entry2.Location, paradrop3.Location + new CVec(0, -2));
MissionUtils.Parabomb(world, soviets, entry4.Location, paradrop2.Location + new CVec(0, -2));
MissionUtils.Parabomb(world, soviets, entry5.Location, paradrop4.Location + new CVec(0, -2));
MissionUtils.Parabomb(world, soviets, entry2.Location, paradrop1.Location + new CVec(0, 2));
MissionUtils.Parabomb(world, soviets, entry4.Location, paradrop3.Location + new CVec(0, 2));
MissionUtils.Parabomb(world, soviets, entry3.Location, paradrop2.Location + new CVec(0, 2));
MissionUtils.Parabomb(world, soviets, entry5.Location, paradrop4.Location + new CVec(0, 2));
}
SendBoss(boss);
}
if (world.FrameNumber == 1500 * 30)
{
SpawnWave = false;
SpawnVehicles = false;
}
if (world.FrameNumber == 1500 * 31)
{
MissionAccomplished("You and your mates have Survived the Onslaught!");
}
}
if (world.FrameNumber == patrolAttackFrame)
{
patrolAttackFrame += patrolattackAtFrameIncrement;
patrolattackAtFrameIncrement = Math.Max(patrolattackAtFrameIncrement - 5, 100);
SendPatrol(Patrol, soviets, patrol1.Location, paradrop1.Location);
SendPatrol(Patrol, soviets, patrol2.Location, paradrop2.Location);
SendPatrol(Patrol, soviets, patrol3.Location, paradrop3.Location);
SendPatrol(Patrol, soviets, patrol4.Location, paradrop4.Location);
}
if (world.FrameNumber == WaveAttackFrame)
{
WaveAttackFrame += WaveAttackAtFrameIncrement;
WaveAttackAtFrameIncrement = Math.Max(WaveAttackAtFrameIncrement - 5, 100);
SendWave();
}
if (world.FrameNumber == VehicleAttackFrame)
{
VehicleAttackFrame += VehicleAttackAtFrameIncrement;
VehicleAttackAtFrameIncrement = Math.Max(VehicleAttackAtFrameIncrement - 5, 100);
SendVehicles();
}
if (world.FrameNumber == TimerTicks)
{
evacuateWidget = new InfoWidget("");
Ui.Root.AddChild(evacuateWidget);
WaveNumber++;
Wave("One Initializing");
UpdateWaveSequence();
}
if (world.FrameNumber == 1500 * 2)
{
WaveNumber++;
Wave("Two Initializing");
SpawnPatrol = false;
AttackSquad = 7;
AttackSquadCount = 2;
UpdateWaveSequence();
MissionUtils.Parabomb(world, soviets, entry1.Location, paradrop1.Location);
MissionUtils.Parabomb(world, soviets, entry1.Location, paradrop1.Location + new CVec(0, -2));
}
if (world.FrameNumber == 1500 * 4)
{
WaveNumber++;
Wave("Three Initializing");
UpdateWaveSequence();
AttackSquad = 8;
}
if (world.FrameNumber == 1500 * 6)
{
WaveNumber++;
Wave("Four Initializing");
UpdateWaveSequence();
AttackSquad = 9;
MissionUtils.Parabomb(world, soviets, entry1.Location, paradrop1.Location);
MissionUtils.Parabomb(world, soviets, entry2.Location, paradrop3.Location);
AttackSquadCount = 3;
VehicleSquad = 3;
}
if (world.FrameNumber == 1500 * 8)
{
WaveNumber++;
Wave("Five Initializing");
UpdateWaveSequence();
AttackSquad = 10;
VehicleSquad = 4;
VehicleSquadCount = 2;
SendBoss(tank);
}
if (world.FrameNumber == 1500 * 11)
{
WaveNumber++;
Wave("Six Initializing");
UpdateWaveSequence();
AttackSquad = 11;
AttackSquadCount = 4;
MissionUtils.Parabomb(world, soviets, entry1.Location, paradrop1.Location);
MissionUtils.Parabomb(world, soviets, entry4.Location, paradrop1.Location);
MissionUtils.Parabomb(world, soviets, entry6.Location, paradrop3.Location);
MissionUtils.Parabomb(world, soviets, entry5.Location, paradrop3.Location);
SendBoss(tank);
SendBoss(tank);
}
if (world.FrameNumber == 1500 * 14)
{
WaveNumber++;
Wave("Seven Initializing");
UpdateWaveSequence();
AttackSquad = 12;
VehicleSquad = 5;
VehicleSquadCount = 3;
SendBoss(v2);
}
if (world.FrameNumber == 1500 * 17)
{
SpawnVehicles = true;
WaveNumber++;
Wave("Eight Initializing");
UpdateWaveSequence();
AttackSquad = 13;
AttackSquadCount = 5;
MissionUtils.Parabomb(world, soviets, entry1.Location, paradrop1.Location);
MissionUtils.Parabomb(world, soviets, entry4.Location, paradrop1.Location);
MissionUtils.Parabomb(world, soviets, entry6.Location, paradrop3.Location);
MissionUtils.Parabomb(world, soviets, entry5.Location, paradrop3.Location);
MissionUtils.Parabomb(world, soviets, entry2.Location, paradrop2.Location);
MissionUtils.Parabomb(world, soviets, entry3.Location, paradrop2.Location);
SendBoss(v2);
SendBoss(tank);
SendBoss(v2);
}
if (world.FrameNumber == 1500 * 21)
{
WaveNumber++;
Wave("Nine Initializing");
UpdateWaveSequence();
AttackSquad = 14;
VehicleSquad = 6;
VehicleSquadCount = 4;
SendBoss(v2);
SendBoss(tank);
SendBoss(tank);
}
if (world.FrameNumber == 1500 * 25)
{
WaveNumber++;
Wave("Ten Initializing");
UpdateWaveSequence();
AttackSquad = 15;
AttackSquadCount = 6;
for (int i = 0; i < 2; i++)
{
MissionUtils.Parabomb(world, soviets, entry1.Location, paradrop1.Location + new CVec(0, -2));
MissionUtils.Parabomb(world, soviets, entry2.Location, paradrop3.Location + new CVec(0, -2));
MissionUtils.Parabomb(world, soviets, entry4.Location, paradrop2.Location + new CVec(0, -2));
MissionUtils.Parabomb(world, soviets, entry5.Location, paradrop4.Location + new CVec(0, -2));
MissionUtils.Parabomb(world, soviets, entry2.Location, paradrop1.Location + new CVec(0, 2));
MissionUtils.Parabomb(world, soviets, entry4.Location, paradrop3.Location + new CVec(0, 2));
MissionUtils.Parabomb(world, soviets, entry3.Location, paradrop2.Location + new CVec(0, 2));
MissionUtils.Parabomb(world, soviets, entry5.Location, paradrop4.Location + new CVec(0, 2));
}
SendBoss(boss);
}
if (world.FrameNumber == 1500 * 30)
{
SpawnWave = false;
SpawnVehicles = false;
}
if (world.FrameNumber == 1500 * 31)
{
MissionAccomplished("You and your mates have Survived the Onslaught!");
}
}
void UpdateWaveSequence()
{
evacuateWidget.Text = ShortEvacuateTemplate.F(WaveNumber);
}
void UpdateWaveSequence()
{
evacuateWidget.Text = ShortEvacuateTemplate.F(WaveNumber);
}
bool SpawnPatrol = true;
bool SpawnPatrol = true;
bool SpawnWave = true;
bool SpawnWave = true;
bool SpawnVehicles = true;
bool SpawnVehicles = true;
public void WorldLoaded(World w)
{
world = w;
soviets = w.Players.Single(p => p.InternalName == "Soviets");
multi0 = w.Players.Single(p => p.InternalName == "Multi0");
patrolAttackFrame = 750;
patrolattackAtFrameIncrement = 750;
WaveAttackFrame = 500;
WaveAttackAtFrameIncrement = 500;
VehicleAttackFrame = 2000;
VehicleAttackAtFrameIncrement = 2000;
var actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
entry1 = actors["Entry1"];
entry2 = actors["Entry2"];
entry3 = actors["Entry3"];
entry4 = actors["Entry4"];
entry5 = actors["Entry5"];
entry6 = actors["Entry6"];
entry7 = actors["Entry7"];
entry8 = actors["Entry8"];
sovietEntryPoints = new[] { entry1, entry2, entry3, entry4, entry5, entry6, entry7, entry8 }.Select(p => p.Location).ToArray();
paradrop1 = actors["Paradrop1"];
paradrop2 = actors["Paradrop2"];
paradrop3 = actors["Paradrop3"];
paradrop4 = actors["Paradrop4"];
patrol1 = actors["Patrol1"];
patrol2 = actors["Patrol2"];
patrol3 = actors["Patrol3"];
patrol4 = actors["Patrol4"];
MissionUtils.PlayMissionMusic();
Game.AddChatLine(Color.Cyan, "Mission", "Defend Fort LoneStar At All costs!");
}
}
public void WorldLoaded(World w)
{
world = w;
soviets = w.Players.Single(p => p.InternalName == "Soviets");
multi0 = w.Players.Single(p => p.InternalName == "Multi0");
patrolAttackFrame = 750;
patrolattackAtFrameIncrement = 750;
WaveAttackFrame = 500;
WaveAttackAtFrameIncrement = 500;
VehicleAttackFrame = 2000;
VehicleAttackAtFrameIncrement = 2000;
var actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
entry1 = actors["Entry1"];
entry2 = actors["Entry2"];
entry3 = actors["Entry3"];
entry4 = actors["Entry4"];
entry5 = actors["Entry5"];
entry6 = actors["Entry6"];
entry7 = actors["Entry7"];
entry8 = actors["Entry8"];
sovietEntryPoints = new[] { entry1, entry2, entry3, entry4, entry5, entry6, entry7, entry8 }.Select(p => p.Location).ToArray();
paradrop1 = actors["Paradrop1"];
paradrop2 = actors["Paradrop2"];
paradrop3 = actors["Paradrop3"];
paradrop4 = actors["Paradrop4"];
patrol1 = actors["Patrol1"];
patrol2 = actors["Patrol2"];
patrol3 = actors["Patrol3"];
patrol4 = actors["Patrol4"];
MissionUtils.PlayMissionMusic();
Game.AddChatLine(Color.Cyan, "Mission", "Defend Fort LoneStar At All costs!");
}
}
}

View File

@@ -23,387 +23,387 @@ using OpenRA.Scripting;
namespace OpenRA.Mods.RA.Missions
{
class Survival02ScriptInfo : TraitInfo<Survival02Script>, Requires<SpawnMapActorsInfo> { }
class Survival02ScriptInfo : TraitInfo<Survival02Script>, Requires<SpawnMapActorsInfo> { }
class Survival02Script : IHasObjectives, IWorldLoaded, ITick
{
public event Action<bool> OnObjectivesUpdated = notify => { };
class Survival02Script : IHasObjectives, IWorldLoaded, ITick
{
public event Action<bool> OnObjectivesUpdated = notify => { };
public IEnumerable<Objective> Objectives { get { return objectives.Values; } }
public IEnumerable<Objective> Objectives { get { return objectives.Values; } }
Dictionary<int, Objective> objectives = new Dictionary<int, Objective>
Dictionary<int, Objective> objectives = new Dictionary<int, Objective>
{
{ maintainPresenceID, new Objective(ObjectiveType.Primary, maintainPresence, ObjectiveStatus.InProgress) },
{ destroySovietsID, new Objective(ObjectiveType.Primary, destroySoviets, ObjectiveStatus.Inactive) },
{ destroySovietsID, new Objective(ObjectiveType.Primary, destroySoviets, ObjectiveStatus.Inactive) },
};
const int destroySovietsID = 0;
const string destroySoviets = "Excellent work Commander! We have reinforced our position enough to initiate a counter-attack. Destroy the remaining Soviet forces in the area!";
const int maintainPresenceID = 1;
const string maintainPresence = "Commander! The Soviets have rendered us useless... Reports indicate Soviet reinforcements are coming to finish us off... the situation looks bleak...";
Player allies;
Player soviets;
const int destroySovietsID = 0;
const string destroySoviets = "Excellent work Commander! We have reinforced our position enough to initiate a counter-attack. Destroy the remaining Soviet forces in the area!";
const int maintainPresenceID = 1;
const string maintainPresence = "Commander! The Soviets have rendered us useless... Reports indicate Soviet reinforcements are coming to finish us off... the situation looks bleak...";
Player allies;
Player soviets;
Actor sovietEntry1;
Actor sovietEntry2;
Actor sovietEntry3;
CPos[] sovietentrypoints;
CPos[] newsovietentrypoints;
Actor sovietEntry1;
Actor sovietEntry2;
Actor sovietEntry3;
CPos[] sovietentrypoints;
CPos[] newsovietentrypoints;
Actor sovietrally;
Actor sovietrally1;
Actor sovietrally2;
Actor sovietrally3;
Actor sovietrally4;
Actor sovietrally5;
Actor sovietrally6;
Actor sovietrally8;
CPos[] sovietrallypoints;
CPos[] newsovietrallypoints;
Actor sovietrally;
Actor sovietrally1;
Actor sovietrally2;
Actor sovietrally3;
Actor sovietrally4;
Actor sovietrally5;
Actor sovietrally6;
Actor sovietrally8;
CPos[] sovietrallypoints;
CPos[] newsovietrallypoints;
Actor sovietparadrop1;
Actor sovietparadrop2;
Actor sovietparadrop3;
Actor sovietparadropEntry;
Actor sovietparadrop1;
Actor sovietparadrop2;
Actor sovietparadrop3;
Actor sovietparadropEntry;
Actor alliesbase;
Actor factory;
Actor barrack1;
Actor alliesbase;
Actor factory;
Actor barrack1;
Actor drum1;
Actor drum2;
Actor drum3;
Actor FranceEntry;
Actor FranceRally;
Actor FranceparaEntry1;
Actor FranceparaEntry2;
Actor FranceparaEntry3;
Actor drum1;
Actor drum2;
Actor drum3;
Actor FranceEntry;
Actor FranceRally;
Actor FranceparaEntry1;
Actor FranceparaEntry2;
Actor FranceparaEntry3;
World world;
World world;
CountdownTimer survivalTimer;
CountdownTimerWidget survivalTimerWidget;
CountdownTimer survivalTimer;
CountdownTimerWidget survivalTimerWidget;
const int timerTicks = 1500 * 10;
const int attackTicks = 1500 * 1;
const int sovietAttackGroupSize = 7;
const int SovietGroupSize = 4;
const int timerTicks = 1500 * 10;
const int attackTicks = 1500 * 1;
const int sovietAttackGroupSize = 7;
const int SovietGroupSize = 4;
const string Camera = "Camera";
const string InfantryQueueName = "Infantry";
const string Flare = "flare";
const string Camera = "Camera";
const string InfantryQueueName = "Infantry";
const string Flare = "flare";
static readonly string[] FrenchSquad = { "2tnk", "2tnk", "mcv" };
static readonly string[] SovietInfantry = { "e1", "e4", "e2" };
static readonly string[] SovietVehicles = { "3tnk", "3tnk", "v2rl" };
static readonly string[] SovietTanks = { "3tnk", "3tnk", "3tnk" };
static readonly string[] squad = { "e1", "e1", "e2", "e4", "e4" };
static readonly string[] platoon = { "e1", "e1", "e2", "e4", "e4", "e1", "e1", "e2", "e4", "e4" };
static readonly string[] FrenchSquad = { "2tnk", "2tnk", "mcv" };
static readonly string[] SovietInfantry = { "e1", "e4", "e2" };
static readonly string[] SovietVehicles = { "3tnk", "3tnk", "v2rl" };
static readonly string[] SovietTanks = { "3tnk", "3tnk", "3tnk" };
static readonly string[] squad = { "e1", "e1", "e2", "e4", "e4" };
static readonly string[] platoon = { "e1", "e1", "e2", "e4", "e4", "e1", "e1", "e2", "e4", "e4" };
int ProduceAtFrame;
int ProduceAtFrameIncrement;
int attackAtFrame;
int attackAtFrameIncrement;
int ProduceAtFrame;
int ProduceAtFrameIncrement;
int attackAtFrame;
int attackAtFrameIncrement;
void MissionAccomplished(string text)
{
MissionUtils.CoopMissionAccomplished(world, text, allies);
}
void MissionAccomplished(string text)
{
MissionUtils.CoopMissionAccomplished(world, text, allies);
}
void MissionFailed(string text)
{
MissionUtils.CoopMissionFailed(world, text, allies);
}
void MissionFailed(string text)
{
MissionUtils.CoopMissionFailed(world, text, allies);
}
void Message(string text)
{
Game.AddChatLine(Color.Aqua, "Incoming Report", text);
}
void Message(string text)
{
Game.AddChatLine(Color.Aqua, "Incoming Report", text);
}
void SetSovietUnitsToDefensiveStance()
{
foreach (var actor in world.Actors.Where(a => a.IsInWorld && a.Owner == soviets && !a.IsDead() && a.HasTrait<AutoTarget>()))
actor.Trait<AutoTarget>().stance = UnitStance.Defend;
}
void SetSovietUnitsToDefensiveStance()
{
foreach (var actor in world.Actors.Where(a => a.IsInWorld && a.Owner == soviets && !a.IsDead() && a.HasTrait<AutoTarget>()))
actor.Trait<AutoTarget>().stance = UnitStance.Defend;
}
Actor FirstUnshroudedOrDefault(IEnumerable<Actor> actors, World world, int shroudRange)
{
return actors.FirstOrDefault(u => world.FindAliveCombatantActorsInCircle(u.CenterLocation, shroudRange).All(a => !a.HasTrait<CreatesShroud>()));
}
Actor FirstUnshroudedOrDefault(IEnumerable<Actor> actors, World world, int shroudRange)
{
return actors.FirstOrDefault(u => world.FindAliveCombatantActorsInCircle(u.CenterLocation, shroudRange).All(a => !a.HasTrait<CreatesShroud>()));
}
void AttackNearestAlliedActor(Actor self)
{
var enemies = world.Actors.Where(u => u.AppearsHostileTo(self) && (u.Owner == allies)
&& ((u.HasTrait<Building>() && !u.HasTrait<Wall>()) || u.HasTrait<Mobile>()) && u.IsInWorld && !u.IsDead());
void AttackNearestAlliedActor(Actor self)
{
var enemies = world.Actors.Where(u => u.AppearsHostileTo(self) && (u.Owner == allies)
&& ((u.HasTrait<Building>() && !u.HasTrait<Wall>()) || u.HasTrait<Mobile>()) && u.IsInWorld && !u.IsDead());
var enemy = FirstUnshroudedOrDefault(enemies.OrderBy(u => (self.CenterLocation - u.CenterLocation).LengthSquared), world, 20);
if (enemy != null)
var enemy = FirstUnshroudedOrDefault(enemies.OrderBy(u => (self.CenterLocation - u.CenterLocation).LengthSquared), world, 20);
if (enemy != null)
self.QueueActivity(new AttackMove.AttackMoveActivity(self, new Attack(Target.FromActor(enemy), WRange.FromCells(3))));
}
}
void SpawnAndAttack(string[] squad, Player owner, CPos location)
{
for (int i = 0; i < squad.Length; i++)
{
var actor = world.CreateActor(squad[i], new TypeDictionary { new OwnerInit(owner), new LocationInit(location) });
AttackNearestAlliedActor(actor);
}
}
void SpawnAndAttack(string[] squad, Player owner, CPos location)
{
for (int i = 0; i < squad.Length; i++)
{
var actor = world.CreateActor(squad[i], new TypeDictionary { new OwnerInit(owner), new LocationInit(location) });
AttackNearestAlliedActor(actor);
}
}
void SpawnFlare(Player owner, Actor location)
{
world.CreateActor(Flare, new TypeDictionary { new OwnerInit(owner), new LocationInit(location.Location) });
}
void SpawnFlare(Player owner, Actor location)
{
world.CreateActor(Flare, new TypeDictionary { new OwnerInit(owner), new LocationInit(location.Location) });
}
void FinalAttack()
{
SpawnAndAttack(SovietTanks, soviets, sovietEntry1.Location);
SpawnAndAttack(SovietTanks, soviets, sovietEntry1.Location);
SpawnAndAttack(SovietTanks, soviets, sovietEntry2.Location);
SpawnAndAttack(platoon, soviets, sovietEntry1.Location);
SpawnAndAttack(platoon, soviets, sovietEntry2.Location);
}
void FinalAttack()
{
SpawnAndAttack(SovietTanks, soviets, sovietEntry1.Location);
SpawnAndAttack(SovietTanks, soviets, sovietEntry1.Location);
SpawnAndAttack(SovietTanks, soviets, sovietEntry2.Location);
SpawnAndAttack(platoon, soviets, sovietEntry1.Location);
SpawnAndAttack(platoon, soviets, sovietEntry2.Location);
}
void FrenchReinforcements()
{
Game.MoveViewport(sovietrally1.Location.ToFloat2());
MissionUtils.Parabomb(world, allies, FranceparaEntry1.Location, drum3.Location);
MissionUtils.Parabomb(world, allies, FranceparaEntry3.Location, drum2.Location);
MissionUtils.Parabomb(world, allies, FranceparaEntry2.Location, drum1.Location);
for (int i = 0; i < FrenchSquad.Length; i++)
{
var actor = world.CreateActor(FrenchSquad[i], new TypeDictionary { new OwnerInit(allies), new LocationInit(FranceEntry.Location) });
actor.QueueActivity(new Move.Move(FranceRally.Location));
}
}
void FrenchReinforcements()
{
Game.MoveViewport(sovietrally1.Location.ToFloat2());
MissionUtils.Parabomb(world, allies, FranceparaEntry1.Location, drum3.Location);
MissionUtils.Parabomb(world, allies, FranceparaEntry3.Location, drum2.Location);
MissionUtils.Parabomb(world, allies, FranceparaEntry2.Location, drum1.Location);
for (int i = 0; i < FrenchSquad.Length; i++)
{
var actor = world.CreateActor(FrenchSquad[i], new TypeDictionary { new OwnerInit(allies), new LocationInit(FranceEntry.Location) });
actor.QueueActivity(new Move.Move(FranceRally.Location));
}
}
public void Tick(Actor self)
{
if (allies.WinState != WinState.Undefined)
return;
public void Tick(Actor self)
{
if (allies.WinState != WinState.Undefined)
return;
survivalTimer.Tick();
if (allies != null)
{
ManageSovietUnits();
}
survivalTimer.Tick();
if (allies != null)
{
ManageSovietUnits();
}
var unitsAndBuildings = world.Actors.Where(a => !a.IsDead() && a.IsInWorld && (a.HasTrait<Mobile>() || (a.HasTrait<Building>() && !a.HasTrait<Wall>())));
if (!unitsAndBuildings.Any(a => a.Owner == soviets))
{
objectives[destroySovietsID].Status = ObjectiveStatus.Completed;
MissionAccomplished("We have destroyed the remaining Soviet presence!");
}
var unitsAndBuildings = world.Actors.Where(a => !a.IsDead() && a.IsInWorld && (a.HasTrait<Mobile>() || (a.HasTrait<Building>() && !a.HasTrait<Wall>())));
if (!unitsAndBuildings.Any(a => a.Owner == soviets))
{
objectives[destroySovietsID].Status = ObjectiveStatus.Completed;
MissionAccomplished("We have destroyed the remaining Soviet presence!");
}
if (world.FrameNumber == ProduceAtFrame)
{
ProduceAtFrame += ProduceAtFrameIncrement;
ProduceAtFrameIncrement = Math.Max(ProduceAtFrameIncrement - 5, 100);
InitializeSovietFactories(barrack1, sovietrally.Location);
BuildSovietUnits(factory, barrack1);
}
if (world.FrameNumber == attackAtFrame)
{
attackAtFrame += attackAtFrameIncrement;
attackAtFrameIncrement = Math.Max(attackAtFrameIncrement - 5, 100);
ManageSovietVehicles();
if (producing)
{
BuildSovietVehicles(sovietentrypoints, sovietrallypoints);
}
else
BuildSovietVehicles(newsovietentrypoints, newsovietrallypoints);
}
if (world.FrameNumber == attackTicks)
{
SpawnAndAttack(squad, soviets, sovietrally5.Location);
SpawnAndAttack(squad, soviets, sovietrally6.Location);
}
if (world.FrameNumber == attackTicks * 3)
{
SpawnFlare(soviets, sovietparadrop3);
MissionUtils.Paradrop(world, soviets, squad, sovietparadropEntry.Location, sovietparadrop3.Location);
SpawnAndAttack(squad, soviets, sovietrally2.Location);
SpawnAndAttack(platoon, soviets, sovietrally5.Location);
SpawnAndAttack(platoon, soviets, sovietrally6.Location);
}
if (world.FrameNumber == attackTicks * 5)
{
SpawnFlare(soviets, sovietparadrop2);
MissionUtils.Paradrop(world, soviets, squad, sovietparadropEntry.Location, sovietparadrop2.Location);
}
if (world.FrameNumber == attackTicks * 7)
{
SpawnFlare(soviets, sovietparadrop1);
MissionUtils.Paradrop(world, soviets, squad, sovietparadropEntry.Location, sovietparadrop1.Location);
}
if (world.FrameNumber == attackTicks * 10)
{
SpawnFlare(soviets, sovietparadrop1);
MissionUtils.Paradrop(world, soviets, squad, sovietparadropEntry.Location, sovietparadrop1.Location);
ManageSovietUnits();
}
if (world.FrameNumber == attackTicks * 12)
{
Sound.Play("reinfor1.aud");
FrenchReinforcements();
}
}
if (world.FrameNumber == ProduceAtFrame)
{
ProduceAtFrame += ProduceAtFrameIncrement;
ProduceAtFrameIncrement = Math.Max(ProduceAtFrameIncrement - 5, 100);
InitializeSovietFactories(barrack1, sovietrally.Location);
BuildSovietUnits(factory, barrack1);
}
if (world.FrameNumber == attackAtFrame)
{
attackAtFrame += attackAtFrameIncrement;
attackAtFrameIncrement = Math.Max(attackAtFrameIncrement - 5, 100);
ManageSovietVehicles();
if (producing)
{
BuildSovietVehicles(sovietentrypoints, sovietrallypoints);
}
else
BuildSovietVehicles(newsovietentrypoints, newsovietrallypoints);
}
if (world.FrameNumber == attackTicks)
{
SpawnAndAttack(squad, soviets, sovietrally5.Location);
SpawnAndAttack(squad, soviets, sovietrally6.Location);
}
if (world.FrameNumber == attackTicks * 3)
{
SpawnFlare(soviets, sovietparadrop3);
MissionUtils.Paradrop(world, soviets, squad, sovietparadropEntry.Location, sovietparadrop3.Location);
SpawnAndAttack(squad, soviets, sovietrally2.Location);
SpawnAndAttack(platoon, soviets, sovietrally5.Location);
SpawnAndAttack(platoon, soviets, sovietrally6.Location);
}
if (world.FrameNumber == attackTicks * 5)
{
SpawnFlare(soviets, sovietparadrop2);
MissionUtils.Paradrop(world, soviets, squad, sovietparadropEntry.Location, sovietparadrop2.Location);
}
if (world.FrameNumber == attackTicks * 7)
{
SpawnFlare(soviets, sovietparadrop1);
MissionUtils.Paradrop(world, soviets, squad, sovietparadropEntry.Location, sovietparadrop1.Location);
}
if (world.FrameNumber == attackTicks * 10)
{
SpawnFlare(soviets, sovietparadrop1);
MissionUtils.Paradrop(world, soviets, squad, sovietparadropEntry.Location, sovietparadrop1.Location);
ManageSovietUnits();
}
if (world.FrameNumber == attackTicks * 12)
{
Sound.Play("reinfor1.aud");
FrenchReinforcements();
}
}
void StartCountDownTimer()
{
Sound.Play("timergo1.aud");
survivalTimer = new CountdownTimer(timerTicks, CountDownTimerExpired, true);
survivalTimerWidget = new CountdownTimerWidget(survivalTimer, "Time Until Soviet Reinforcements Arrive: {0}");
Ui.Root.AddChild(survivalTimerWidget);
}
void StartCountDownTimer()
{
Sound.Play("timergo1.aud");
survivalTimer = new CountdownTimer(timerTicks, CountDownTimerExpired, true);
survivalTimerWidget = new CountdownTimerWidget(survivalTimer, "Time Until Soviet Reinforcements Arrive: {0}");
Ui.Root.AddChild(survivalTimerWidget);
}
void CountDownTimerExpired(CountdownTimer countDownTimer)
{
survivalTimerWidget.Visible = false;
Message("The Soviet reinforcements are approuching!");
BuildSovietVehicles(newsovietentrypoints, newsovietrallypoints);
FinalAttack();
producing = false;
objectives[maintainPresenceID].Status = ObjectiveStatus.Completed;
objectives[destroySovietsID].Status = ObjectiveStatus.InProgress;
OnObjectivesUpdated(true);
}
void CountDownTimerExpired(CountdownTimer countDownTimer)
{
survivalTimerWidget.Visible = false;
Message("The Soviet reinforcements are approuching!");
BuildSovietVehicles(newsovietentrypoints, newsovietrallypoints);
FinalAttack();
producing = false;
objectives[maintainPresenceID].Status = ObjectiveStatus.Completed;
objectives[destroySovietsID].Status = ObjectiveStatus.InProgress;
OnObjectivesUpdated(true);
}
void InitializeSovietFactories(Actor tent, CPos rally)
{
if (tent.IsInWorld && !tent.IsDead())
{
var sbrp = tent.Trait<RallyPoint>();
sbrp.rallyPoint = rally;
sbrp.nearEnough = 6;
}
}
void InitializeSovietFactories(Actor tent, CPos rally)
{
if (tent.IsInWorld && !tent.IsDead())
{
var sbrp = tent.Trait<RallyPoint>();
sbrp.rallyPoint = rally;
sbrp.nearEnough = 6;
}
}
void BuildSovietUnit(string category, string unit)
{
var queueTent = MissionUtils.FindQueues(world, soviets, category).FirstOrDefault(q => q.CurrentItem() == null);
if (queueTent == null) return;
queueTent.ResolveOrder(queueTent.self, Order.StartProduction(queueTent.self, unit, 1));
}
void BuildSovietUnit(string category, string unit)
{
var queueTent = MissionUtils.FindQueues(world, soviets, category).FirstOrDefault(q => q.CurrentItem() == null);
if (queueTent == null) return;
queueTent.ResolveOrder(queueTent.self, Order.StartProduction(queueTent.self, unit, 1));
}
void BuildSovietUnits(Actor factory, Actor tent)
{
if (barrack1.IsInWorld && !barrack1.IsDead())
{
BuildSovietUnit(InfantryQueueName, SovietInfantry.Random(world.SharedRandom));
}
}
void BuildSovietUnits(Actor factory, Actor tent)
{
if (barrack1.IsInWorld && !barrack1.IsDead())
{
BuildSovietUnit(InfantryQueueName, SovietInfantry.Random(world.SharedRandom));
}
}
void ManageSovietUnits()
{
var units = world.FindAliveCombatantActorsInCircle(sovietrally.CenterLocation, 3)
.Where(u => u.IsIdle && u.HasTrait<IMove>() && u.HasTrait<AttackBase>() && u.Owner == soviets);
if (units.Count() >= sovietAttackGroupSize)
{
foreach (var unit in units)
{
var route = world.SharedRandom.Next(sovietrallypoints.Length);
unit.QueueActivity(new Move.Move(sovietrally3.Location));
unit.QueueActivity(new Wait(300));
unit.QueueActivity(new Move.Move(sovietrallypoints[route]));
AttackNearestAlliedActor(unit);
}
}
}
void ManageSovietUnits()
{
var units = world.FindAliveCombatantActorsInCircle(sovietrally.CenterLocation, 3)
.Where(u => u.IsIdle && u.HasTrait<IMove>() && u.HasTrait<AttackBase>() && u.Owner == soviets);
if (units.Count() >= sovietAttackGroupSize)
{
foreach (var unit in units)
{
var route = world.SharedRandom.Next(sovietrallypoints.Length);
unit.QueueActivity(new Move.Move(sovietrally3.Location));
unit.QueueActivity(new Wait(300));
unit.QueueActivity(new Move.Move(sovietrallypoints[route]));
AttackNearestAlliedActor(unit);
}
}
}
void BuildSovietVehicles(CPos[] spawnpoints, CPos[] rallypoints)
{
var route = world.SharedRandom.Next(spawnpoints.Length);
var spawnPoint = spawnpoints[route];
var rally = world.SharedRandom.Next(rallypoints.Length);
var rallyPoint = rallypoints[rally];
var unit = world.CreateActor(SovietVehicles.Random(world.SharedRandom),
new TypeDictionary
void BuildSovietVehicles(CPos[] spawnpoints, CPos[] rallypoints)
{
var route = world.SharedRandom.Next(spawnpoints.Length);
var spawnPoint = spawnpoints[route];
var rally = world.SharedRandom.Next(rallypoints.Length);
var rallyPoint = rallypoints[rally];
var unit = world.CreateActor(SovietVehicles.Random(world.SharedRandom),
new TypeDictionary
{
new LocationInit(spawnPoint),
new OwnerInit(soviets)
});
unit.QueueActivity(new AttackMove.AttackMoveActivity(unit, new Move.Move(rallyPoint, 3)));
}
unit.QueueActivity(new AttackMove.AttackMoveActivity(unit, new Move.Move(rallyPoint, 3)));
}
void ManageSovietVehicles()
{
foreach (var rallyPoint in sovietrallypoints)
{
var units = world.FindAliveCombatantActorsInCircle(Util.CenterOfCell(rallyPoint), 10)
.Where(u => u.IsIdle && u.HasTrait<Mobile>() && u.HasTrait<AttackBase>() && u.Owner == soviets);
if (units.Count() >= SovietGroupSize)
{
foreach (var unit in units)
AttackNearestAlliedActor(unit);
}
}
void ManageSovietVehicles()
{
foreach (var rallyPoint in sovietrallypoints)
{
var units = world.FindAliveCombatantActorsInCircle(Util.CenterOfCell(rallyPoint), 10)
.Where(u => u.IsIdle && u.HasTrait<Mobile>() && u.HasTrait<AttackBase>() && u.Owner == soviets);
if (units.Count() >= SovietGroupSize)
{
foreach (var unit in units)
AttackNearestAlliedActor(unit);
}
}
var scatteredUnits = world.Actors.Where(u => u.IsInWorld && !u.IsDead() && u.HasTrait<Mobile>() && u.IsIdle && u.Owner == soviets)
.Except(world.WorldActor.Trait<SpawnMapActors>().Actors.Values)
.Except(sovietrallypoints.SelectMany(rp => world.FindAliveCombatantActorsInCircle(Util.CenterOfCell(rp), 10)));
var scatteredUnits = world.Actors.Where(u => u.IsInWorld && !u.IsDead() && u.HasTrait<Mobile>() && u.IsIdle && u.Owner == soviets)
.Except(world.WorldActor.Trait<SpawnMapActors>().Actors.Values)
.Except(sovietrallypoints.SelectMany(rp => world.FindAliveCombatantActorsInCircle(Util.CenterOfCell(rp), 10)));
foreach (var unit in scatteredUnits)
AttackNearestAlliedActor(unit);
}
bool producing = true;
foreach (var unit in scatteredUnits)
AttackNearestAlliedActor(unit);
}
bool producing = true;
public void WorldLoaded(World w)
{
world = w;
allies = w.Players.SingleOrDefault(p => p.InternalName == "Allies");
if (allies != null)
{
ProduceAtFrame = 300;
ProduceAtFrameIncrement = 300;
attackAtFrame = 450;
attackAtFrameIncrement = 450;
}
soviets = w.Players.Single(p => p.InternalName == "Soviets");
var actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
sovietEntry1 = actors["SovietEntry1"];
sovietEntry2 = actors["SovietEntry2"];
sovietEntry3 = actors["SovietEntry3"];
sovietentrypoints = new[] { sovietEntry1, sovietEntry2, sovietEntry3 }.Select(p => p.Location).ToArray();
sovietrally = actors["SovietRally"];
sovietrally1 = actors["SovietRally1"];
sovietrally2 = actors["SovietRally2"];
sovietrally3 = actors["SovietRally3"];
sovietrally4 = actors["SovietRally4"];
sovietrally5 = actors["SovietRally5"];
sovietrally6 = actors["SovietRally6"];
sovietrally8 = actors["SovietRally8"];
sovietrallypoints = new[] { sovietrally2, sovietrally4, sovietrally5, sovietrally6 }.Select(p => p.Location).ToArray();
alliesbase = actors["AlliesBase"];
sovietparadropEntry = actors["SovietParaDropEntry"];
sovietparadrop1 = actors["SovietParaDrop1"];
sovietparadrop2 = actors["SovietParaDrop2"];
sovietparadrop3 = actors["SovietParaDrop3"];
barrack1 = actors["barrack1"];
factory = actors["Factory"];
drum1 = actors["drum1"];
drum2 = actors["drum2"];
drum3 = actors["drum3"];
FranceEntry = actors["FranceEntry"];
FranceRally = actors["FranceRally"];
FranceparaEntry1 = actors["FranceparaEntry1"];
FranceparaEntry2 = actors["FranceparaEntry2"];
FranceparaEntry3 = actors["FranceparaEntry3"];
newsovietentrypoints = new[] { sovietparadropEntry, sovietEntry3 }.Select(p => p.Location).ToArray();
newsovietrallypoints = new[] { sovietrally3, sovietrally4, sovietrally8 }.Select(p => p.Location).ToArray();
Game.MoveViewport(alliesbase.Location.ToFloat2());
StartCountDownTimer();
SetSovietUnitsToDefensiveStance();
world.CreateActor(Camera, new TypeDictionary
public void WorldLoaded(World w)
{
world = w;
allies = w.Players.SingleOrDefault(p => p.InternalName == "Allies");
if (allies != null)
{
ProduceAtFrame = 300;
ProduceAtFrameIncrement = 300;
attackAtFrame = 450;
attackAtFrameIncrement = 450;
}
soviets = w.Players.Single(p => p.InternalName == "Soviets");
var actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
sovietEntry1 = actors["SovietEntry1"];
sovietEntry2 = actors["SovietEntry2"];
sovietEntry3 = actors["SovietEntry3"];
sovietentrypoints = new[] { sovietEntry1, sovietEntry2, sovietEntry3 }.Select(p => p.Location).ToArray();
sovietrally = actors["SovietRally"];
sovietrally1 = actors["SovietRally1"];
sovietrally2 = actors["SovietRally2"];
sovietrally3 = actors["SovietRally3"];
sovietrally4 = actors["SovietRally4"];
sovietrally5 = actors["SovietRally5"];
sovietrally6 = actors["SovietRally6"];
sovietrally8 = actors["SovietRally8"];
sovietrallypoints = new[] { sovietrally2, sovietrally4, sovietrally5, sovietrally6 }.Select(p => p.Location).ToArray();
alliesbase = actors["AlliesBase"];
sovietparadropEntry = actors["SovietParaDropEntry"];
sovietparadrop1 = actors["SovietParaDrop1"];
sovietparadrop2 = actors["SovietParaDrop2"];
sovietparadrop3 = actors["SovietParaDrop3"];
barrack1 = actors["barrack1"];
factory = actors["Factory"];
drum1 = actors["drum1"];
drum2 = actors["drum2"];
drum3 = actors["drum3"];
FranceEntry = actors["FranceEntry"];
FranceRally = actors["FranceRally"];
FranceparaEntry1 = actors["FranceparaEntry1"];
FranceparaEntry2 = actors["FranceparaEntry2"];
FranceparaEntry3 = actors["FranceparaEntry3"];
newsovietentrypoints = new[] { sovietparadropEntry, sovietEntry3 }.Select(p => p.Location).ToArray();
newsovietrallypoints = new[] { sovietrally3, sovietrally4, sovietrally8 }.Select(p => p.Location).ToArray();
Game.MoveViewport(alliesbase.Location.ToFloat2());
StartCountDownTimer();
SetSovietUnitsToDefensiveStance();
world.CreateActor(Camera, new TypeDictionary
{
new OwnerInit(allies),
new LocationInit(sovietrally1.Location),
});
MissionUtils.PlayMissionMusic();
}
}
MissionUtils.PlayMissionMusic();
}
}
}

View File

@@ -0,0 +1,334 @@
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