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 # auto-generated documentation
DOCUMENTATION.md DOCUMENTATION.md
*.html *.html
# StyleCop
*.Cache

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@@ -0,0 +1,334 @@
<StyleCopSettings Version="105">
<Analyzers>
<Analyzer AnalyzerId="StyleCop.CSharp.DocumentationRules">
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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">
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<BooleanProperty Name="Enabled">False</BooleanProperty>
</RuleSettings>
</Rule>
<Rule Name="PartialElementDocumentationMustHaveSummary">
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<BooleanProperty Name="Enabled">False</BooleanProperty>
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<Rule Name="ElementDocumentationMustHaveSummaryText">
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<BooleanProperty Name="Enabled">False</BooleanProperty>
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<Rule Name="PartialElementDocumentationMustHaveSummaryText">
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<BooleanProperty Name="Enabled">False</BooleanProperty>
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<Rule Name="ElementDocumentationMustNotHaveDefaultSummary">
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<Rule Name="ElementParametersMustBeDocumented">
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<Rule Name="ElementParameterDocumentationMustMatchElementParameters">
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<BooleanProperty Name="Enabled">False</BooleanProperty>
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<Rule Name="ElementParameterDocumentationMustDeclareParameterName">
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<BooleanProperty Name="Enabled">False</BooleanProperty>
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<Rule Name="ElementReturnValueMustBeDocumented">
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<Rule Name="IncludeNodeDoesNotContainValidFileAndPath">
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<Rule Name="FileHeaderMustHaveValidCompanyText">
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<Analyzer AnalyzerId="StyleCop.CSharp.SpacingRules">
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<Rule Name="TabsMustNotBeUsed">
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<AnalyzerSettings />
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<Rule Name="CurlyBracketsMustNotBeOmitted">
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<BooleanProperty Name="Enabled">False</BooleanProperty>
</RuleSettings>
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<Rule Name="ElementsMustBeSeparatedByBlankLine">
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<BooleanProperty Name="Enabled">False</BooleanProperty>
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</Rule>
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<AnalyzerSettings />
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</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">
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<BooleanProperty Name="Enabled">False</BooleanProperty>
</RuleSettings>
</Rule>
<Rule Name="EnumerationItemsMustBeDocumented">
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<BooleanProperty Name="Enabled">False</BooleanProperty>
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<Rule Name="DocumentationMustContainValidXml">
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<BooleanProperty Name="Enabled">False</BooleanProperty>
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</Rules>
<AnalyzerSettings />
</Analyzer>
</Analyzers>
</StyleCopSettings>

View File

@@ -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>
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View File

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View File

@@ -20,360 +20,360 @@ using OpenRA.Widgets;
namespace OpenRA.Mods.RA.Missions namespace OpenRA.Mods.RA.Missions
{ {
class FortLonestarScriptInfo : TraitInfo<FortLonestarScript>, Requires<SpawnMapActorsInfo> { } class FortLonestarScriptInfo : TraitInfo<FortLonestarScript>, Requires<SpawnMapActorsInfo> { }
class FortLonestarScript : IWorldLoaded, ITick class FortLonestarScript : IWorldLoaded, ITick
{ {
Player multi0; Player multi0;
Player soviets; Player soviets;
Actor entry1; Actor entry1;
Actor entry2; Actor entry2;
Actor entry3; Actor entry3;
Actor entry4; Actor entry4;
Actor entry5; Actor entry5;
Actor entry6; Actor entry6;
Actor entry7; Actor entry7;
Actor entry8; Actor entry8;
CPos[] sovietEntryPoints; CPos[] sovietEntryPoints;
Actor paradrop1; Actor paradrop1;
Actor paradrop2; Actor paradrop2;
Actor paradrop3; Actor paradrop3;
Actor paradrop4; Actor paradrop4;
Actor patrol1; Actor patrol1;
Actor patrol2; Actor patrol2;
Actor patrol3; Actor patrol3;
Actor patrol4; Actor patrol4;
World world; World world;
int WaveNumber = 0; int WaveNumber = 0;
InfoWidget evacuateWidget; InfoWidget evacuateWidget;
const string ShortEvacuateTemplate = "Wave {0}"; const string ShortEvacuateTemplate = "Wave {0}";
static readonly string[] Patrol = { "e1", "e2", "e1" }; static readonly string[] Patrol = { "e1", "e2", "e1" };
static readonly string[] Infantry = { "e4", "e1", "e1", "e2", "e1", "e2" }; static readonly string[] Infantry = { "e4", "e1", "e1", "e2", "e1", "e2" };
static readonly string[] Vehicles = { "arty", "ftrk", "ftrk", "apc", "apc" }; static readonly string[] Vehicles = { "arty", "ftrk", "ftrk", "apc", "apc" };
const string tank = "3tnk"; const string tank = "3tnk";
const string v2 = "v2rl"; const string v2 = "v2rl";
const string boss = "4tnk"; const string boss = "4tnk";
const int TimerTicks = 1; const int TimerTicks = 1;
int AttackSquad = 6; int AttackSquad = 6;
int AttackSquadCount = 1; int AttackSquadCount = 1;
int VehicleSquad = 2; int VehicleSquad = 2;
int VehicleSquadCount = 1; int VehicleSquadCount = 1;
int patrolAttackFrame; int patrolAttackFrame;
int patrolattackAtFrameIncrement; int patrolattackAtFrameIncrement;
int WaveAttackFrame; int WaveAttackFrame;
int WaveAttackAtFrameIncrement; int WaveAttackAtFrameIncrement;
int VehicleAttackFrame; int VehicleAttackFrame;
int VehicleAttackAtFrameIncrement; int VehicleAttackAtFrameIncrement;
void MissionAccomplished(string text) void MissionAccomplished(string text)
{ {
MissionUtils.CoopMissionAccomplished(world, text, multi0); MissionUtils.CoopMissionAccomplished(world, text, multi0);
} }
void AttackNearestAlliedActor(Actor self) void AttackNearestAlliedActor(Actor self)
{ {
var enemies = world.Actors.Where(u => u.IsInWorld && !u.IsDead() && (u.Owner == multi0) var enemies = world.Actors.Where(u => u.IsInWorld && !u.IsDead() && (u.Owner == multi0)
&& ((u.HasTrait<Building>() && !u.HasTrait<Mobile>()))); && ((u.HasTrait<Building>() && !u.HasTrait<Mobile>())));
var targetEnemy = enemies.OrderBy(u => (self.CenterLocation - u.CenterLocation).LengthSquared).FirstOrDefault(); var targetEnemy = enemies.OrderBy(u => (self.CenterLocation - u.CenterLocation).LengthSquared).FirstOrDefault();
if (targetEnemy != null) if (targetEnemy != null)
{ {
self.QueueActivity(new AttackMove.AttackMoveActivity(self, new Attack(Target.FromActor(targetEnemy), WRange.FromCells(6)))); self.QueueActivity(new AttackMove.AttackMoveActivity(self, new Attack(Target.FromActor(targetEnemy), WRange.FromCells(6))));
} }
} }
void SendVehicles() void SendVehicles()
{ {
if (SpawnVehicles == true) if (SpawnVehicles == true)
{ {
for (int i = 1; i <= VehicleSquadCount; i++) for (int i = 1; i <= VehicleSquadCount; i++)
{ {
var route = world.SharedRandom.Next(sovietEntryPoints.Length); var route = world.SharedRandom.Next(sovietEntryPoints.Length);
var spawnPoint = sovietEntryPoints[route]; var spawnPoint = sovietEntryPoints[route];
for (int r = 1; r <= VehicleSquad; r++) for (int r = 1; r <= VehicleSquad; r++)
{ {
var squad = world.CreateActor(Vehicles.Random(world.SharedRandom), var squad = world.CreateActor(Vehicles.Random(world.SharedRandom),
new TypeDictionary new TypeDictionary
{ {
new LocationInit(spawnPoint), new LocationInit(spawnPoint),
new OwnerInit(soviets) new OwnerInit(soviets)
}); });
squad.QueueActivity(new AttackMove.AttackMoveActivity(squad, new Move.Move(paradrop1.Location, 3))); squad.QueueActivity(new AttackMove.AttackMoveActivity(squad, new Move.Move(paradrop1.Location, 3)));
} }
} }
} }
} }
void SendWave() void SendWave()
{ {
if (SpawnWave == true) if (SpawnWave == true)
{ {
for (int i = 1; i <= AttackSquadCount; i++) for (int i = 1; i <= AttackSquadCount; i++)
{ {
world.Actors.Where(u => u.IsInWorld && !u.IsDead() && (u.Owner == soviets) world.Actors.Where(u => u.IsInWorld && !u.IsDead() && (u.Owner == soviets)
&& !u.HasTrait<Mobile>()); && !u.HasTrait<Mobile>());
var route = world.SharedRandom.Next(sovietEntryPoints.Length); var route = world.SharedRandom.Next(sovietEntryPoints.Length);
var spawnPoint = sovietEntryPoints[route]; var spawnPoint = sovietEntryPoints[route];
for (int r = 1; r < AttackSquad; r++) for (int r = 1; r < AttackSquad; r++)
{ {
var squad = world.CreateActor(Infantry.Random(world.SharedRandom), var squad = world.CreateActor(Infantry.Random(world.SharedRandom),
new TypeDictionary new TypeDictionary
{ {
new LocationInit(spawnPoint), new LocationInit(spawnPoint),
new OwnerInit(soviets) new OwnerInit(soviets)
}); });
squad.QueueActivity(new AttackMove.AttackMoveActivity(squad, new Move.Move(paradrop1.Location, 3))); squad.QueueActivity(new AttackMove.AttackMoveActivity(squad, new Move.Move(paradrop1.Location, 3)));
var scatteredUnits = world.FindAliveCombatantActorsInCircle(Util.CenterOfCell(paradrop1.Location), 15) var scatteredUnits = world.FindAliveCombatantActorsInCircle(Util.CenterOfCell(paradrop1.Location), 15)
.Where(unit => unit.IsIdle && unit.HasTrait<Mobile>() && unit.Owner == soviets); .Where(unit => unit.IsIdle && unit.HasTrait<Mobile>() && unit.Owner == soviets);
foreach (var unit in scatteredUnits) foreach (var unit in scatteredUnits)
{ {
AttackNearestAlliedActor(unit); AttackNearestAlliedActor(unit);
} }
} }
} }
} }
} }
void SendPatrol(string[] squad, Player owner, CPos location, CPos move) void SendPatrol(string[] squad, Player owner, CPos location, CPos move)
{ {
if (SpawnPatrol) if (SpawnPatrol)
{ {
for (int i = 0; i < squad.Length; i++) for (int i = 0; i < squad.Length; i++)
{ {
var actor = world.CreateActor(squad[i], new TypeDictionary var actor = world.CreateActor(squad[i], new TypeDictionary
{ {
new OwnerInit(owner), new OwnerInit(owner),
new LocationInit(location) new LocationInit(location)
}); });
actor.QueueActivity(new AttackMove.AttackMoveActivity(actor, new Move.Move(move, 3))); actor.QueueActivity(new AttackMove.AttackMoveActivity(actor, new Move.Move(move, 3)));
AttackNearestAlliedActor(actor); AttackNearestAlliedActor(actor);
} }
} }
} }
void SendBoss(string unit) void SendBoss(string unit)
{ {
var route = world.SharedRandom.Next(sovietEntryPoints.Length); var route = world.SharedRandom.Next(sovietEntryPoints.Length);
var spawnPoint = sovietEntryPoints[route]; var spawnPoint = sovietEntryPoints[route];
var actor = world.CreateActor(unit, new TypeDictionary var actor = world.CreateActor(unit, new TypeDictionary
{ {
new OwnerInit(soviets), new OwnerInit(soviets),
new LocationInit(spawnPoint) new LocationInit(spawnPoint)
}); });
if (multi0 != null) if (multi0 != null)
{ {
AttackNearestAlliedActor(actor); AttackNearestAlliedActor(actor);
} }
} }
void Wave(string text) void Wave(string text)
{ {
Game.AddChatLine(Color.Cyan, "Wave Sequence", text); Game.AddChatLine(Color.Cyan, "Wave Sequence", text);
} }
public void Tick(Actor self) public void Tick(Actor self)
{ {
if (multi0.WinState != WinState.Undefined) return; if (multi0.WinState != WinState.Undefined) return;
if (world.FrameNumber == patrolAttackFrame) if (world.FrameNumber == patrolAttackFrame)
{ {
patrolAttackFrame += patrolattackAtFrameIncrement; patrolAttackFrame += patrolattackAtFrameIncrement;
patrolattackAtFrameIncrement = Math.Max(patrolattackAtFrameIncrement - 5, 100); patrolattackAtFrameIncrement = Math.Max(patrolattackAtFrameIncrement - 5, 100);
SendPatrol(Patrol, soviets, patrol1.Location, paradrop1.Location); SendPatrol(Patrol, soviets, patrol1.Location, paradrop1.Location);
SendPatrol(Patrol, soviets, patrol2.Location, paradrop2.Location); SendPatrol(Patrol, soviets, patrol2.Location, paradrop2.Location);
SendPatrol(Patrol, soviets, patrol3.Location, paradrop3.Location); SendPatrol(Patrol, soviets, patrol3.Location, paradrop3.Location);
SendPatrol(Patrol, soviets, patrol4.Location, paradrop4.Location); SendPatrol(Patrol, soviets, patrol4.Location, paradrop4.Location);
} }
if (world.FrameNumber == WaveAttackFrame) if (world.FrameNumber == WaveAttackFrame)
{ {
WaveAttackFrame += WaveAttackAtFrameIncrement; WaveAttackFrame += WaveAttackAtFrameIncrement;
WaveAttackAtFrameIncrement = Math.Max(WaveAttackAtFrameIncrement - 5, 100); WaveAttackAtFrameIncrement = Math.Max(WaveAttackAtFrameIncrement - 5, 100);
SendWave(); SendWave();
} }
if (world.FrameNumber == VehicleAttackFrame) if (world.FrameNumber == VehicleAttackFrame)
{ {
VehicleAttackFrame += VehicleAttackAtFrameIncrement; VehicleAttackFrame += VehicleAttackAtFrameIncrement;
VehicleAttackAtFrameIncrement = Math.Max(VehicleAttackAtFrameIncrement - 5, 100); VehicleAttackAtFrameIncrement = Math.Max(VehicleAttackAtFrameIncrement - 5, 100);
SendVehicles(); SendVehicles();
} }
if (world.FrameNumber == TimerTicks) if (world.FrameNumber == TimerTicks)
{ {
evacuateWidget = new InfoWidget(""); evacuateWidget = new InfoWidget("");
Ui.Root.AddChild(evacuateWidget); Ui.Root.AddChild(evacuateWidget);
WaveNumber++; WaveNumber++;
Wave("One Initializing"); Wave("One Initializing");
UpdateWaveSequence(); UpdateWaveSequence();
} }
if (world.FrameNumber == 1500 * 2) if (world.FrameNumber == 1500 * 2)
{ {
WaveNumber++; WaveNumber++;
Wave("Two Initializing"); Wave("Two Initializing");
SpawnPatrol = false; SpawnPatrol = false;
AttackSquad = 7; AttackSquad = 7;
AttackSquadCount = 2; AttackSquadCount = 2;
UpdateWaveSequence(); UpdateWaveSequence();
MissionUtils.Parabomb(world, soviets, entry1.Location, paradrop1.Location); MissionUtils.Parabomb(world, soviets, entry1.Location, paradrop1.Location);
MissionUtils.Parabomb(world, soviets, entry1.Location, paradrop1.Location + new CVec(0, -2)); MissionUtils.Parabomb(world, soviets, entry1.Location, paradrop1.Location + new CVec(0, -2));
} }
if (world.FrameNumber == 1500 * 4) if (world.FrameNumber == 1500 * 4)
{ {
WaveNumber++; WaveNumber++;
Wave("Three Initializing"); Wave("Three Initializing");
UpdateWaveSequence(); UpdateWaveSequence();
AttackSquad = 8; AttackSquad = 8;
} }
if (world.FrameNumber == 1500 * 6) if (world.FrameNumber == 1500 * 6)
{ {
WaveNumber++; WaveNumber++;
Wave("Four Initializing"); Wave("Four Initializing");
UpdateWaveSequence(); UpdateWaveSequence();
AttackSquad = 9; AttackSquad = 9;
MissionUtils.Parabomb(world, soviets, entry1.Location, paradrop1.Location); MissionUtils.Parabomb(world, soviets, entry1.Location, paradrop1.Location);
MissionUtils.Parabomb(world, soviets, entry2.Location, paradrop3.Location); MissionUtils.Parabomb(world, soviets, entry2.Location, paradrop3.Location);
AttackSquadCount = 3; AttackSquadCount = 3;
VehicleSquad = 3; VehicleSquad = 3;
} }
if (world.FrameNumber == 1500 * 8) if (world.FrameNumber == 1500 * 8)
{ {
WaveNumber++; WaveNumber++;
Wave("Five Initializing"); Wave("Five Initializing");
UpdateWaveSequence(); UpdateWaveSequence();
AttackSquad = 10; AttackSquad = 10;
VehicleSquad = 4; VehicleSquad = 4;
VehicleSquadCount = 2; VehicleSquadCount = 2;
SendBoss(tank); SendBoss(tank);
} }
if (world.FrameNumber == 1500 * 11) if (world.FrameNumber == 1500 * 11)
{ {
WaveNumber++; WaveNumber++;
Wave("Six Initializing"); Wave("Six Initializing");
UpdateWaveSequence(); UpdateWaveSequence();
AttackSquad = 11; AttackSquad = 11;
AttackSquadCount = 4; AttackSquadCount = 4;
MissionUtils.Parabomb(world, soviets, entry1.Location, paradrop1.Location); MissionUtils.Parabomb(world, soviets, entry1.Location, paradrop1.Location);
MissionUtils.Parabomb(world, soviets, entry4.Location, paradrop1.Location); MissionUtils.Parabomb(world, soviets, entry4.Location, paradrop1.Location);
MissionUtils.Parabomb(world, soviets, entry6.Location, paradrop3.Location); MissionUtils.Parabomb(world, soviets, entry6.Location, paradrop3.Location);
MissionUtils.Parabomb(world, soviets, entry5.Location, paradrop3.Location); MissionUtils.Parabomb(world, soviets, entry5.Location, paradrop3.Location);
SendBoss(tank); SendBoss(tank);
SendBoss(tank); SendBoss(tank);
} }
if (world.FrameNumber == 1500 * 14) if (world.FrameNumber == 1500 * 14)
{ {
WaveNumber++; WaveNumber++;
Wave("Seven Initializing"); Wave("Seven Initializing");
UpdateWaveSequence(); UpdateWaveSequence();
AttackSquad = 12; AttackSquad = 12;
VehicleSquad = 5; VehicleSquad = 5;
VehicleSquadCount = 3; VehicleSquadCount = 3;
SendBoss(v2); SendBoss(v2);
} }
if (world.FrameNumber == 1500 * 17) if (world.FrameNumber == 1500 * 17)
{ {
SpawnVehicles = true; SpawnVehicles = true;
WaveNumber++; WaveNumber++;
Wave("Eight Initializing"); Wave("Eight Initializing");
UpdateWaveSequence(); UpdateWaveSequence();
AttackSquad = 13; AttackSquad = 13;
AttackSquadCount = 5; AttackSquadCount = 5;
MissionUtils.Parabomb(world, soviets, entry1.Location, paradrop1.Location); MissionUtils.Parabomb(world, soviets, entry1.Location, paradrop1.Location);
MissionUtils.Parabomb(world, soviets, entry4.Location, paradrop1.Location); MissionUtils.Parabomb(world, soviets, entry4.Location, paradrop1.Location);
MissionUtils.Parabomb(world, soviets, entry6.Location, paradrop3.Location); MissionUtils.Parabomb(world, soviets, entry6.Location, paradrop3.Location);
MissionUtils.Parabomb(world, soviets, entry5.Location, paradrop3.Location); MissionUtils.Parabomb(world, soviets, entry5.Location, paradrop3.Location);
MissionUtils.Parabomb(world, soviets, entry2.Location, paradrop2.Location); MissionUtils.Parabomb(world, soviets, entry2.Location, paradrop2.Location);
MissionUtils.Parabomb(world, soviets, entry3.Location, paradrop2.Location); MissionUtils.Parabomb(world, soviets, entry3.Location, paradrop2.Location);
SendBoss(v2); SendBoss(v2);
SendBoss(tank); SendBoss(tank);
SendBoss(v2); SendBoss(v2);
} }
if (world.FrameNumber == 1500 * 21) if (world.FrameNumber == 1500 * 21)
{ {
WaveNumber++; WaveNumber++;
Wave("Nine Initializing"); Wave("Nine Initializing");
UpdateWaveSequence(); UpdateWaveSequence();
AttackSquad = 14; AttackSquad = 14;
VehicleSquad = 6; VehicleSquad = 6;
VehicleSquadCount = 4; VehicleSquadCount = 4;
SendBoss(v2); SendBoss(v2);
SendBoss(tank); SendBoss(tank);
SendBoss(tank); SendBoss(tank);
} }
if (world.FrameNumber == 1500 * 25) if (world.FrameNumber == 1500 * 25)
{ {
WaveNumber++; WaveNumber++;
Wave("Ten Initializing"); Wave("Ten Initializing");
UpdateWaveSequence(); UpdateWaveSequence();
AttackSquad = 15; AttackSquad = 15;
AttackSquadCount = 6; AttackSquadCount = 6;
for (int i = 0; i < 2; i++) for (int i = 0; i < 2; i++)
{ {
MissionUtils.Parabomb(world, soviets, entry1.Location, paradrop1.Location + new CVec(0, -2)); 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, entry2.Location, paradrop3.Location + new CVec(0, -2));
MissionUtils.Parabomb(world, soviets, entry4.Location, paradrop2.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, entry5.Location, paradrop4.Location + new CVec(0, -2));
MissionUtils.Parabomb(world, soviets, entry2.Location, paradrop1.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, entry4.Location, paradrop3.Location + new CVec(0, 2));
MissionUtils.Parabomb(world, soviets, entry3.Location, paradrop2.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)); MissionUtils.Parabomb(world, soviets, entry5.Location, paradrop4.Location + new CVec(0, 2));
} }
SendBoss(boss); SendBoss(boss);
} }
if (world.FrameNumber == 1500 * 30) if (world.FrameNumber == 1500 * 30)
{ {
SpawnWave = false; SpawnWave = false;
SpawnVehicles = false; SpawnVehicles = false;
} }
if (world.FrameNumber == 1500 * 31) if (world.FrameNumber == 1500 * 31)
{ {
MissionAccomplished("You and your mates have Survived the Onslaught!"); MissionAccomplished("You and your mates have Survived the Onslaught!");
} }
} }
void UpdateWaveSequence() void UpdateWaveSequence()
{ {
evacuateWidget.Text = ShortEvacuateTemplate.F(WaveNumber); 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) public void WorldLoaded(World w)
{ {
world = w; world = w;
soviets = w.Players.Single(p => p.InternalName == "Soviets"); soviets = w.Players.Single(p => p.InternalName == "Soviets");
multi0 = w.Players.Single(p => p.InternalName == "Multi0"); multi0 = w.Players.Single(p => p.InternalName == "Multi0");
patrolAttackFrame = 750; patrolAttackFrame = 750;
patrolattackAtFrameIncrement = 750; patrolattackAtFrameIncrement = 750;
WaveAttackFrame = 500; WaveAttackFrame = 500;
WaveAttackAtFrameIncrement = 500; WaveAttackAtFrameIncrement = 500;
VehicleAttackFrame = 2000; VehicleAttackFrame = 2000;
VehicleAttackAtFrameIncrement = 2000; VehicleAttackAtFrameIncrement = 2000;
var actors = w.WorldActor.Trait<SpawnMapActors>().Actors; var actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
entry1 = actors["Entry1"]; entry1 = actors["Entry1"];
entry2 = actors["Entry2"]; entry2 = actors["Entry2"];
entry3 = actors["Entry3"]; entry3 = actors["Entry3"];
entry4 = actors["Entry4"]; entry4 = actors["Entry4"];
entry5 = actors["Entry5"]; entry5 = actors["Entry5"];
entry6 = actors["Entry6"]; entry6 = actors["Entry6"];
entry7 = actors["Entry7"]; entry7 = actors["Entry7"];
entry8 = actors["Entry8"]; entry8 = actors["Entry8"];
sovietEntryPoints = new[] { entry1, entry2, entry3, entry4, entry5, entry6, entry7, entry8 }.Select(p => p.Location).ToArray(); sovietEntryPoints = new[] { entry1, entry2, entry3, entry4, entry5, entry6, entry7, entry8 }.Select(p => p.Location).ToArray();
paradrop1 = actors["Paradrop1"]; paradrop1 = actors["Paradrop1"];
paradrop2 = actors["Paradrop2"]; paradrop2 = actors["Paradrop2"];
paradrop3 = actors["Paradrop3"]; paradrop3 = actors["Paradrop3"];
paradrop4 = actors["Paradrop4"]; paradrop4 = actors["Paradrop4"];
patrol1 = actors["Patrol1"]; patrol1 = actors["Patrol1"];
patrol2 = actors["Patrol2"]; patrol2 = actors["Patrol2"];
patrol3 = actors["Patrol3"]; patrol3 = actors["Patrol3"];
patrol4 = actors["Patrol4"]; patrol4 = actors["Patrol4"];
MissionUtils.PlayMissionMusic(); MissionUtils.PlayMissionMusic();
Game.AddChatLine(Color.Cyan, "Mission", "Defend Fort LoneStar At All costs!"); 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 namespace OpenRA.Mods.RA.Missions
{ {
class Survival02ScriptInfo : TraitInfo<Survival02Script>, Requires<SpawnMapActorsInfo> { } class Survival02ScriptInfo : TraitInfo<Survival02Script>, Requires<SpawnMapActorsInfo> { }
class Survival02Script : IHasObjectives, IWorldLoaded, ITick class Survival02Script : IHasObjectives, IWorldLoaded, ITick
{ {
public event Action<bool> OnObjectivesUpdated = notify => { }; 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) }, { 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 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 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 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..."; 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 allies;
Player soviets; Player soviets;
Actor sovietEntry1; Actor sovietEntry1;
Actor sovietEntry2; Actor sovietEntry2;
Actor sovietEntry3; Actor sovietEntry3;
CPos[] sovietentrypoints; CPos[] sovietentrypoints;
CPos[] newsovietentrypoints; CPos[] newsovietentrypoints;
Actor sovietrally; Actor sovietrally;
Actor sovietrally1; Actor sovietrally1;
Actor sovietrally2; Actor sovietrally2;
Actor sovietrally3; Actor sovietrally3;
Actor sovietrally4; Actor sovietrally4;
Actor sovietrally5; Actor sovietrally5;
Actor sovietrally6; Actor sovietrally6;
Actor sovietrally8; Actor sovietrally8;
CPos[] sovietrallypoints; CPos[] sovietrallypoints;
CPos[] newsovietrallypoints; CPos[] newsovietrallypoints;
Actor sovietparadrop1; Actor sovietparadrop1;
Actor sovietparadrop2; Actor sovietparadrop2;
Actor sovietparadrop3; Actor sovietparadrop3;
Actor sovietparadropEntry; Actor sovietparadropEntry;
Actor alliesbase; Actor alliesbase;
Actor factory; Actor factory;
Actor barrack1; Actor barrack1;
Actor drum1; Actor drum1;
Actor drum2; Actor drum2;
Actor drum3; Actor drum3;
Actor FranceEntry; Actor FranceEntry;
Actor FranceRally; Actor FranceRally;
Actor FranceparaEntry1; Actor FranceparaEntry1;
Actor FranceparaEntry2; Actor FranceparaEntry2;
Actor FranceparaEntry3; Actor FranceparaEntry3;
World world; World world;
CountdownTimer survivalTimer; CountdownTimer survivalTimer;
CountdownTimerWidget survivalTimerWidget; CountdownTimerWidget survivalTimerWidget;
const int timerTicks = 1500 * 10; const int timerTicks = 1500 * 10;
const int attackTicks = 1500 * 1; const int attackTicks = 1500 * 1;
const int sovietAttackGroupSize = 7; const int sovietAttackGroupSize = 7;
const int SovietGroupSize = 4; const int SovietGroupSize = 4;
const string Camera = "Camera"; const string Camera = "Camera";
const string InfantryQueueName = "Infantry"; const string InfantryQueueName = "Infantry";
const string Flare = "flare"; const string Flare = "flare";
static readonly string[] FrenchSquad = { "2tnk", "2tnk", "mcv" }; static readonly string[] FrenchSquad = { "2tnk", "2tnk", "mcv" };
static readonly string[] SovietInfantry = { "e1", "e4", "e2" }; static readonly string[] SovietInfantry = { "e1", "e4", "e2" };
static readonly string[] SovietVehicles = { "3tnk", "3tnk", "v2rl" }; static readonly string[] SovietVehicles = { "3tnk", "3tnk", "v2rl" };
static readonly string[] SovietTanks = { "3tnk", "3tnk", "3tnk" }; static readonly string[] SovietTanks = { "3tnk", "3tnk", "3tnk" };
static readonly string[] squad = { "e1", "e1", "e2", "e4", "e4" }; 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[] platoon = { "e1", "e1", "e2", "e4", "e4", "e1", "e1", "e2", "e4", "e4" };
int ProduceAtFrame; int ProduceAtFrame;
int ProduceAtFrameIncrement; int ProduceAtFrameIncrement;
int attackAtFrame; int attackAtFrame;
int attackAtFrameIncrement; int attackAtFrameIncrement;
void MissionAccomplished(string text) void MissionAccomplished(string text)
{ {
MissionUtils.CoopMissionAccomplished(world, text, allies); MissionUtils.CoopMissionAccomplished(world, text, allies);
} }
void MissionFailed(string text) void MissionFailed(string text)
{ {
MissionUtils.CoopMissionFailed(world, text, allies); MissionUtils.CoopMissionFailed(world, text, allies);
} }
void Message(string text) void Message(string text)
{ {
Game.AddChatLine(Color.Aqua, "Incoming Report", text); Game.AddChatLine(Color.Aqua, "Incoming Report", text);
} }
void SetSovietUnitsToDefensiveStance() void SetSovietUnitsToDefensiveStance()
{ {
foreach (var actor in world.Actors.Where(a => a.IsInWorld && a.Owner == soviets && !a.IsDead() && a.HasTrait<AutoTarget>())) 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.Trait<AutoTarget>().stance = UnitStance.Defend;
} }
Actor FirstUnshroudedOrDefault(IEnumerable<Actor> actors, World world, int shroudRange) Actor FirstUnshroudedOrDefault(IEnumerable<Actor> actors, World world, int shroudRange)
{ {
return actors.FirstOrDefault(u => world.FindAliveCombatantActorsInCircle(u.CenterLocation, shroudRange).All(a => !a.HasTrait<CreatesShroud>())); return actors.FirstOrDefault(u => world.FindAliveCombatantActorsInCircle(u.CenterLocation, shroudRange).All(a => !a.HasTrait<CreatesShroud>()));
} }
void AttackNearestAlliedActor(Actor self) void AttackNearestAlliedActor(Actor self)
{ {
var enemies = world.Actors.Where(u => u.AppearsHostileTo(self) && (u.Owner == allies) 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()); && ((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); var enemy = FirstUnshroudedOrDefault(enemies.OrderBy(u => (self.CenterLocation - u.CenterLocation).LengthSquared), world, 20);
if (enemy != null) if (enemy != null)
self.QueueActivity(new AttackMove.AttackMoveActivity(self, new Attack(Target.FromActor(enemy), WRange.FromCells(3)))); self.QueueActivity(new AttackMove.AttackMoveActivity(self, new Attack(Target.FromActor(enemy), WRange.FromCells(3))));
} }
void SpawnAndAttack(string[] squad, Player owner, CPos location) void SpawnAndAttack(string[] squad, Player owner, CPos location)
{ {
for (int i = 0; i < squad.Length; i++) for (int i = 0; i < squad.Length; i++)
{ {
var actor = world.CreateActor(squad[i], new TypeDictionary { new OwnerInit(owner), new LocationInit(location) }); var actor = world.CreateActor(squad[i], new TypeDictionary { new OwnerInit(owner), new LocationInit(location) });
AttackNearestAlliedActor(actor); AttackNearestAlliedActor(actor);
} }
} }
void SpawnFlare(Player owner, Actor location) void SpawnFlare(Player owner, Actor location)
{ {
world.CreateActor(Flare, new TypeDictionary { new OwnerInit(owner), new LocationInit(location.Location) }); world.CreateActor(Flare, new TypeDictionary { new OwnerInit(owner), new LocationInit(location.Location) });
} }
void FinalAttack() void FinalAttack()
{ {
SpawnAndAttack(SovietTanks, soviets, sovietEntry1.Location); SpawnAndAttack(SovietTanks, soviets, sovietEntry1.Location);
SpawnAndAttack(SovietTanks, soviets, sovietEntry1.Location); SpawnAndAttack(SovietTanks, soviets, sovietEntry1.Location);
SpawnAndAttack(SovietTanks, soviets, sovietEntry2.Location); SpawnAndAttack(SovietTanks, soviets, sovietEntry2.Location);
SpawnAndAttack(platoon, soviets, sovietEntry1.Location); SpawnAndAttack(platoon, soviets, sovietEntry1.Location);
SpawnAndAttack(platoon, soviets, sovietEntry2.Location); SpawnAndAttack(platoon, soviets, sovietEntry2.Location);
} }
void FrenchReinforcements() void FrenchReinforcements()
{ {
Game.MoveViewport(sovietrally1.Location.ToFloat2()); Game.MoveViewport(sovietrally1.Location.ToFloat2());
MissionUtils.Parabomb(world, allies, FranceparaEntry1.Location, drum3.Location); MissionUtils.Parabomb(world, allies, FranceparaEntry1.Location, drum3.Location);
MissionUtils.Parabomb(world, allies, FranceparaEntry3.Location, drum2.Location); MissionUtils.Parabomb(world, allies, FranceparaEntry3.Location, drum2.Location);
MissionUtils.Parabomb(world, allies, FranceparaEntry2.Location, drum1.Location); MissionUtils.Parabomb(world, allies, FranceparaEntry2.Location, drum1.Location);
for (int i = 0; i < FrenchSquad.Length; i++) for (int i = 0; i < FrenchSquad.Length; i++)
{ {
var actor = world.CreateActor(FrenchSquad[i], new TypeDictionary { new OwnerInit(allies), new LocationInit(FranceEntry.Location) }); var actor = world.CreateActor(FrenchSquad[i], new TypeDictionary { new OwnerInit(allies), new LocationInit(FranceEntry.Location) });
actor.QueueActivity(new Move.Move(FranceRally.Location)); actor.QueueActivity(new Move.Move(FranceRally.Location));
} }
} }
public void Tick(Actor self) public void Tick(Actor self)
{ {
if (allies.WinState != WinState.Undefined) if (allies.WinState != WinState.Undefined)
return; return;
survivalTimer.Tick(); survivalTimer.Tick();
if (allies != null) if (allies != null)
{ {
ManageSovietUnits(); ManageSovietUnits();
} }
var unitsAndBuildings = world.Actors.Where(a => !a.IsDead() && a.IsInWorld && (a.HasTrait<Mobile>() || (a.HasTrait<Building>() && !a.HasTrait<Wall>()))); 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)) if (!unitsAndBuildings.Any(a => a.Owner == soviets))
{ {
objectives[destroySovietsID].Status = ObjectiveStatus.Completed; objectives[destroySovietsID].Status = ObjectiveStatus.Completed;
MissionAccomplished("We have destroyed the remaining Soviet presence!"); MissionAccomplished("We have destroyed the remaining Soviet presence!");
} }
if (world.FrameNumber == ProduceAtFrame) if (world.FrameNumber == ProduceAtFrame)
{ {
ProduceAtFrame += ProduceAtFrameIncrement; ProduceAtFrame += ProduceAtFrameIncrement;
ProduceAtFrameIncrement = Math.Max(ProduceAtFrameIncrement - 5, 100); ProduceAtFrameIncrement = Math.Max(ProduceAtFrameIncrement - 5, 100);
InitializeSovietFactories(barrack1, sovietrally.Location); InitializeSovietFactories(barrack1, sovietrally.Location);
BuildSovietUnits(factory, barrack1); BuildSovietUnits(factory, barrack1);
} }
if (world.FrameNumber == attackAtFrame) if (world.FrameNumber == attackAtFrame)
{ {
attackAtFrame += attackAtFrameIncrement; attackAtFrame += attackAtFrameIncrement;
attackAtFrameIncrement = Math.Max(attackAtFrameIncrement - 5, 100); attackAtFrameIncrement = Math.Max(attackAtFrameIncrement - 5, 100);
ManageSovietVehicles(); ManageSovietVehicles();
if (producing) if (producing)
{ {
BuildSovietVehicles(sovietentrypoints, sovietrallypoints); BuildSovietVehicles(sovietentrypoints, sovietrallypoints);
} }
else else
BuildSovietVehicles(newsovietentrypoints, newsovietrallypoints); BuildSovietVehicles(newsovietentrypoints, newsovietrallypoints);
} }
if (world.FrameNumber == attackTicks) if (world.FrameNumber == attackTicks)
{ {
SpawnAndAttack(squad, soviets, sovietrally5.Location); SpawnAndAttack(squad, soviets, sovietrally5.Location);
SpawnAndAttack(squad, soviets, sovietrally6.Location); SpawnAndAttack(squad, soviets, sovietrally6.Location);
} }
if (world.FrameNumber == attackTicks * 3) if (world.FrameNumber == attackTicks * 3)
{ {
SpawnFlare(soviets, sovietparadrop3); SpawnFlare(soviets, sovietparadrop3);
MissionUtils.Paradrop(world, soviets, squad, sovietparadropEntry.Location, sovietparadrop3.Location); MissionUtils.Paradrop(world, soviets, squad, sovietparadropEntry.Location, sovietparadrop3.Location);
SpawnAndAttack(squad, soviets, sovietrally2.Location); SpawnAndAttack(squad, soviets, sovietrally2.Location);
SpawnAndAttack(platoon, soviets, sovietrally5.Location); SpawnAndAttack(platoon, soviets, sovietrally5.Location);
SpawnAndAttack(platoon, soviets, sovietrally6.Location); SpawnAndAttack(platoon, soviets, sovietrally6.Location);
} }
if (world.FrameNumber == attackTicks * 5) if (world.FrameNumber == attackTicks * 5)
{ {
SpawnFlare(soviets, sovietparadrop2); SpawnFlare(soviets, sovietparadrop2);
MissionUtils.Paradrop(world, soviets, squad, sovietparadropEntry.Location, sovietparadrop2.Location); MissionUtils.Paradrop(world, soviets, squad, sovietparadropEntry.Location, sovietparadrop2.Location);
} }
if (world.FrameNumber == attackTicks * 7) if (world.FrameNumber == attackTicks * 7)
{ {
SpawnFlare(soviets, sovietparadrop1); SpawnFlare(soviets, sovietparadrop1);
MissionUtils.Paradrop(world, soviets, squad, sovietparadropEntry.Location, sovietparadrop1.Location); MissionUtils.Paradrop(world, soviets, squad, sovietparadropEntry.Location, sovietparadrop1.Location);
} }
if (world.FrameNumber == attackTicks * 10) if (world.FrameNumber == attackTicks * 10)
{ {
SpawnFlare(soviets, sovietparadrop1); SpawnFlare(soviets, sovietparadrop1);
MissionUtils.Paradrop(world, soviets, squad, sovietparadropEntry.Location, sovietparadrop1.Location); MissionUtils.Paradrop(world, soviets, squad, sovietparadropEntry.Location, sovietparadrop1.Location);
ManageSovietUnits(); ManageSovietUnits();
} }
if (world.FrameNumber == attackTicks * 12) if (world.FrameNumber == attackTicks * 12)
{ {
Sound.Play("reinfor1.aud"); Sound.Play("reinfor1.aud");
FrenchReinforcements(); FrenchReinforcements();
} }
} }
void StartCountDownTimer() void StartCountDownTimer()
{ {
Sound.Play("timergo1.aud"); Sound.Play("timergo1.aud");
survivalTimer = new CountdownTimer(timerTicks, CountDownTimerExpired, true); survivalTimer = new CountdownTimer(timerTicks, CountDownTimerExpired, true);
survivalTimerWidget = new CountdownTimerWidget(survivalTimer, "Time Until Soviet Reinforcements Arrive: {0}"); survivalTimerWidget = new CountdownTimerWidget(survivalTimer, "Time Until Soviet Reinforcements Arrive: {0}");
Ui.Root.AddChild(survivalTimerWidget); Ui.Root.AddChild(survivalTimerWidget);
} }
void CountDownTimerExpired(CountdownTimer countDownTimer) void CountDownTimerExpired(CountdownTimer countDownTimer)
{ {
survivalTimerWidget.Visible = false; survivalTimerWidget.Visible = false;
Message("The Soviet reinforcements are approuching!"); Message("The Soviet reinforcements are approuching!");
BuildSovietVehicles(newsovietentrypoints, newsovietrallypoints); BuildSovietVehicles(newsovietentrypoints, newsovietrallypoints);
FinalAttack(); FinalAttack();
producing = false; producing = false;
objectives[maintainPresenceID].Status = ObjectiveStatus.Completed; objectives[maintainPresenceID].Status = ObjectiveStatus.Completed;
objectives[destroySovietsID].Status = ObjectiveStatus.InProgress; objectives[destroySovietsID].Status = ObjectiveStatus.InProgress;
OnObjectivesUpdated(true); OnObjectivesUpdated(true);
} }
void InitializeSovietFactories(Actor tent, CPos rally) void InitializeSovietFactories(Actor tent, CPos rally)
{ {
if (tent.IsInWorld && !tent.IsDead()) if (tent.IsInWorld && !tent.IsDead())
{ {
var sbrp = tent.Trait<RallyPoint>(); var sbrp = tent.Trait<RallyPoint>();
sbrp.rallyPoint = rally; sbrp.rallyPoint = rally;
sbrp.nearEnough = 6; sbrp.nearEnough = 6;
} }
} }
void BuildSovietUnit(string category, string unit) void BuildSovietUnit(string category, string unit)
{ {
var queueTent = MissionUtils.FindQueues(world, soviets, category).FirstOrDefault(q => q.CurrentItem() == null); var queueTent = MissionUtils.FindQueues(world, soviets, category).FirstOrDefault(q => q.CurrentItem() == null);
if (queueTent == null) return; if (queueTent == null) return;
queueTent.ResolveOrder(queueTent.self, Order.StartProduction(queueTent.self, unit, 1)); queueTent.ResolveOrder(queueTent.self, Order.StartProduction(queueTent.self, unit, 1));
} }
void BuildSovietUnits(Actor factory, Actor tent) void BuildSovietUnits(Actor factory, Actor tent)
{ {
if (barrack1.IsInWorld && !barrack1.IsDead()) if (barrack1.IsInWorld && !barrack1.IsDead())
{ {
BuildSovietUnit(InfantryQueueName, SovietInfantry.Random(world.SharedRandom)); BuildSovietUnit(InfantryQueueName, SovietInfantry.Random(world.SharedRandom));
} }
} }
void ManageSovietUnits() void ManageSovietUnits()
{ {
var units = world.FindAliveCombatantActorsInCircle(sovietrally.CenterLocation, 3) var units = world.FindAliveCombatantActorsInCircle(sovietrally.CenterLocation, 3)
.Where(u => u.IsIdle && u.HasTrait<IMove>() && u.HasTrait<AttackBase>() && u.Owner == soviets); .Where(u => u.IsIdle && u.HasTrait<IMove>() && u.HasTrait<AttackBase>() && u.Owner == soviets);
if (units.Count() >= sovietAttackGroupSize) if (units.Count() >= sovietAttackGroupSize)
{ {
foreach (var unit in units) foreach (var unit in units)
{ {
var route = world.SharedRandom.Next(sovietrallypoints.Length); var route = world.SharedRandom.Next(sovietrallypoints.Length);
unit.QueueActivity(new Move.Move(sovietrally3.Location)); unit.QueueActivity(new Move.Move(sovietrally3.Location));
unit.QueueActivity(new Wait(300)); unit.QueueActivity(new Wait(300));
unit.QueueActivity(new Move.Move(sovietrallypoints[route])); unit.QueueActivity(new Move.Move(sovietrallypoints[route]));
AttackNearestAlliedActor(unit); AttackNearestAlliedActor(unit);
} }
} }
} }
void BuildSovietVehicles(CPos[] spawnpoints, CPos[] rallypoints) void BuildSovietVehicles(CPos[] spawnpoints, CPos[] rallypoints)
{ {
var route = world.SharedRandom.Next(spawnpoints.Length); var route = world.SharedRandom.Next(spawnpoints.Length);
var spawnPoint = spawnpoints[route]; var spawnPoint = spawnpoints[route];
var rally = world.SharedRandom.Next(rallypoints.Length); var rally = world.SharedRandom.Next(rallypoints.Length);
var rallyPoint = rallypoints[rally]; var rallyPoint = rallypoints[rally];
var unit = world.CreateActor(SovietVehicles.Random(world.SharedRandom), var unit = world.CreateActor(SovietVehicles.Random(world.SharedRandom),
new TypeDictionary new TypeDictionary
{ {
new LocationInit(spawnPoint), new LocationInit(spawnPoint),
new OwnerInit(soviets) 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() void ManageSovietVehicles()
{ {
foreach (var rallyPoint in sovietrallypoints) foreach (var rallyPoint in sovietrallypoints)
{ {
var units = world.FindAliveCombatantActorsInCircle(Util.CenterOfCell(rallyPoint), 10) var units = world.FindAliveCombatantActorsInCircle(Util.CenterOfCell(rallyPoint), 10)
.Where(u => u.IsIdle && u.HasTrait<Mobile>() && u.HasTrait<AttackBase>() && u.Owner == soviets); .Where(u => u.IsIdle && u.HasTrait<Mobile>() && u.HasTrait<AttackBase>() && u.Owner == soviets);
if (units.Count() >= SovietGroupSize) if (units.Count() >= SovietGroupSize)
{ {
foreach (var unit in units) foreach (var unit in units)
AttackNearestAlliedActor(unit); AttackNearestAlliedActor(unit);
} }
} }
var scatteredUnits = world.Actors.Where(u => u.IsInWorld && !u.IsDead() && u.HasTrait<Mobile>() && u.IsIdle && u.Owner == soviets) 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(world.WorldActor.Trait<SpawnMapActors>().Actors.Values)
.Except(sovietrallypoints.SelectMany(rp => world.FindAliveCombatantActorsInCircle(Util.CenterOfCell(rp), 10))); .Except(sovietrallypoints.SelectMany(rp => world.FindAliveCombatantActorsInCircle(Util.CenterOfCell(rp), 10)));
foreach (var unit in scatteredUnits) foreach (var unit in scatteredUnits)
AttackNearestAlliedActor(unit); AttackNearestAlliedActor(unit);
} }
bool producing = true; bool producing = true;
public void WorldLoaded(World w) public void WorldLoaded(World w)
{ {
world = w; world = w;
allies = w.Players.SingleOrDefault(p => p.InternalName == "Allies"); allies = w.Players.SingleOrDefault(p => p.InternalName == "Allies");
if (allies != null) if (allies != null)
{ {
ProduceAtFrame = 300; ProduceAtFrame = 300;
ProduceAtFrameIncrement = 300; ProduceAtFrameIncrement = 300;
attackAtFrame = 450; attackAtFrame = 450;
attackAtFrameIncrement = 450; attackAtFrameIncrement = 450;
} }
soviets = w.Players.Single(p => p.InternalName == "Soviets"); soviets = w.Players.Single(p => p.InternalName == "Soviets");
var actors = w.WorldActor.Trait<SpawnMapActors>().Actors; var actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
sovietEntry1 = actors["SovietEntry1"]; sovietEntry1 = actors["SovietEntry1"];
sovietEntry2 = actors["SovietEntry2"]; sovietEntry2 = actors["SovietEntry2"];
sovietEntry3 = actors["SovietEntry3"]; sovietEntry3 = actors["SovietEntry3"];
sovietentrypoints = new[] { sovietEntry1, sovietEntry2, sovietEntry3 }.Select(p => p.Location).ToArray(); sovietentrypoints = new[] { sovietEntry1, sovietEntry2, sovietEntry3 }.Select(p => p.Location).ToArray();
sovietrally = actors["SovietRally"]; sovietrally = actors["SovietRally"];
sovietrally1 = actors["SovietRally1"]; sovietrally1 = actors["SovietRally1"];
sovietrally2 = actors["SovietRally2"]; sovietrally2 = actors["SovietRally2"];
sovietrally3 = actors["SovietRally3"]; sovietrally3 = actors["SovietRally3"];
sovietrally4 = actors["SovietRally4"]; sovietrally4 = actors["SovietRally4"];
sovietrally5 = actors["SovietRally5"]; sovietrally5 = actors["SovietRally5"];
sovietrally6 = actors["SovietRally6"]; sovietrally6 = actors["SovietRally6"];
sovietrally8 = actors["SovietRally8"]; sovietrally8 = actors["SovietRally8"];
sovietrallypoints = new[] { sovietrally2, sovietrally4, sovietrally5, sovietrally6 }.Select(p => p.Location).ToArray(); sovietrallypoints = new[] { sovietrally2, sovietrally4, sovietrally5, sovietrally6 }.Select(p => p.Location).ToArray();
alliesbase = actors["AlliesBase"]; alliesbase = actors["AlliesBase"];
sovietparadropEntry = actors["SovietParaDropEntry"]; sovietparadropEntry = actors["SovietParaDropEntry"];
sovietparadrop1 = actors["SovietParaDrop1"]; sovietparadrop1 = actors["SovietParaDrop1"];
sovietparadrop2 = actors["SovietParaDrop2"]; sovietparadrop2 = actors["SovietParaDrop2"];
sovietparadrop3 = actors["SovietParaDrop3"]; sovietparadrop3 = actors["SovietParaDrop3"];
barrack1 = actors["barrack1"]; barrack1 = actors["barrack1"];
factory = actors["Factory"]; factory = actors["Factory"];
drum1 = actors["drum1"]; drum1 = actors["drum1"];
drum2 = actors["drum2"]; drum2 = actors["drum2"];
drum3 = actors["drum3"]; drum3 = actors["drum3"];
FranceEntry = actors["FranceEntry"]; FranceEntry = actors["FranceEntry"];
FranceRally = actors["FranceRally"]; FranceRally = actors["FranceRally"];
FranceparaEntry1 = actors["FranceparaEntry1"]; FranceparaEntry1 = actors["FranceparaEntry1"];
FranceparaEntry2 = actors["FranceparaEntry2"]; FranceparaEntry2 = actors["FranceparaEntry2"];
FranceparaEntry3 = actors["FranceparaEntry3"]; FranceparaEntry3 = actors["FranceparaEntry3"];
newsovietentrypoints = new[] { sovietparadropEntry, sovietEntry3 }.Select(p => p.Location).ToArray(); newsovietentrypoints = new[] { sovietparadropEntry, sovietEntry3 }.Select(p => p.Location).ToArray();
newsovietrallypoints = new[] { sovietrally3, sovietrally4, sovietrally8 }.Select(p => p.Location).ToArray(); newsovietrallypoints = new[] { sovietrally3, sovietrally4, sovietrally8 }.Select(p => p.Location).ToArray();
Game.MoveViewport(alliesbase.Location.ToFloat2()); Game.MoveViewport(alliesbase.Location.ToFloat2());
StartCountDownTimer(); StartCountDownTimer();
SetSovietUnitsToDefensiveStance(); SetSovietUnitsToDefensiveStance();
world.CreateActor(Camera, new TypeDictionary world.CreateActor(Camera, new TypeDictionary
{ {
new OwnerInit(allies), new OwnerInit(allies),
new LocationInit(sovietrally1.Location), new LocationInit(sovietrally1.Location),
}); });
MissionUtils.PlayMissionMusic(); MissionUtils.PlayMissionMusic();
} }
} }
} }

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