Added New Missions

Added New Single-player Survival Map - Survival02
Added New 4 Player Co-op Survival Minigame - Fort LoneStar
This commit is contained in:
Grant H.
2013-06-01 19:09:27 -05:00
parent 0cccfa4f8c
commit 130300074e
6 changed files with 3070 additions and 0 deletions

View File

@@ -0,0 +1,409 @@
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System;
using OpenRA.FileFormats;
using OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Air;
using OpenRA.Mods.RA.Move;
using OpenRA.Network;
using OpenRA.Scripting;
using OpenRA.Traits;
using OpenRA.Widgets;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Effects;
namespace OpenRA.Mods.RA.Missions
{
class FortScriptInfo : TraitInfo<FortScript>, Requires<SpawnMapActorsInfo> { }
class FortScript : 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 baseA;
Actor baseB;
World world;
int WaveNumber = 0;
InfoWidget evacuateWidget;
const string ShortEvacuateTemplate = "Wave {0}";
static readonly string[] PatrolA = { "e1", "e2", "e1" };
static readonly string[] Infantry = { "e4", "e1", "e1", "e2", "e1", "e2" };
static readonly string[] InfantryAdvanced = { "e4", "e1", "e1", "shok", "e1", "e2", "e4" };
static readonly string[] Vehicles = { "arty", "ftrk", "ftrk", "jeep", "jeep", "jeep", "apc", "apc", };
static readonly string[] Volkov = { "e8" };
const string boss = "4tnk";
const int TimerTicks = 1;
const int PatrolTicks = 1500;
int AttackSquad = 6;
int AttackSquadCount = 1;
int VehicleSquad = 2;
int VehicleSquadCount = 1;
int patrolAttackFrame;
int patrolattackAtFrameIncrement;
int WaveAttackFrame;
int WaveAttackAtFrameIncrement;
int VehicleAttackFrame;
int VehicleAttackAtFrameIncrement;
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), 6)));
}
}
void SendVehicles()
{
if (SpawnVehicles == true)
{
for (int i = 1; i <= VehicleSquadCount; i++)
{
var enemies = 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 <= 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++)
{
var enemies = 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];
IEnumerable<string> units;
if (world.FrameNumber >= 1500 * 10)
{
units = InfantryAdvanced;
}
else
{
units = Infantry;
}
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()
{
if (SpawnPatrol == true)
{
for (int i = 0; i < PatrolA.Length; i++)
{
var inf = world.CreateActor(PatrolA.Random(world.SharedRandom),
new TypeDictionary { new LocationInit(paradrop1.Location + new CVec(0, -10)), new OwnerInit(soviets) });
inf.QueueActivity(new AttackMove.AttackMoveActivity(inf, new Move.Move(paradrop1.Location + new CVec(0, 0))));
var units = world.FindAliveCombatantActorsInCircle(Util.CenterOfCell(paradrop1.Location), 20)
.Where(u => u.Owner == soviets);
foreach (var unit in units)
{
AttackNearestAlliedActor(unit);
}
}
for (int i = 0; i < PatrolA.Length; i++)
{
var inf = world.CreateActor(PatrolA.Random(world.SharedRandom),
new TypeDictionary { new LocationInit(paradrop4.Location + new CVec(10, 0)), new OwnerInit(soviets) });
inf.QueueActivity(new AttackMove.AttackMoveActivity(inf, new Move.Move(paradrop4.Location + new CVec(0, 0))));
var units = world.FindAliveCombatantActorsInCircle(Util.CenterOfCell(paradrop1.Location), 20)
.Where(u => u.Owner == soviets);
foreach (var unit in units)
{
AttackNearestAlliedActor(unit);
}
}
for (int i = 0; i < PatrolA.Length; i++)
{
var inf = world.CreateActor(PatrolA.Random(world.SharedRandom),
new TypeDictionary { new LocationInit(paradrop3.Location + new CVec(0, 10)), new OwnerInit(soviets) });
inf.QueueActivity(new AttackMove.AttackMoveActivity(inf, new Move.Move(paradrop3.Location + new CVec(0, 0))));
var units = world.FindAliveCombatantActorsInCircle(Util.CenterOfCell(paradrop1.Location), 20)
.Where(u => u.Owner == soviets);
foreach (var unit in units)
{
AttackNearestAlliedActor(unit);
}
}
for (int i = 0; i < PatrolA.Length; i++)
{
var inf = world.CreateActor(PatrolA.Random(world.SharedRandom),
new TypeDictionary { new LocationInit(paradrop2.Location + new CVec(-10, 0)), new OwnerInit(soviets) });
inf.QueueActivity(new AttackMove.AttackMoveActivity(inf, new Move.Move(paradrop2.Location + new CVec(0, 0))));
var units = world.FindAliveCombatantActorsInCircle(Util.CenterOfCell(paradrop1.Location), 20)
.Where(u => u.Owner == soviets);
foreach (var unit in units)
{
AttackNearestAlliedActor(unit);
}
}
}
}
void SendVolkov()
{
for (int i = 0; i < Volkov.Length; i++)
{
var route = world.SharedRandom.Next(sovietEntryPoints.Length);
var spawnPoint = sovietEntryPoints[route];
var actor = world.CreateActor(Volkov[i], new TypeDictionary { new OwnerInit(soviets), new LocationInit(spawnPoint) });
actor.QueueActivity(new Move.Move(paradrop1.Location + new CVec(4, -11)));
var scatteredUnits = world.FindAliveCombatantActorsInCircle(Util.CenterOfCell(paradrop1.Location + new CVec(4, -11)), 4)
.Where(unit => unit.IsIdle && unit.HasTrait<Mobile>() && unit.Owner == soviets);
foreach (var unit in scatteredUnits)
{
AttackNearestAlliedActor(unit);
}
}
}
void Wave(string text)
{
Game.AddChatLine(Color.Cyan, "Wave Sequence", text);
}
void FinalWave(string text)
{
Game.AddChatLine(Color.DarkRed, "Boss Wave Sequence Initializing", text);
}
public void Tick(Actor self)
{
var unitsAndBuildings = world.Actors.Where(a => !a.IsDead() && a.IsInWorld && (a.HasTrait<Mobile>() && a.HasTrait<IMove>()));
if (!unitsAndBuildings.Any(a => a.Owner == soviets))
{
MissionAccomplished("You and your mates have survived the onslaught!");
}
if (world.FrameNumber == patrolAttackFrame)
{
patrolAttackFrame += patrolattackAtFrameIncrement;
patrolattackAtFrameIncrement = Math.Max(patrolattackAtFrameIncrement - 5, 100);
SendPatrol();
}
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;
SendVolkov();
VehicleSquad = 4;
VehicleSquadCount = 2;
}
if (world.FrameNumber == 1500 * 10)
{
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);
}
if (world.FrameNumber == 1500 * 12)
{
WaveNumber++;
Wave("Seven Initializing");
UpdateWaveSequence();
AttackSquad = 12;
VehicleSquad = 5;
VehicleSquadCount = 3;
SendVolkov();
}
if (world.FrameNumber == 1500 * 14)
{
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);
}
if (world.FrameNumber == 1500 * 16)
{
WaveNumber++;
Wave("Nine Initializing");
UpdateWaveSequence();
AttackSquad = 14;
VehicleSquad = 6;
VehicleSquadCount = 4;
SendVolkov();
}
if (world.FrameNumber == 1500 * 18)
{
WaveNumber++;
Wave("Ten Initializing");
UpdateWaveSequence();
AttackSquad = 15;
AttackSquadCount = 6;
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));
}
if (world.FrameNumber == 1500 * 19)
{
SpawnWave = false;
SpawnVehicles = false;
}
if (world.FrameNumber == 1500 * 20)
{
MissionAccomplished("You and your mates have Survived the Onslaught!");
}
}
void UpdateWaveSequence()
{
evacuateWidget.Text = ShortEvacuateTemplate.F(WaveNumber);
}
bool SpawnPatrol = true;
bool SpawnWave = 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"];
baseA = actors["BaseA"];
baseB = actors["BaseB"];
MissionUtils.PlayMissionMusic();
Game.AddChatLine(Color.Cyan, "Mission", "Defend Fort LoneStar At All costs!");
}
}
}