Fort LoneStar Fixes/Changes
Added: -Game-play Balance changes -Greater Difficulty -Added Boss(es)
This commit is contained in:
@@ -35,23 +35,23 @@ namespace OpenRA.Mods.RA.Missions
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Actor paradrop2;
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Actor paradrop3;
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Actor paradrop4;
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Actor baseA;
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Actor baseB;
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Actor patrol1;
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Actor patrol2;
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Actor patrol3;
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Actor patrol4;
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World world;
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int WaveNumber = 0;
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InfoWidget evacuateWidget;
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const string ShortEvacuateTemplate = "Wave {0}";
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static readonly string[] PatrolA = { "e1", "e2", "e1" };
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static readonly string[] Patrol = { "e1", "e2", "e1" };
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static readonly string[] Infantry = { "e4", "e1", "e1", "e2", "e1", "e2" };
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static readonly string[] InfantryAdvanced = { "e4", "e1", "e1", "shok", "e1", "e2", "e4" };
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static readonly string[] Vehicles = { "arty", "ftrk", "ftrk", "jeep", "jeep", "jeep", "apc", "apc", };
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static readonly string[] Volkov = { "e8" };
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static readonly string[] Vehicles = { "arty", "ftrk", "ftrk", "apc", "apc", };
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const string tank = "3tnk";
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const string v2 = "v2rl";
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const string boss = "4tnk";
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const int TimerTicks = 1;
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const int PatrolTicks = 1500;
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int AttackSquad = 6;
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int AttackSquadCount = 1;
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@@ -87,14 +87,16 @@ namespace OpenRA.Mods.RA.Missions
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{
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for (int i = 1; i <= VehicleSquadCount; i++)
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{
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var enemies = world.Actors.Where(u => u.IsInWorld && !u.IsDead() && (u.Owner == soviets)
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&& !u.HasTrait<Mobile>());
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var route = world.SharedRandom.Next(sovietEntryPoints.Length);
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var spawnPoint = sovietEntryPoints[route];
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for (int r = 1; r <= VehicleSquad; r++)
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{
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var squad = world.CreateActor(Vehicles.Random(world.SharedRandom),
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new TypeDictionary { new LocationInit(spawnPoint), new OwnerInit(soviets) });
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new TypeDictionary
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{
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new LocationInit(spawnPoint),
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new OwnerInit(soviets)
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});
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squad.QueueActivity(new AttackMove.AttackMoveActivity(squad, new Move.Move(paradrop1.Location, 3)));
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}
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}
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@@ -107,23 +109,18 @@ namespace OpenRA.Mods.RA.Missions
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{
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for (int i = 1; i <= AttackSquadCount; i++)
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{
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var enemies = world.Actors.Where(u => u.IsInWorld && !u.IsDead() && (u.Owner == soviets)
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world.Actors.Where(u => u.IsInWorld && !u.IsDead() && (u.Owner == soviets)
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&& !u.HasTrait<Mobile>());
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var route = world.SharedRandom.Next(sovietEntryPoints.Length);
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var spawnPoint = sovietEntryPoints[route];
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IEnumerable<string> units;
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if (world.FrameNumber >= 1500 * 10)
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{
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units = InfantryAdvanced;
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}
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else
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{
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units = Infantry;
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}
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for (int r = 1; r < AttackSquad; r++)
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{
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var squad = world.CreateActor(Infantry.Random(world.SharedRandom),
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new TypeDictionary { new LocationInit(spawnPoint), new OwnerInit(soviets) });
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new TypeDictionary
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{
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new LocationInit(spawnPoint),
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new OwnerInit(soviets)
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});
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squad.QueueActivity(new AttackMove.AttackMoveActivity(squad, new Move.Move(paradrop1.Location, 3)));
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var scatteredUnits = world.FindAliveCombatantActorsInCircle(Util.CenterOfCell(paradrop1.Location), 15)
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.Where(unit => unit.IsIdle && unit.HasTrait<Mobile>() && unit.Owner == soviets);
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@@ -136,75 +133,35 @@ namespace OpenRA.Mods.RA.Missions
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}
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}
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void SendPatrol()
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void SendPatrol(string[] squad, Player owner, CPos location, CPos move)
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{
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if (SpawnPatrol == true)
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if (SpawnPatrol)
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{
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for (int i = 0; i < PatrolA.Length; i++)
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for (int i = 0; i < squad.Length; i++)
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{
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var inf = world.CreateActor(PatrolA.Random(world.SharedRandom),
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new TypeDictionary { new LocationInit(paradrop1.Location + new CVec(0, -10)), new OwnerInit(soviets) });
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inf.QueueActivity(new AttackMove.AttackMoveActivity(inf, new Move.Move(paradrop1.Location + new CVec(0, 0))));
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var units = world.FindAliveCombatantActorsInCircle(Util.CenterOfCell(paradrop1.Location), 20)
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.Where(u => u.Owner == soviets);
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foreach (var unit in units)
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{
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AttackNearestAlliedActor(unit);
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}
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}
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for (int i = 0; i < PatrolA.Length; i++)
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{
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var inf = world.CreateActor(PatrolA.Random(world.SharedRandom),
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new TypeDictionary { new LocationInit(paradrop4.Location + new CVec(10, 0)), new OwnerInit(soviets) });
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inf.QueueActivity(new AttackMove.AttackMoveActivity(inf, new Move.Move(paradrop4.Location + new CVec(0, 0))));
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var units = world.FindAliveCombatantActorsInCircle(Util.CenterOfCell(paradrop1.Location), 20)
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.Where(u => u.Owner == soviets);
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foreach (var unit in units)
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{
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AttackNearestAlliedActor(unit);
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}
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}
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for (int i = 0; i < PatrolA.Length; i++)
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{
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var inf = world.CreateActor(PatrolA.Random(world.SharedRandom),
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new TypeDictionary { new LocationInit(paradrop3.Location + new CVec(0, 10)), new OwnerInit(soviets) });
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inf.QueueActivity(new AttackMove.AttackMoveActivity(inf, new Move.Move(paradrop3.Location + new CVec(0, 0))));
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var units = world.FindAliveCombatantActorsInCircle(Util.CenterOfCell(paradrop1.Location), 20)
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.Where(u => u.Owner == soviets);
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foreach (var unit in units)
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{
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AttackNearestAlliedActor(unit);
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}
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}
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for (int i = 0; i < PatrolA.Length; i++)
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{
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var inf = world.CreateActor(PatrolA.Random(world.SharedRandom),
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new TypeDictionary { new LocationInit(paradrop2.Location + new CVec(-10, 0)), new OwnerInit(soviets) });
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inf.QueueActivity(new AttackMove.AttackMoveActivity(inf, new Move.Move(paradrop2.Location + new CVec(0, 0))));
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var units = world.FindAliveCombatantActorsInCircle(Util.CenterOfCell(paradrop1.Location), 20)
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.Where(u => u.Owner == soviets);
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foreach (var unit in units)
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{
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AttackNearestAlliedActor(unit);
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}
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var actor = world.CreateActor(squad[i], new TypeDictionary
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{
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new OwnerInit(owner),
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new LocationInit(location)
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});
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actor.QueueActivity(new AttackMove.AttackMoveActivity(actor, new Move.Move(move, 3)));
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AttackNearestAlliedActor(actor);
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}
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}
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}
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void SendVolkov()
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void SendBoss(string unit)
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{
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for (int i = 0; i < Volkov.Length; i++)
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var route = world.SharedRandom.Next(sovietEntryPoints.Length);
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var spawnPoint = sovietEntryPoints[route];
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var actor = world.CreateActor(unit, new TypeDictionary
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{
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new OwnerInit(soviets),
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new LocationInit(spawnPoint)
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});
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if (multi0 != null)
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{
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var route = world.SharedRandom.Next(sovietEntryPoints.Length);
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var spawnPoint = sovietEntryPoints[route];
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var actor = world.CreateActor(Volkov[i], new TypeDictionary { new OwnerInit(soviets), new LocationInit(spawnPoint) });
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actor.QueueActivity(new Move.Move(paradrop1.Location + new CVec(4, -11)));
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var scatteredUnits = world.FindAliveCombatantActorsInCircle(Util.CenterOfCell(paradrop1.Location + new CVec(4, -11)), 4)
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.Where(unit => unit.IsIdle && unit.HasTrait<Mobile>() && unit.Owner == soviets);
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foreach (var unit in scatteredUnits)
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{
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AttackNearestAlliedActor(unit);
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}
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AttackNearestAlliedActor(actor);
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}
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}
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@@ -213,23 +170,16 @@ namespace OpenRA.Mods.RA.Missions
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Game.AddChatLine(Color.Cyan, "Wave Sequence", text);
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}
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void FinalWave(string text)
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{
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Game.AddChatLine(Color.DarkRed, "Boss Wave Sequence Initializing", text);
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}
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public void Tick(Actor self)
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{
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var unitsAndBuildings = world.Actors.Where(a => !a.IsDead() && a.IsInWorld && (a.HasTrait<Mobile>() && a.HasTrait<IMove>()));
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if (!unitsAndBuildings.Any(a => a.Owner == soviets))
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{
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MissionAccomplished("You and your mates have survived the onslaught!");
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}
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if (world.FrameNumber == patrolAttackFrame)
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{
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patrolAttackFrame += patrolattackAtFrameIncrement;
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patrolattackAtFrameIncrement = Math.Max(patrolattackAtFrameIncrement - 5, 100);
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SendPatrol();
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SendPatrol(Patrol, soviets, patrol1.Location, paradrop1.Location);
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SendPatrol(Patrol, soviets, patrol2.Location, paradrop2.Location);
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SendPatrol(Patrol, soviets, patrol3.Location, paradrop3.Location);
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SendPatrol(Patrol, soviets, patrol4.Location, paradrop4.Location);
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}
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if (world.FrameNumber == WaveAttackFrame)
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{
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@@ -286,11 +236,11 @@ namespace OpenRA.Mods.RA.Missions
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Wave("Five Initializing");
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UpdateWaveSequence();
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AttackSquad = 10;
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SendVolkov();
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VehicleSquad = 4;
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VehicleSquadCount = 2;
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SendBoss(tank);
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}
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if (world.FrameNumber == 1500 * 10)
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if (world.FrameNumber == 1500 * 11)
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{
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WaveNumber++;
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Wave("Six Initializing");
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@@ -301,8 +251,10 @@ namespace OpenRA.Mods.RA.Missions
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MissionUtils.Parabomb(world, soviets, entry4.Location, paradrop1.Location);
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MissionUtils.Parabomb(world, soviets, entry6.Location, paradrop3.Location);
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MissionUtils.Parabomb(world, soviets, entry5.Location, paradrop3.Location);
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SendBoss(tank);
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SendBoss(tank);
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}
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if (world.FrameNumber == 1500 * 12)
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if (world.FrameNumber == 1500 * 14)
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{
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WaveNumber++;
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Wave("Seven Initializing");
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@@ -310,9 +262,9 @@ namespace OpenRA.Mods.RA.Missions
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AttackSquad = 12;
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VehicleSquad = 5;
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VehicleSquadCount = 3;
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SendVolkov();
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SendBoss(v2);
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}
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if (world.FrameNumber == 1500 * 14)
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if (world.FrameNumber == 1500 * 17)
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{
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SpawnVehicles = true;
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WaveNumber++;
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@@ -326,8 +278,11 @@ namespace OpenRA.Mods.RA.Missions
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MissionUtils.Parabomb(world, soviets, entry5.Location, paradrop3.Location);
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MissionUtils.Parabomb(world, soviets, entry2.Location, paradrop2.Location);
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MissionUtils.Parabomb(world, soviets, entry3.Location, paradrop2.Location);
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SendBoss(v2);
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SendBoss(tank);
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SendBoss(v2);
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}
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if (world.FrameNumber == 1500 * 16)
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if (world.FrameNumber == 1500 * 21)
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{
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WaveNumber++;
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Wave("Nine Initializing");
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@@ -335,30 +290,36 @@ namespace OpenRA.Mods.RA.Missions
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AttackSquad = 14;
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VehicleSquad = 6;
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VehicleSquadCount = 4;
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SendVolkov();
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SendBoss(v2);
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SendBoss(tank);
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SendBoss(tank);
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}
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if (world.FrameNumber == 1500 * 18)
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if (world.FrameNumber == 1500 * 25)
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{
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WaveNumber++;
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Wave("Ten Initializing");
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UpdateWaveSequence();
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AttackSquad = 15;
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AttackSquadCount = 6;
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MissionUtils.Parabomb(world, soviets, entry1.Location, paradrop1.Location + new CVec(0, -2));
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MissionUtils.Parabomb(world, soviets, entry2.Location, paradrop3.Location + new CVec(0, -2));
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MissionUtils.Parabomb(world, soviets, entry4.Location, paradrop2.Location + new CVec(0, -2));
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MissionUtils.Parabomb(world, soviets, entry5.Location, paradrop4.Location + new CVec(0, -2));
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MissionUtils.Parabomb(world, soviets, entry2.Location, paradrop1.Location + new CVec(0, 2));
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MissionUtils.Parabomb(world, soviets, entry4.Location, paradrop3.Location + new CVec(0, 2));
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MissionUtils.Parabomb(world, soviets, entry3.Location, paradrop2.Location + new CVec(0, 2));
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MissionUtils.Parabomb(world, soviets, entry5.Location, paradrop4.Location + new CVec(0, 2));
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for (int i = 0; i < 2; i++)
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{
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MissionUtils.Parabomb(world, soviets, entry1.Location, paradrop1.Location + new CVec(0, -2));
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MissionUtils.Parabomb(world, soviets, entry2.Location, paradrop3.Location + new CVec(0, -2));
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MissionUtils.Parabomb(world, soviets, entry4.Location, paradrop2.Location + new CVec(0, -2));
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MissionUtils.Parabomb(world, soviets, entry5.Location, paradrop4.Location + new CVec(0, -2));
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MissionUtils.Parabomb(world, soviets, entry2.Location, paradrop1.Location + new CVec(0, 2));
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MissionUtils.Parabomb(world, soviets, entry4.Location, paradrop3.Location + new CVec(0, 2));
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MissionUtils.Parabomb(world, soviets, entry3.Location, paradrop2.Location + new CVec(0, 2));
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MissionUtils.Parabomb(world, soviets, entry5.Location, paradrop4.Location + new CVec(0, 2));
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}
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SendBoss(boss);
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}
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if (world.FrameNumber == 1500 * 19)
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if (world.FrameNumber == 1500 * 30)
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{
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SpawnWave = false;
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SpawnVehicles = false;
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}
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if (world.FrameNumber == 1500 * 20)
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if (world.FrameNumber == 1500 * 31)
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{
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MissionAccomplished("You and your mates have Survived the Onslaught!");
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}
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@@ -400,8 +361,10 @@ namespace OpenRA.Mods.RA.Missions
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paradrop2 = actors["Paradrop2"];
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paradrop3 = actors["Paradrop3"];
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paradrop4 = actors["Paradrop4"];
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baseA = actors["BaseA"];
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baseB = actors["BaseB"];
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patrol1 = actors["Patrol1"];
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patrol2 = actors["Patrol2"];
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patrol3 = actors["Patrol3"];
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patrol4 = actors["Patrol4"];
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MissionUtils.PlayMissionMusic();
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Game.AddChatLine(Color.Cyan, "Mission", "Defend Fort LoneStar At All costs!");
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}
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