Shellmap: Add Viewport movement, coastal attacks and so forth
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@@ -10,6 +10,7 @@
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Missions
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@@ -30,18 +31,46 @@ namespace OpenRA.Mods.RA.Missions
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float div = 400;
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int waitTicks = 0;
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Actor attackLocation;
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Actor coastRP1;
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Actor coastRP2;
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int coastUnitsLeft;
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static readonly string[] CoastUnits = { "e1", "e1", "e2", "e3", "e4" };
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Actor paradropLocation;
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static readonly string[] ParadropUnits = { "e1", "e1", "e1", "e2", "e2" };
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public void Tick(Actor self)
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{
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if (--waitTicks > 0)
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return;
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if (++mul <= div)
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Game.MoveViewport(float2.Lerp(viewportOrigin, viewportTarget, mul / div));
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else
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MissionUtils.CapOre(soviets);
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if (world.FrameNumber % 20 == 0 && coastUnitsLeft-- > 0)
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{
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mul = 0;
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viewportOrigin = viewportTarget;
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viewportTarget = viewportTargets[(viewportTargetNumber = (viewportTargetNumber + 1) % viewportTargets.Count)];
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waitTicks = 100;
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var u = world.CreateActor(CoastUnits.Random(world.SharedRandom), soviets, coastRP1.Location, null);
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u.QueueActivity(new Move.Move(coastRP2.Location, 0));
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u.QueueActivity(new AttackMove.AttackMoveActivity(u, new Move.Move(attackLocation.Location, 0)));
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}
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if (world.FrameNumber % 25 == 0)
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foreach (var actor in world.Actors.Where(a => a.IsInWorld && a.Owner == soviets && a.IsIdle && !a.IsDead()
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&& a.HasTrait<AttackBase>() && a.HasTrait<Mobile>()))
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actor.QueueActivity(new AttackMove.AttackMoveActivity(actor, new Move.Move(attackLocation.Location)));
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if (--waitTicks <= 0)
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{
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if (++mul <= div)
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Game.MoveViewport(float2.Lerp(viewportOrigin, viewportTarget, mul / div));
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else
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{
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mul = 0;
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viewportOrigin = viewportTarget;
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viewportTarget = viewportTargets[(viewportTargetNumber = (viewportTargetNumber + 1) % viewportTargets.Count)];
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waitTicks = 100;
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if (viewportTargetNumber == 0)
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coastUnitsLeft = 15;
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if (viewportTargetNumber == 2)
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MissionUtils.Paradrop(world, soviets, ParadropUnits, world.ChooseRandomEdgeCell(), paradropLocation.Location);
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}
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}
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}
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@@ -54,18 +83,33 @@ namespace OpenRA.Mods.RA.Missions
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var actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
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for (var i = 1; i <= 5; i++)
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viewportTargets.Add(actors["ViewportTarget" + i].Location.ToInt2());
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attackLocation = actors["AttackLocation"];
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coastRP1 = actors["CoastRP1"];
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coastRP2 = actors["CoastRP2"];
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paradropLocation = actors["ParadropLocation"];
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AutoTarget at = null;
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foreach (var actor in actors.Values.Where(a => a.Owner == allies && (at = a.TraitOrDefault<AutoTarget>()) != null))
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at.stance = UnitStance.Defend;
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var t1 = actors["ViewportTarget1"];
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var t2 = actors["ViewportTarget2"];
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var t3 = actors["ViewportTarget3"];
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var t4 = actors["ViewportTarget4"];
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var t5 = actors["ViewportTarget5"];
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viewportTargets = new[] { t1, t2, t3, t4, t5 }.Select(t => t.Location.ToInt2()).ToList();
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foreach (var actor in actors.Values.Where(a => a.Owner == allies || a.HasTrait<Bridge>()))
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{
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if (actor.Owner == allies && actor.HasTrait<AutoTarget>())
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actor.Trait<AutoTarget>().stance = UnitStance.Defend;
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actor.AddTrait(new Invulnerable());
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}
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viewportOrigin = viewportTargets[0];
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viewportTargetNumber = 1;
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viewportTarget = viewportTargets[1];
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Game.viewport.Center(viewportOrigin);
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Sound.SoundVolumeModifier = 0.25f;
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world.RenderedPlayer = allies;
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world.RenderedShroud.Jank();
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}
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}
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}
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