Shellmap: Add Viewport movement, coastal attacks and so forth

This commit is contained in:
Scott_NZ
2013-04-04 21:02:43 +13:00
parent 3a66cd75b4
commit 1e45a9899b
3 changed files with 255 additions and 31 deletions

View File

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