Merge pull request #4386 from Mailaender/gdi01-lua

Ported first GDI mission to Lua
This commit is contained in:
Paul Chote
2013-12-30 19:19:24 -08:00
7 changed files with 126 additions and 270 deletions

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@@ -1,221 +0,0 @@
#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Graphics;
using OpenRA.Mods.RA;
using OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Move;
using OpenRA.Scripting;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Missions
{
class Gdi01ScriptInfo : TraitInfo<Gdi01Script> { }
class Gdi01Script : IWorldLoaded, ITick
{
Dictionary<string, Actor> actors;
Dictionary<string, Player> players;
public void WorldLoaded(World w, WorldRenderer wr)
{
players = w.Players.ToDictionary(p => p.InternalName);
actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
var b = w.Map.Bounds;
wr.Viewport.Center(new CPos(b.Left + b.Width / 2, b.Top + b.Height / 2).CenterPosition);
Action afterFMV = () =>
{
Sound.PlayMusic(Rules.Music["aoi"]);
started = true;
};
Game.RunAfterDelay(0, () => Media.PlayFMVFullscreen(w, "gdi1.vqa", () =>
Media.PlayFMVFullscreen(w, "landing.vqa", afterFMV)));
}
public void OnVictory(World w)
{
Action afterFMV = () =>
{
players["GoodGuy"].WinState = WinState.Won;
started = false;
Sound.StopMusic();
Sound.PlayToPlayer(players["GoodGuy"], "accom1.aud");
};
Game.RunAfterDelay(0, () => Media.PlayFMVFullscreen(w, "consyard.vqa", afterFMV));
}
public void OnLose(World w)
{
Action afterFMV = () =>
{
players["GoodGuy"].WinState = WinState.Lost;
started = false;
Sound.StopMusic();
Sound.PlayToPlayer(players["GoodGuy"], "fail1.aud");
};
Game.RunAfterDelay(0, () => Media.PlayFMVFullscreen(w, "gameover.vqa", afterFMV));
}
int ticks = 0;
bool started = false;
int lastBadCount = -1;
public void Tick(Actor self)
{
if (!started)
return;
if (ticks == 0)
{
SetGunboatPath();
self.World.AddFrameEndTask(w =>
{
// Initial Nod reinforcements
foreach (var i in new[] { "e1", "e1" })
{
var a = self.World.CreateActor(i.ToLowerInvariant(), new TypeDictionary
{
new OwnerInit(players["BadGuy"]),
new FacingInit(0),
new LocationInit(actors["nod0"].Location),
});
var mobile = a.Trait<Mobile>();
a.QueueActivity(mobile.MoveTo(actors["nod1"].Location, 2));
a.QueueActivity(mobile.MoveTo(actors["nod2"].Location, 2));
a.QueueActivity(mobile.MoveTo(actors["nod3"].Location, 2));
// TODO: Queue hunt order
}
});
}
// GoodGuy win conditions
// BadGuy is dead
var badcount = self.World.Actors.Count(a => a != a.Owner.PlayerActor &&
a.Owner == players["BadGuy"] && !a.IsDead());
if (badcount != lastBadCount)
{
Game.Debug("{0} badguys remain".F(badcount));
lastBadCount = badcount;
if (badcount == 0)
OnVictory(self.World);
}
// GoodGuy lose conditions: MCV/cyard must survive
var hasAnything = self.World.ActorsWithTrait<MustBeDestroyed>()
.Any(a => a.Actor.Owner == players["GoodGuy"]);
if (!hasAnything)
OnLose(self.World);
// GoodGuy reinforcements
if (ticks == 25 * 5)
{
ReinforceFromSea(self.World,
actors["lstStart"].Location,
actors["lstEnd"].Location,
new CPos(53, 53),
new string[] { "e1", "e1", "e1" },
players["GoodGuy"]);
}
if (ticks == 25 * 15)
{
ReinforceFromSea(self.World,
actors["lstStart"].Location,
actors["lstEnd"].Location,
new CPos(53, 53),
new string[] { "e1", "e1", "e1" },
players["GoodGuy"]);
}
if (ticks == 25 * 30)
{
ReinforceFromSea(self.World,
actors["lstStart"].Location,
actors["lstEnd"].Location,
new CPos(53, 53),
new string[] { "jeep" },
players["GoodGuy"]);
}
if (ticks == 25 * 60)
{
ReinforceFromSea(self.World,
actors["lstStart"].Location,
actors["lstEnd"].Location,
new CPos(53, 53),
new string[] { "jeep" },
players["GoodGuy"]);
}
ticks++;
}
void SetGunboatPath()
{
var self = actors["Gunboat"];
var mobile = self.Trait<Mobile>();
self.Trait<AutoTarget>().stance = UnitStance.AttackAnything; // TODO: this is ignored
self.QueueActivity(mobile.ScriptedMove(actors["gunboatLeft"].Location));
self.QueueActivity(mobile.ScriptedMove(actors["gunboatRight"].Location));
self.QueueActivity(new CallFunc(() => SetGunboatPath()));
}
void ReinforceFromSea(World world, CPos startPos, CPos endPos, CPos unload, string[] items, Player player)
{
world.AddFrameEndTask(w =>
{
Sound.PlayToPlayer(w.LocalPlayer, "reinfor1.aud");
var a = w.CreateActor("lst", new TypeDictionary
{
new LocationInit(startPos),
new OwnerInit(player),
new FacingInit(0),
});
var mobile = a.Trait<Mobile>();
var cargo = a.Trait<Cargo>();
foreach (var i in items)
cargo.Load(a, world.CreateActor(false, i.ToLowerInvariant(), new TypeDictionary
{
new OwnerInit(player),
new FacingInit(0),
}));
a.CancelActivity();
a.QueueActivity(mobile.ScriptedMove(endPos));
a.QueueActivity(new CallFunc(() =>
{
while (!cargo.IsEmpty(a))
{
var b = cargo.Unload(a);
world.AddFrameEndTask(w2 =>
{
if (b.Destroyed) return;
w2.Add(b);
b.TraitsImplementing<IPositionable>().FirstOrDefault().SetPosition(b, a.Location);
b.QueueActivity(mobile.MoveTo(unload, 2));
});
}
}));
a.QueueActivity(new Wait(25));
a.QueueActivity(mobile.ScriptedMove(startPos));
a.QueueActivity(new RemoveSelf());
});
}
}
}

View File

@@ -77,7 +77,6 @@
<Compile Include="CncMenuPaletteEffect.cs" /> <Compile Include="CncMenuPaletteEffect.cs" />
<Compile Include="Effects\IonCannon.cs" /> <Compile Include="Effects\IonCannon.cs" />
<Compile Include="IonCannonPower.cs" /> <Compile Include="IonCannonPower.cs" />
<Compile Include="Missions\Gdi01Script.cs" />
<Compile Include="Missions\Nod01Script.cs" /> <Compile Include="Missions\Nod01Script.cs" />
<Compile Include="PoisonedByTiberium.cs" /> <Compile Include="PoisonedByTiberium.cs" />
<Compile Include="ProductionAirdrop.cs" /> <Compile Include="ProductionAirdrop.cs" />

View File

@@ -26,18 +26,18 @@ Options:
Shroud: True Shroud: True
AllyBuildRadius: False AllyBuildRadius: False
FragileAlliances: False FragileAlliances: False
StartingCash: 500 StartingCash: 5000
ConfigurableStartingUnits: False ConfigurableStartingUnits: False
Players: Players:
PlayerReference@BadGuy: PlayerReference@Nod:
Name: BadGuy Name: Nod
Race: nod Race: nod
ColorRamp: 3,255,127 ColorRamp: 3,255,127
Allies: BadGuy Allies: Nod
Enemies: GoodGuy,Creeps Enemies: GDI,Creeps
PlayerReference@GoodGuy: PlayerReference@GDI:
Name: GoodGuy Name: GDI
Playable: True Playable: True
AllowBots: False AllowBots: False
Required: True Required: True
@@ -47,8 +47,8 @@ Players:
ColorRamp: 31,222,183 ColorRamp: 31,222,183
LockSpawn: True LockSpawn: True
LockTeam: True LockTeam: True
Allies: GoodGuy Allies: GDI
Enemies: BadGuy,Creeps Enemies: Nod,Creeps
PlayerReference@Neutral: PlayerReference@Neutral:
Name: Neutral Name: Neutral
OwnsWorld: True OwnsWorld: True
@@ -58,7 +58,7 @@ Players:
Name: Creeps Name: Creeps
NonCombatant: True NonCombatant: True
Race: Random Race: Random
Enemies: BadGuy,GoodGuy Enemies: Nod,GDI
Actors: Actors:
Actor0: sbag Actor0: sbag
@@ -312,110 +312,110 @@ Actors:
Owner: Neutral Owner: Neutral
Actor83: gun Actor83: gun
Location: 46,55 Location: 46,55
Owner: BadGuy Owner: Nod
Health: 0.5 Health: 0.5
Facing: 160 Facing: 160
Actor84: gun Actor84: gun
Location: 41,55 Location: 41,55
Owner: BadGuy Owner: Nod
Health: 0.5 Health: 0.5
Facing: 160 Facing: 160
Actor85: gun Actor85: gun
Location: 49,55 Location: 49,55
Owner: BadGuy Owner: Nod
Health: 0.1875 Health: 0.1875
Facing: 160 Facing: 160
mcv: mcv mcv: mcv
Location: 56,53 Location: 56,53
Owner: GoodGuy Owner: GDI
Health: 1 Health: 1
Facing: 0 Facing: 0
Gunboat: boat Gunboat: boat
Location: 53,59 Location: 53,59
Owner: GoodGuy Owner: GDI
Health: 1 Health: 1
Facing: 64 Facing: 64
Actor88: e1 Actor88: e1
Location: 56,55 Location: 56,55
Owner: GoodGuy Owner: GDI
Health: 1 Health: 1
Facing: 0 Facing: 0
SubCell: 2 SubCell: 2
Actor89: e1 Actor89: e1
Location: 56,55 Location: 56,55
Owner: GoodGuy Owner: GDI
Health: 1 Health: 1
Facing: 0 Facing: 0
SubCell: 4 SubCell: 4
Actor90: e1 Actor90: e1
Location: 56,55 Location: 56,55
Owner: GoodGuy Owner: GDI
Health: 1 Health: 1
Facing: 0 Facing: 0
SubCell: 3 SubCell: 3
Actor91: e1 Actor91: e1
Location: 56,55 Location: 56,55
Owner: GoodGuy Owner: GDI
Health: 1 Health: 1
Facing: 0 Facing: 0
SubCell: 1 SubCell: 1
Actor92: e1 Actor92: e1
Location: 57,45 Location: 57,45
Owner: BadGuy Owner: Nod
Health: 1 Health: 1
Facing: 160 Facing: 160
SubCell: 2 SubCell: 2
Actor93: e1 Actor93: e1
Location: 56,41 Location: 56,41
Owner: BadGuy Owner: Nod
Health: 1 Health: 1
Facing: 192 Facing: 192
SubCell: 2 SubCell: 2
Actor94: e1 Actor94: e1
Location: 48,41 Location: 48,41
Owner: BadGuy Owner: Nod
Health: 1 Health: 1
Facing: 96 Facing: 96
SubCell: 3 SubCell: 3
Actor95: e1 Actor95: e1
Location: 59,45 Location: 59,45
Owner: BadGuy Owner: Nod
Health: 1 Health: 1
Facing: 160 Facing: 160
SubCell: 1 SubCell: 1
Actor96: e1 Actor96: e1
Location: 46,50 Location: 46,50
Owner: BadGuy Owner: Nod
Health: 1 Health: 1
Facing: 96 Facing: 96
SubCell: 3 SubCell: 3
Actor97: e1 Actor97: e1
Location: 48,47 Location: 48,47
Owner: BadGuy Owner: Nod
Health: 1 Health: 1
Facing: 96 Facing: 96
SubCell: 1 SubCell: 1
Actor98: e1 Actor98: e1
Location: 38,43 Location: 38,43
Owner: BadGuy Owner: Nod
Health: 1 Health: 1
Facing: 128 Facing: 128
SubCell: 4 SubCell: 4
Actor99: e1 Actor99: e1
Location: 38,43 Location: 38,43
Owner: BadGuy Owner: Nod
Health: 1 Health: 1
Facing: 128 Facing: 128
SubCell: 1 SubCell: 1
Actor100: e1 Actor100: e1
Location: 48,41 Location: 48,41
Owner: BadGuy Owner: Nod
Health: 1 Health: 1
Facing: 96 Facing: 96
SubCell: 2 SubCell: 2
Actor101: e1 Actor101: e1
Location: 41,39 Location: 41,39
Owner: BadGuy Owner: Nod
Health: 1 Health: 1
Facing: 96 Facing: 96
SubCell: 4 SubCell: 4
@@ -454,9 +454,15 @@ Rules:
-SpawnMPUnits: -SpawnMPUnits:
-MPStartLocations: -MPStartLocations:
-CrateSpawner: -CrateSpawner:
Gdi01Script: PlayMusicOnMapLoad:
Music: aoi
Loop: false
LuaScriptInterface:
LuaScripts: mission.lua
Player: Player:
-ConquestVictoryConditions: -ConquestVictoryConditions:
^Infantry:
MustBeDestroyed:
PROC: PROC:
-Buildable: -Buildable:
SILO: SILO:
@@ -475,6 +481,7 @@ Rules:
-Buildable: -Buildable:
GUN: GUN:
-Buildable: -Buildable:
MustBeDestroyed:
GTWR: GTWR:
-Buildable: -Buildable:
ATWR: ATWR:
@@ -488,10 +495,24 @@ Rules:
RMBO: RMBO:
-Buildable: -Buildable:
BOAT: BOAT:
Mobile: Health:
OnRails: false HP: 1000
AutoTarget:
InitialStance: AttackAnything
RejectsOrders:
Except: Attack
OLDLST:
Inherits: LST
-WithRoof:
Sequences: Sequences:
oldlst:
idle: lst
Start: 0
Facings: 1
unload: lst
Start: 0
Facings: 1
VoxelSequences: VoxelSequences:

View File

@@ -0,0 +1,59 @@
InfantryReinforcements = { "e1", "e1", "e1" }
VehicleReinforcements = { "jeep" }
NodPatrol = { "e1", "e1" }
MissionAccomplished = function()
Mission.MissionOver({ player }, nil, false)
Media.PlayMovieFullscreen("consyard.vqa")
end
MissionFailed = function()
Mission.MissionOver(nil, { player }, false)
Media.PlayMovieFullscreen("gameover.vqa")
end
SendNodPatrol = function()
local patrol = Reinforcements.Reinforce(enemy, NodPatrol, nod0.Location, nod1.Location, 0)
Utils.Do(patrol, function(soldier)
Actor.Move(soldier, nod2.Location)
Actor.Move(soldier, nod3.Location)
Actor.Hunt(soldier)
end)
end
SetGunboatPath = function()
Actor.AttackMove(Gunboat, gunboatLeft.Location)
Actor.AttackMove(Gunboat, gunboatRight.Location)
end
ReinforceFromSea = function(passengers)
local hovercraft, troops = Reinforcements.Insert(player, "oldlst", passengers, { lstStart.Location, lstEnd.Location }, { lstStart.Location })
Media.PlaySpeechNotification("Reinforce")
end
WorldLoaded = function()
player = OpenRA.GetPlayer("GDI")
enemy = OpenRA.GetPlayer("Nod")
Media.PlayMovieFullscreen("gdi1.vqa", function() Media.PlayMovieFullscreen("landing.vqa") end)
SendNodPatrol()
OpenRA.RunAfterDelay(25 * 5, function() ReinforceFromSea(InfantryReinforcements) end)
OpenRA.RunAfterDelay(25 * 15, function() ReinforceFromSea(InfantryReinforcements) end)
OpenRA.RunAfterDelay(25 * 30, function() ReinforceFromSea(VehicleReinforcements) end)
OpenRA.RunAfterDelay(25 * 60, function() ReinforceFromSea(VehicleReinforcements) end)
end
Tick = function()
if Actor.IsIdle(Gunboat) then
SetGunboatPath()
end
if Mission.RequiredUnitsAreDestroyed(player) then
MissionFailed()
end
if Mission.RequiredUnitsAreDestroyed(enemy) then
MissionAccomplished()
end
end

View File

@@ -284,7 +284,7 @@
Water: 100 Water: 100
SelectionDecorations: SelectionDecorations:
Selectable: Selectable:
Voice: GenericVoice Voice: VehicleVoice
TargetableUnit: TargetableUnit:
TargetTypes: Ground, Water TargetTypes: Ground, Water
HiddenUnderFog: HiddenUnderFog:

View File

@@ -35,7 +35,6 @@ end
Tick = function() Tick = function()
Mission.TickTakeOre(ussr) Mission.TickTakeOre(ussr)
if not Mission.MissionIsOver then
if Mission.RequiredUnitsAreDestroyed(player) then if Mission.RequiredUnitsAreDestroyed(player) then
MissionFailed() MissionFailed()
end end
@@ -44,7 +43,6 @@ Tick = function()
trucksSent = true trucksSent = true
end end
end end
end
SendTrucks = function() SendTrucks = function()
Media.PlaySpeechNotification("ConvoyApproaching") Media.PlaySpeechNotification("ConvoyApproaching")