Produce dogs, adjust allied building positions
This commit is contained in:
@@ -1,307 +1,307 @@
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#region Copyright & License Information
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#region Copyright & License Information
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/*
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* Copyright 2007-2012 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Mods.RA.Air;
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using OpenRA.Traits;
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using OpenRA.Widgets;
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namespace OpenRA.Mods.RA.Missions
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{
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class Allies02ScriptInfo : TraitInfo<Allies02Script>, Requires<SpawnMapActorsInfo> { }
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class Allies02Script : IWorldLoaded, ITick
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{
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Mods.RA.Air;
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using OpenRA.Traits;
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using OpenRA.Widgets;
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namespace OpenRA.Mods.RA.Missions
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{
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class Allies02ScriptInfo : TraitInfo<Allies02Script>, Requires<SpawnMapActorsInfo> { }
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class Allies02Script : IWorldLoaded, ITick
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{
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static readonly string[] objectives =
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{
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"Destroy the SAM sites. Tanya and Einstein must survive.",
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"Wait for the helicopter and extract Einstein. Tanya and Einstein must survive."
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};
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int currentObjective;
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Actor sam1;
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Actor sam2;
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Actor sam3;
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Actor sam4;
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Actor tanya;
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Actor einstein;
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Actor engineer;
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Actor engineerMiss;
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Actor chinookHusk;
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Actor allies2BasePoint;
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Actor reinforcementsEntryPoint;
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Actor extractionLZEntryPoint;
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Actor extractionLZ;
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Actor einsteinChinook;
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World world;
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Player allies1;
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Player allies2;
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Player soviets;
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static readonly string[] reinforcements = { "1tnk", "1tnk", "jeep", "mcv" };
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const string ChinookName = "tran";
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const string SignalFlareName = "flare";
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const string EngineerName = "e6";
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const int EngineerMissClearRange = 5;
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void DisplayObjective()
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{
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Game.AddChatLine(Color.LimeGreen, "Objective", objectives[currentObjective]);
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Sound.Play("bleep6.aud");
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}
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void MissionFailed(string text)
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{
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if (allies1.WinState != WinState.Undefined)
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{
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return;
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}
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allies1.WinState = allies2.WinState = WinState.Lost;
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Game.AddChatLine(Color.Red, "Mission failed", text);
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Sound.Play("misnlst1.aud");
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}
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void MissionAccomplished(string text)
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{
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if (allies1.WinState != WinState.Undefined)
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{
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return;
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}
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allies1.WinState = allies2.WinState = WinState.Won;
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Game.AddChatLine(Color.Blue, "Mission accomplished", text);
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Sound.Play("misnwon1.aud");
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}
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public void Tick(Actor self)
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{
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if (world.FrameNumber % 3500 == 1)
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{
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DisplayObjective();
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}
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if (world.FrameNumber == 200)
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{
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SendReinforcements();
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}
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if (!engineerMiss.Destroyed && engineer == null && AlliesControlMiss())
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{
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SpawnEngineerAtMiss();
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engineerMiss.QueueActivity(new Demolish(engineerMiss, 0));
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}
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if (currentObjective == 0)
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{
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if (sam1.Destroyed && sam2.Destroyed && sam3.Destroyed && sam4.Destroyed)
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{
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currentObjective++;
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DisplayObjective();
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SpawnSignalFlare();
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Sound.Play("flaren1.aud");
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StartChinookTimer();
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}
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}
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else if (currentObjective == 1)
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{
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if (einsteinChinook != null && !einsteinChinook.IsDead() && !world.Map.IsInMap(einsteinChinook.Location) && einsteinChinook.Trait<Cargo>().Passengers.Contains(einstein))
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{
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MissionAccomplished("Einstein was rescued.");
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}
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}
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if (tanya.Destroyed)
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{
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MissionFailed("Tanya was killed.");
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}
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if (einstein.Destroyed)
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{
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MissionFailed("Einstein was killed.");
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}
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}
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void InitializeSovietAI()
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{
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if (!Game.IsHost || world.LocalPlayer == null)
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{
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return;
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}
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var logic = world.LocalPlayer.PlayerActor.TraitsImplementing<IBot>().First(b => b.Info.Name == "Soviet AI");
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logic.Activate(soviets);
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}
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void SpawnSignalFlare()
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{
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world.CreateActor(SignalFlareName, new TypeDictionary { new OwnerInit(allies1), new LocationInit(extractionLZ.Location) });
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}
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void StartChinookTimer()
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{
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var timer = new CountdownTimerWidget("Extraction arrives in", 1500 * 6, ChinookTimerExpired, new float2(128, 96));
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Ui.Root.AddChild(timer);
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}
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void ChinookTimerExpired(CountdownTimerWidget timer)
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{
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Sound.Play("reinfor1.aud");
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timer.Visible = false;
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SendChinook();
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}
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void SendReinforcements()
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{
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Sound.Play("reinfor1.aud");
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for (int i = 0; i < reinforcements.Length; i++)
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{
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var actor = world.CreateActor(reinforcements[i], new TypeDictionary
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};
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int currentObjective;
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Actor sam1;
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Actor sam2;
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Actor sam3;
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Actor sam4;
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Actor tanya;
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Actor einstein;
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Actor engineer;
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Actor engineerMiss;
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Actor chinookHusk;
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Actor allies2BasePoint;
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Actor reinforcementsEntryPoint;
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Actor extractionLZEntryPoint;
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Actor extractionLZ;
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Actor einsteinChinook;
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World world;
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Player allies1;
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Player allies2;
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Player soviets;
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static readonly string[] reinforcements = { "1tnk", "1tnk", "jeep", "mcv" };
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const string ChinookName = "tran";
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const string SignalFlareName = "flare";
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const string EngineerName = "e6";
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const int EngineerMissClearRange = 5;
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void DisplayObjective()
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{
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Game.AddChatLine(Color.LimeGreen, "Objective", objectives[currentObjective]);
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Sound.Play("bleep6.aud");
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}
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void MissionFailed(string text)
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{
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if (allies1.WinState != WinState.Undefined)
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{
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return;
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}
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allies1.WinState = allies2.WinState = WinState.Lost;
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Game.AddChatLine(Color.Red, "Mission failed", text);
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Sound.Play("misnlst1.aud");
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}
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void MissionAccomplished(string text)
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{
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if (allies1.WinState != WinState.Undefined)
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{
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return;
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}
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allies1.WinState = allies2.WinState = WinState.Won;
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Game.AddChatLine(Color.Blue, "Mission accomplished", text);
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Sound.Play("misnwon1.aud");
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}
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public void Tick(Actor self)
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{
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if (world.FrameNumber % 3500 == 1)
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{
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DisplayObjective();
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}
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if (world.FrameNumber == 200)
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{
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SendReinforcements();
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}
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if (!engineerMiss.Destroyed && engineer == null && AlliesControlMiss())
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{
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SpawnEngineerAtMiss();
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engineerMiss.QueueActivity(new Demolish(engineerMiss, 0));
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}
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if (currentObjective == 0)
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{
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if (sam1.Destroyed && sam2.Destroyed && sam3.Destroyed && sam4.Destroyed)
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{
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new LocationInit(reinforcementsEntryPoint.Location + new CVec(i, 0)),
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currentObjective++;
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DisplayObjective();
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SpawnSignalFlare();
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Sound.Play("flaren1.aud");
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StartChinookTimer();
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}
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}
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else if (currentObjective == 1)
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{
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if (einsteinChinook != null && !einsteinChinook.IsDead() && !world.Map.IsInMap(einsteinChinook.Location) && einsteinChinook.Trait<Cargo>().Passengers.Contains(einstein))
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{
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MissionAccomplished("Einstein was rescued.");
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}
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}
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if (tanya.Destroyed)
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{
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MissionFailed("Tanya was killed.");
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}
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if (einstein.Destroyed)
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{
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MissionFailed("Einstein was killed.");
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}
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}
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void InitializeSovietAI()
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{
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if (!Game.IsHost || world.LocalPlayer == null)
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{
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return;
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}
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var logic = world.LocalPlayer.PlayerActor.TraitsImplementing<IBot>().First(b => b.Info.Name == "Soviet AI");
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logic.Activate(soviets);
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}
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void SpawnSignalFlare()
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{
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world.CreateActor(SignalFlareName, new TypeDictionary { new OwnerInit(allies1), new LocationInit(extractionLZ.Location) });
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}
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void StartChinookTimer()
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{
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var timer = new CountdownTimerWidget("Extraction arrives in", 1500 * 6, ChinookTimerExpired, new float2(128, 96));
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Ui.Root.AddChild(timer);
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}
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void ChinookTimerExpired(CountdownTimerWidget timer)
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{
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Sound.Play("reinfor1.aud");
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timer.Visible = false;
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SendChinook();
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}
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void SendReinforcements()
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{
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Sound.Play("reinfor1.aud");
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foreach (var unit in reinforcements)
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{
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var actor = world.CreateActor(unit, new TypeDictionary
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{
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new LocationInit(reinforcementsEntryPoint.Location),
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new FacingInit(0),
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new OwnerInit(allies2)
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});
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actor.QueueActivity(new Move.Move(allies2BasePoint.Location));
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}
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}
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void SendChinook()
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{
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einsteinChinook = world.CreateActor(ChinookName, new TypeDictionary { new OwnerInit(allies1), new LocationInit(extractionLZEntryPoint.Location) });
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einsteinChinook.QueueActivity(new HeliFly(extractionLZ.CenterLocation));
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einsteinChinook.QueueActivity(new Turn(0));
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einsteinChinook.QueueActivity(new HeliLand(true));
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einsteinChinook.QueueActivity(new WaitFor(() => einsteinChinook.Trait<Cargo>().Passengers.Contains(einstein)));
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einsteinChinook.QueueActivity(new Wait(150));
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einsteinChinook.QueueActivity(new HeliFly(extractionLZEntryPoint.CenterLocation));
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einsteinChinook.QueueActivity(new RemoveSelf());
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}
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IEnumerable<Actor> UnitsNearActor(Actor actor, int range)
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{
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return world.FindUnitsInCircle(actor.CenterLocation, Game.CellSize * range)
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.Where(a => a.IsInWorld && a != world.WorldActor && !a.Destroyed && a.HasTrait<IMove>() && !a.Owner.NonCombatant);
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}
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bool AlliesControlMiss()
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{
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var units = UnitsNearActor(engineerMiss, EngineerMissClearRange);
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return units.Any() && units.All(a => a.Owner == allies1);
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}
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void SpawnEngineerAtMiss()
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{
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engineer = world.CreateActor(EngineerName, new TypeDictionary { new OwnerInit(allies1), new LocationInit(engineerMiss.Location) });
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engineer.QueueActivity(new Move.Move(engineerMiss.Location + new CVec(5, 0)));
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}
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public void WorldLoaded(World w)
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{
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world = w;
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allies1 = w.Players.Single(p => p.InternalName == "Allies1");
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allies2 = w.Players.Single(p => p.InternalName == "Allies2");
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soviets = w.Players.Single(p => p.InternalName == "Soviets");
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var actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
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sam1 = actors["SAM1"];
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sam2 = actors["SAM2"];
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sam3 = actors["SAM3"];
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sam4 = actors["SAM4"];
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tanya = actors["Tanya"];
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einstein = actors["Einstein"];
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chinookHusk = actors["ChinookHusk"];
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allies2BasePoint = actors["Allies2BasePoint"];
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reinforcementsEntryPoint = actors["ReinforcementsEntryPoint"];
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extractionLZ = actors["ExtractionLZ"];
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extractionLZEntryPoint = actors["ExtractionLZEntryPoint"];
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engineerMiss = actors["EngineerMiss"];
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w.WorldActor.Trait<Shroud>().Explore(w, sam1.Location, 2);
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w.WorldActor.Trait<Shroud>().Explore(w, sam2.Location, 2);
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w.WorldActor.Trait<Shroud>().Explore(w, sam3.Location, 2);
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w.WorldActor.Trait<Shroud>().Explore(w, sam4.Location, 2);
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Game.MoveViewport(((w.LocalPlayer ?? allies1) == allies1 ? chinookHusk.Location : allies2BasePoint.Location).ToFloat2());
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InitializeSovietAI();
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}
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}
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public class CountdownTimerWidget : Widget
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{
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public string Header { get; set; }
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public int TicksLeft { get; set; }
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public float2 Position { get; set; }
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public CountdownTimerWidget(string header, int ticksLeft, Action<CountdownTimerWidget> onExpired, float2 position)
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{
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Header = header;
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TicksLeft = ticksLeft;
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OnExpired = onExpired;
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Position = position;
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OnOneMinuteRemaining = t => Sound.Play("1minr.aud");
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OnTwoMinutesRemaining = t => Sound.Play("2minr.aud");
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OnThreeMinutesRemaining = t => Sound.Play("3minr.aud");
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OnFourMinutesRemaining = t => Sound.Play("4minr.aud");
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OnFiveMinutesRemaining = t => Sound.Play("5minr.aud");
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OnTenMinutesRemaining = t => Sound.Play("10minr.aud");
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OnTwentyMinutesRemaining = t => Sound.Play("20minr.aud");
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OnThirtyMinutesRemaining = t => Sound.Play("30minr.aud");
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OnFortyMinutesRemaining = t => Sound.Play("40minr.aud");
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}
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public Action<CountdownTimerWidget> OnExpired { get; set; }
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public Action<CountdownTimerWidget> OnOneMinuteRemaining { get; set; }
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public Action<CountdownTimerWidget> OnTwoMinutesRemaining { get; set; }
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public Action<CountdownTimerWidget> OnThreeMinutesRemaining { get; set; }
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public Action<CountdownTimerWidget> OnFourMinutesRemaining { get; set; }
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public Action<CountdownTimerWidget> OnFiveMinutesRemaining { get; set; }
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public Action<CountdownTimerWidget> OnTenMinutesRemaining { get; set; }
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public Action<CountdownTimerWidget> OnTwentyMinutesRemaining { get; set; }
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public Action<CountdownTimerWidget> OnThirtyMinutesRemaining { get; set; }
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public Action<CountdownTimerWidget> OnFortyMinutesRemaining { get; set; }
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public override void Tick()
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{
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if (!IsVisible())
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{
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return;
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}
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if (TicksLeft > 0)
|
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{
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TicksLeft--;
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switch (TicksLeft)
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{
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case 1500 * 00: OnExpired(this); break;
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case 1500 * 01: OnOneMinuteRemaining(this); break;
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case 1500 * 02: OnTwoMinutesRemaining(this); break;
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case 1500 * 03: OnThreeMinutesRemaining(this); break;
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case 1500 * 04: OnFourMinutesRemaining(this); break;
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case 1500 * 05: OnFiveMinutesRemaining(this); break;
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case 1500 * 10: OnTenMinutesRemaining(this); break;
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case 1500 * 20: OnTwentyMinutesRemaining(this); break;
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case 1500 * 30: OnThirtyMinutesRemaining(this); break;
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case 1500 * 40: OnFortyMinutesRemaining(this); break;
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}
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}
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}
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public override void Draw()
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{
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if (!IsVisible())
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{
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return;
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}
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var font = Game.Renderer.Fonts["Bold"];
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var text = "{0}: {1}".F(Header, WidgetUtils.FormatTime(TicksLeft));
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font.DrawTextWithContrast(text, Position, TicksLeft == 0 && Game.LocalTick % 60 >= 30 ? Color.Red : Color.White, Color.Black, 1);
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}
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}
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}
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});
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actor.QueueActivity(new Move.Move(allies2BasePoint.Location));
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}
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}
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||||
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void SendChinook()
|
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{
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einsteinChinook = world.CreateActor(ChinookName, new TypeDictionary { new OwnerInit(allies1), new LocationInit(extractionLZEntryPoint.Location) });
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einsteinChinook.QueueActivity(new HeliFly(extractionLZ.CenterLocation));
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einsteinChinook.QueueActivity(new Turn(0));
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einsteinChinook.QueueActivity(new HeliLand(true));
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einsteinChinook.QueueActivity(new WaitFor(() => einsteinChinook.Trait<Cargo>().Passengers.Contains(einstein)));
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einsteinChinook.QueueActivity(new Wait(150));
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einsteinChinook.QueueActivity(new HeliFly(extractionLZEntryPoint.CenterLocation));
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einsteinChinook.QueueActivity(new RemoveSelf());
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}
|
||||
|
||||
IEnumerable<Actor> UnitsNearActor(Actor actor, int range)
|
||||
{
|
||||
return world.FindUnitsInCircle(actor.CenterLocation, Game.CellSize * range)
|
||||
.Where(a => a.IsInWorld && a != world.WorldActor && !a.Destroyed && a.HasTrait<IMove>() && !a.Owner.NonCombatant);
|
||||
}
|
||||
|
||||
bool AlliesControlMiss()
|
||||
{
|
||||
var units = UnitsNearActor(engineerMiss, EngineerMissClearRange);
|
||||
return units.Any() && units.All(a => a.Owner == allies1);
|
||||
}
|
||||
|
||||
void SpawnEngineerAtMiss()
|
||||
{
|
||||
engineer = world.CreateActor(EngineerName, new TypeDictionary { new OwnerInit(allies1), new LocationInit(engineerMiss.Location) });
|
||||
engineer.QueueActivity(new Move.Move(engineerMiss.Location + new CVec(5, 0)));
|
||||
}
|
||||
|
||||
public void WorldLoaded(World w)
|
||||
{
|
||||
world = w;
|
||||
allies1 = w.Players.Single(p => p.InternalName == "Allies1");
|
||||
allies2 = w.Players.Single(p => p.InternalName == "Allies2");
|
||||
soviets = w.Players.Single(p => p.InternalName == "Soviets");
|
||||
var actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
|
||||
sam1 = actors["SAM1"];
|
||||
sam2 = actors["SAM2"];
|
||||
sam3 = actors["SAM3"];
|
||||
sam4 = actors["SAM4"];
|
||||
tanya = actors["Tanya"];
|
||||
einstein = actors["Einstein"];
|
||||
chinookHusk = actors["ChinookHusk"];
|
||||
allies2BasePoint = actors["Allies2BasePoint"];
|
||||
reinforcementsEntryPoint = actors["ReinforcementsEntryPoint"];
|
||||
extractionLZ = actors["ExtractionLZ"];
|
||||
extractionLZEntryPoint = actors["ExtractionLZEntryPoint"];
|
||||
engineerMiss = actors["EngineerMiss"];
|
||||
w.WorldActor.Trait<Shroud>().Explore(w, sam1.Location, 2);
|
||||
w.WorldActor.Trait<Shroud>().Explore(w, sam2.Location, 2);
|
||||
w.WorldActor.Trait<Shroud>().Explore(w, sam3.Location, 2);
|
||||
w.WorldActor.Trait<Shroud>().Explore(w, sam4.Location, 2);
|
||||
Game.MoveViewport(((w.LocalPlayer ?? allies1) == allies1 ? chinookHusk.Location : allies2BasePoint.Location).ToFloat2());
|
||||
InitializeSovietAI();
|
||||
}
|
||||
}
|
||||
|
||||
public class CountdownTimerWidget : Widget
|
||||
{
|
||||
public string Header { get; set; }
|
||||
public int TicksLeft { get; set; }
|
||||
public float2 Position { get; set; }
|
||||
|
||||
public CountdownTimerWidget(string header, int ticksLeft, Action<CountdownTimerWidget> onExpired, float2 position)
|
||||
{
|
||||
Header = header;
|
||||
TicksLeft = ticksLeft;
|
||||
OnExpired = onExpired;
|
||||
Position = position;
|
||||
OnOneMinuteRemaining = t => Sound.Play("1minr.aud");
|
||||
OnTwoMinutesRemaining = t => Sound.Play("2minr.aud");
|
||||
OnThreeMinutesRemaining = t => Sound.Play("3minr.aud");
|
||||
OnFourMinutesRemaining = t => Sound.Play("4minr.aud");
|
||||
OnFiveMinutesRemaining = t => Sound.Play("5minr.aud");
|
||||
OnTenMinutesRemaining = t => Sound.Play("10minr.aud");
|
||||
OnTwentyMinutesRemaining = t => Sound.Play("20minr.aud");
|
||||
OnThirtyMinutesRemaining = t => Sound.Play("30minr.aud");
|
||||
OnFortyMinutesRemaining = t => Sound.Play("40minr.aud");
|
||||
}
|
||||
|
||||
public Action<CountdownTimerWidget> OnExpired { get; set; }
|
||||
public Action<CountdownTimerWidget> OnOneMinuteRemaining { get; set; }
|
||||
public Action<CountdownTimerWidget> OnTwoMinutesRemaining { get; set; }
|
||||
public Action<CountdownTimerWidget> OnThreeMinutesRemaining { get; set; }
|
||||
public Action<CountdownTimerWidget> OnFourMinutesRemaining { get; set; }
|
||||
public Action<CountdownTimerWidget> OnFiveMinutesRemaining { get; set; }
|
||||
public Action<CountdownTimerWidget> OnTenMinutesRemaining { get; set; }
|
||||
public Action<CountdownTimerWidget> OnTwentyMinutesRemaining { get; set; }
|
||||
public Action<CountdownTimerWidget> OnThirtyMinutesRemaining { get; set; }
|
||||
public Action<CountdownTimerWidget> OnFortyMinutesRemaining { get; set; }
|
||||
|
||||
public override void Tick()
|
||||
{
|
||||
if (!IsVisible())
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (TicksLeft > 0)
|
||||
{
|
||||
TicksLeft--;
|
||||
switch (TicksLeft)
|
||||
{
|
||||
case 1500 * 00: OnExpired(this); break;
|
||||
case 1500 * 01: OnOneMinuteRemaining(this); break;
|
||||
case 1500 * 02: OnTwoMinutesRemaining(this); break;
|
||||
case 1500 * 03: OnThreeMinutesRemaining(this); break;
|
||||
case 1500 * 04: OnFourMinutesRemaining(this); break;
|
||||
case 1500 * 05: OnFiveMinutesRemaining(this); break;
|
||||
case 1500 * 10: OnTenMinutesRemaining(this); break;
|
||||
case 1500 * 20: OnTwentyMinutesRemaining(this); break;
|
||||
case 1500 * 30: OnThirtyMinutesRemaining(this); break;
|
||||
case 1500 * 40: OnFortyMinutesRemaining(this); break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void Draw()
|
||||
{
|
||||
if (!IsVisible())
|
||||
{
|
||||
return;
|
||||
}
|
||||
var font = Game.Renderer.Fonts["Bold"];
|
||||
var text = "{0}: {1}".F(Header, WidgetUtils.FormatTime(TicksLeft));
|
||||
font.DrawTextWithContrast(text, Position, TicksLeft == 0 && Game.LocalTick % 60 >= 30 ? Color.Red : Color.White, Color.Black, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user