Move the sam site around to make a new outpost on the top left, add engineer rescue
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@@ -9,6 +9,7 @@
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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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@@ -37,13 +38,15 @@ namespace OpenRA.Mods.RA.Missions
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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 extractionLZExitPoint;
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Actor einsteinChinook;
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@@ -56,6 +59,8 @@ namespace OpenRA.Mods.RA.Missions
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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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@@ -95,20 +100,25 @@ namespace OpenRA.Mods.RA.Missions
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{
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StartReinforcementsTimer();
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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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Sound.Play("flaren1.aud");
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SpawnSignalFlare();
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Game.RunAfterDelay(150, StartChinookTimer);
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Sound.Play("flaren1.aud");
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Game.RunAfterDelay(25 * 10, 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 && !world.Map.IsInMap(einsteinChinook.Location) && einsteinChinook.Trait<Cargo>().Passengers.Contains(einstein))
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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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@@ -185,10 +195,28 @@ namespace OpenRA.Mods.RA.Missions
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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(extractionLZExitPoint.CenterLocation));
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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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@@ -207,7 +235,7 @@ namespace OpenRA.Mods.RA.Missions
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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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extractionLZExitPoint = actors["ExtractionLZExitPoint"];
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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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