Updated code, removed NOD_01, Spaces -> Tabs

NOD01Script Spaces -> Tabs

started work on NOD_01

Conflicts:
	OpenRA.Mods.cnc_sw/OpenRA.Mods.Cnc_sw.csproj

removing uneeded files

Spaces -> Tabs NOD01Script.cs

started work on NOD_01

Conflicts:
	OpenRA.Mods.cnc_sw/OpenRA.Mods.Cnc_sw.csproj

removing uneeded files

Did some messing around still broken

Spaces -> Tabs #2

Updated the code a little, is somewhat more playable now

removed NOD_01
This commit is contained in:
Dan9550
2013-01-11 17:18:57 +11:00
parent 002df7b24e
commit 897f6cd69e

View File

@@ -1,216 +1,201 @@
#region Copyright & License Information
#region Copyright & License Information
/*
* Copyright 2007-2012 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.Drawing;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Mods.Cnc;
using OpenRA.Mods.RA;
using OpenRA.Mods.RA.Move;
using OpenRA.Mods.RA.Activities;
using OpenRA.Network;
using OpenRA.Scripting;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Missions
{
class Nod01ScriptInfo : TraitInfo<Nod01Script>, Requires<SpawnMapActorsInfo> { }
class Nod01Script : IWorldLoaded, ITick
{
static readonly string[] Objectives =
{
"Assasinate Nikoomba.",
"Level the village."
};
int currentObjective;
Player gdi;
Player nod;
//actors and the likes go here
Actor nikoomba;
Actor vil01;
Actor vil02;
Actor vil03;
Actor vil04;
Actor vil05;
Actor vil06;
Actor vil07;
Actor vil08;
Actor vil09;
Actor vil10;
Actor vil11;
Actor vil12;
Actor vil13;
Actor civ01;
Actor civ02;
Actor civ03;
Actor civ04;
Actor civ05;
Actor civ06;
Actor civ07;
//waypoints
Actor nr1;
Actor nr2;
Actor gr1;
World world;
//in the allies01 script stuff was here not needed for me so far
const string NRName = "E1";
const string GRName = "E2";
const string GRName2 = "JEEP";
void DisplayObjective()
{
Game.AddChatLine(Color.LimeGreen, "Objective", Objectives[currentObjective]);
}
void MissionFailed(string text)
{
if (nod.WinState != WinState.Undefined)
{
return;
}
nod.WinState = WinState.Lost;
foreach (var actor in world.Actors.Where(a => a.IsInWorld && a.Owner == nod && !a.IsDead()))
{
actor.Kill(actor);
}
Game.AddChatLine(Color.Red, "Mission failed", text);
Sound.Play("fail1.aud");
}
void MissionAccomplished(string text)
{
if (nod.WinState != WinState.Undefined)
{
return;
}
nod.WinState = WinState.Won;
Game.AddChatLine(Color.Green, "Mission accomplished", text);
Sound.Play("accom1.aud");
}
public void Tick(Actor self)
{
if (nod.WinState != WinState.Undefined)
{
return;
}
// display current objective every so often
if (world.FrameNumber % 1500 == 1)
{
DisplayObjective();
}
//spawns nod reinf
if (world.FrameNumber == 700)
{
NODReinforceNthA();
Sound.Play("reinfor1.aud");
}
if (world.FrameNumber == 1400)
{
NODReinforceNthB();
Sound.Play("reinfor1.aud");
}
// objectives
if (currentObjective == 0)
{
if (nikoomba.Destroyed)
{
currentObjective++;
DisplayObjective();
GDIReinforceNth();
}
}
else if (currentObjective == 1)
{
if (vil01.Destroyed && vil02.Destroyed && vil03.Destroyed && vil04.Destroyed && vil05.Destroyed && vil06.Destroyed &&
vil07.Destroyed && vil08.Destroyed && vil09.Destroyed && vil10.Destroyed && vil11.Destroyed && vil12.Destroyed &&
vil13.Destroyed && civ01.Destroyed && civ02.Destroyed && civ03.Destroyed && civ04.Destroyed && civ05.Destroyed &&
civ06.Destroyed && civ07.Destroyed)
{
MissionAccomplished("Nikoomba was killed and the Village was Destroyed.");
}
}
}
IEnumerable<Actor> UnitsNearActor(Actor actor, int range)
{
return world.FindActorsInCircle(actor.CenterPosition, WRange.FromCells(range))
.Where(a => a.IsInWorld && a != world.WorldActor && !a.Destroyed && a.HasTrait<IMove>() && !a.Owner.NonCombatant);
}
void NODReinforceNthA()
{
nr1 = world.CreateActor(true, NRName, new TypeDictionary { new OwnerInit(nod), new LocationInit(nr1.Location) });
nr1 = world.CreateActor(true, NRName, new TypeDictionary { new OwnerInit(nod), new LocationInit(nr1.Location) });
//nr1.QueueActivity(new Move.Move(nr1.Location - new CVec(0, 2)));
}
void NODReinforceNthB()
{
nr2 = world.CreateActor(true, NRName, new TypeDictionary { new OwnerInit(nod), new LocationInit(nr2.Location) });
nr2 = world.CreateActor(true, NRName, new TypeDictionary { new OwnerInit(nod), new LocationInit(nr2.Location) });
//nr1.QueueActivity(new Move.Move(nr1.Location - new CVec(0, 2)));
}
void GDIReinforceNth()
{
gr1 = world.CreateActor(true, GRName, new TypeDictionary { new OwnerInit(gdi), new LocationInit(gr1.Location) });
gr1 = world.CreateActor(true, GRName, new TypeDictionary { new OwnerInit(gdi), new LocationInit(gr1.Location) });
gr1 = world.CreateActor(true, GRName2, new TypeDictionary { new OwnerInit(gdi), new LocationInit(gr1.Location) });
//nr1.QueueActivity(new Move.Move(nr1.Location - new CVec(0, 2)));
}
public void WorldLoaded(World w)
{
world = w;
gdi = w.Players.Single(p => p.InternalName == "GDI");
nod = w.Players.Single(p => p.InternalName == "NOD");
var actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
nikoomba = actors["Nikoomba"];
vil01 = actors["Vil01"];
vil02 = actors["Vil02"];
vil03 = actors["Vil03"];
vil04 = actors["Vil04"];
vil05 = actors["Vil05"];
vil06 = actors["Vil06"];
vil07 = actors["Vil07"];
vil08 = actors["Vil08"];
vil09 = actors["Vil09"];
vil10 = actors["Vil10"];
vil11 = actors["Vil11"];
vil12 = actors["Vil12"];
vil13 = actors["Vil13"];
civ01 = actors["Civ01"];
civ02 = actors["Civ02"];
civ03 = actors["Civ03"];
civ04 = actors["Civ04"];
civ05 = actors["Civ05"];
civ06 = actors["Civ06"];
civ07 = actors["Civ07"];
nr1 = actors["NODReinforceNthA"];
nr2 = actors["NODReinforceNthB"];
gr1 = actors["GDIReinforceNth"];
Game.MoveViewport(nr1.Location.ToFloat2());
Action afterFMV = () =>
{
Sound.PlayMusic(Rules.Music["aoi"]);
};
Game.RunAfterDelay(0, () => Media.PlayFMVFullscreen(w, "nod1pre.vqa", () =>
Media.PlayFMVFullscreen(w, "nod1.vqa", afterFMV)));
}
}
}
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Cnc;
using OpenRA.Mods.RA;
using OpenRA.Mods.RA.Air;
using OpenRA.Mods.RA.Move;
using OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Missions;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Scripting;
using OpenRA.Traits;
using OpenRA.FileFormats;
namespace OpenRA.Mods.Cnc.Missions
{
class Nod01ScriptInfo : TraitInfo<Nod01Script>, Requires<SpawnMapActorsInfo> { }
class Nod01Script : IHasObjectives, IWorldLoaded, ITick
{
public event Action<bool> OnObjectivesUpdated = notify => { };
public IEnumerable<Objective> Objectives { get { return new[] { killnikoomba, levelvillage }; } }
Objective killnikoomba = new Objective(ObjectiveType.Primary, KillNikoombaText, ObjectiveStatus.InProgress);
Objective levelvillage = new Objective(ObjectiveType.Primary, LevelVillageText, ObjectiveStatus.Inactive);
const string KillNikoombaText = "Find Nikoomba. Once found he must be assasinated.";
const string LevelVillageText = "Nikoomba has met his demise, now level the village.";
Player gdi;
Player nod;
//actors and the likes go here
Actor nikoomba;
Actor vil01;
Actor vil02;
Actor vil03;
Actor vil04;
Actor vil05;
Actor vil06;
Actor vil07;
Actor vil08;
Actor vil09;
Actor vil10;
Actor vil11;
Actor vil12;
Actor vil13;
Actor civ01;
Actor civ02;
Actor civ03;
Actor civ04;
Actor civ05;
Actor civ06;
Actor civ07;
//waypoints
Actor nr1;
Actor nr2;
Actor gr1;
World world;
//in the allies01 script stuff was here not needed for me so far
const string NRName = "E1";
const string GRName = "E2";
const string GRName2 = "JEEP";
void MissionFailed(string text)
{
MissionUtils.CoopMissionFailed(world, text, nod);
}
void MissionAccomplished(string text)
{
MissionUtils.CoopMissionAccomplished(world, text, nod);
}
public void Tick(Actor self)
{
if (nod.WinState != WinState.Undefined) return;
//spawns nod reinf
if (world.FrameNumber == 700)
{
NODReinforceNthA();
Sound.Play("reinfor1.aud");
}
if (world.FrameNumber == 1400)
{
NODReinforceNthB();
Sound.Play("reinfor1.aud");
}
// objectives
if (killnikoomba.Status == ObjectiveStatus.InProgress)
{
if (nikoomba.Destroyed)
{
killnikoomba.Status = ObjectiveStatus.Completed;
levelvillage.Status = ObjectiveStatus.InProgress;
OnObjectivesUpdated(true);
//DisplayObjective();
//GDIReinforceNth();
}
}
if (levelvillage.Status == ObjectiveStatus.InProgress)
{
if (vil01.Destroyed && vil02.Destroyed && vil03.Destroyed && vil04.Destroyed && vil05.Destroyed && vil06.Destroyed &&
vil07.Destroyed && vil08.Destroyed && vil09.Destroyed && vil10.Destroyed && vil11.Destroyed && vil12.Destroyed &&
vil13.Destroyed && civ01.Destroyed && civ02.Destroyed && civ03.Destroyed && civ04.Destroyed && civ05.Destroyed &&
civ06.Destroyed && civ07.Destroyed)
{
levelvillage.Status = ObjectiveStatus.Completed;
OnObjectivesUpdated(true);
MissionAccomplished("Nikoomba was killed and the village was destroyed.");
}
}
if (!world.Actors.Any(a => (a.Owner == nod) && a.IsInWorld && !a.IsDead()))
{
MissionFailed("The Nod forces in the area have been wiped out.");
}
}
IEnumerable<Actor> UnitsNearActor(Actor actor, int range)
{
return world.FindActorsInCircle(actor.CenterPosition, WRange.FromCells(range))
.Where(a => a.IsInWorld && a != world.WorldActor && !a.Destroyed && a.HasTrait<IMove>() && !a.Owner.NonCombatant);
}
void NODReinforceNthA()
{
nr1 = world.CreateActor(true, NRName, new TypeDictionary { new OwnerInit(nod), new LocationInit(nr1.Location) });
nr1 = world.CreateActor(true, NRName, new TypeDictionary { new OwnerInit(nod), new LocationInit(nr1.Location) });
}
void NODReinforceNthB()
{
nr2 = world.CreateActor(true, NRName, new TypeDictionary { new OwnerInit(nod), new LocationInit(nr2.Location) });
nr2 = world.CreateActor(true, NRName, new TypeDictionary { new OwnerInit(nod), new LocationInit(nr2.Location) });
//nr1.QueueActivity(new Move.Move(nr1.Location - new CVec(0, 2)));
}
void GDIReinforceNth()
{
gr1 = world.CreateActor(true, GRName, new TypeDictionary { new OwnerInit(gdi), new LocationInit(gr1.Location) });
gr1 = world.CreateActor(true, GRName, new TypeDictionary { new OwnerInit(gdi), new LocationInit(gr1.Location) });
gr1 = world.CreateActor(true, GRName2, new TypeDictionary { new OwnerInit(gdi), new LocationInit(gr1.Location) });
//gr1.QueueActivity(new Move.Move(nr1.Location - new CVec(0, 2)));
}
public void WorldLoaded(World w)
{
world = w;
gdi = w.Players.Single(p => p.InternalName == "GDI");
nod = w.Players.Single(p => p.InternalName == "NOD");
var actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
nikoomba = actors["Nikoomba"];
vil01 = actors["Vil01"];
vil02 = actors["Vil02"];
vil03 = actors["Vil03"];
vil04 = actors["Vil04"];
vil05 = actors["Vil05"];
vil06 = actors["Vil06"];
vil07 = actors["Vil07"];
vil08 = actors["Vil08"];
vil09 = actors["Vil09"];
vil10 = actors["Vil10"];
vil11 = actors["Vil11"];
vil12 = actors["Vil12"];
vil13 = actors["Vil13"];
civ01 = actors["Civ01"];
civ02 = actors["Civ02"];
civ03 = actors["Civ03"];
civ04 = actors["Civ04"];
civ05 = actors["Civ05"];
civ06 = actors["Civ06"];
civ07 = actors["Civ07"];
nr1 = actors["NODReinforceNthA"];
nr2 = actors["NODReinforceNthB"];
gr1 = actors["GDIReinforceNth"];
Game.MoveViewport(nr1.Location.ToFloat2());
Action afterFMV = () =>
{
Sound.PlayMusic(Rules.Music["aoi"]);
};
Game.RunAfterDelay(0, () => Media.PlayFMVFullscreen(w, "nod1pre.vqa", () =>
Media.PlayFMVFullscreen(w, "nod1.vqa", afterFMV)));
}
}
}