Added a lua function for paratroopers
This commit is contained in:
@@ -11,6 +11,7 @@
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using System.Linq;
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using OpenRA.Mods.Common.Activities;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Mods.RA.Traits;
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using OpenRA.Scripting;
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using OpenRA.Traits;
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@@ -65,4 +66,22 @@ namespace OpenRA.Mods.RA.Scripting
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Self.QueueActivity(new RemoveSelf());
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}
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}
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[ScriptGlobal("Air Support Powers")]
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public class ParatroopersProperties : ScriptActorProperties, Requires<ParatroopersPowerInfo>
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{
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readonly ParatroopersPower pp;
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public ParatroopersProperties(ScriptContext context, Actor self)
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: base(context, self)
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{
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pp = self.TraitsImplementing<ParatroopersPower>().First();
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}
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[Desc("Activate the actor's Paratroopers Power. Returns the dropped units.")]
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public Actor[] SendParatroopers(WPos target, bool randomize = true, int facing = 0)
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{
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return pp.SendParatroopers(Self, target, randomize, facing);
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}
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}
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}
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@@ -61,13 +61,22 @@ namespace OpenRA.Mods.RA.Traits
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{
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base.Activate(self, order, manager);
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SendParatroopers(self, self.World.Map.CenterOfCell(order.TargetLocation));
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}
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public Actor[] SendParatroopers(Actor self, WPos target, bool randomize = true, int dropFacing = 0)
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{
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var units = new List<Actor>();
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var info = Info as ParatroopersPowerInfo;
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var dropFacing = Util.QuantizeFacing(self.World.SharedRandom.Next(256), info.QuantizedFacings) * (256 / info.QuantizedFacings);
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var dropRotation = WRot.FromFacing(dropFacing);
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var delta = new WVec(0, -1024, 0).Rotate(dropRotation);
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if (randomize)
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dropFacing = Util.QuantizeFacing(self.World.SharedRandom.Next(256), info.QuantizedFacings) * (256 / info.QuantizedFacings);
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var altitude = self.World.Map.Rules.Actors[info.UnitType].Traits.Get<PlaneInfo>().CruiseAltitude.Range;
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var target = self.World.Map.CenterOfCell(order.TargetLocation) + new WVec(0, 0, altitude);
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var dropRotation = WRot.FromFacing(dropFacing);
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var delta = new WVec(0, -1024, 0).Rotate(dropRotation);
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target = target + new WVec(0, 0, altitude);
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var startEdge = target - (self.World.Map.DistanceToEdge(target, -delta) + info.Cordon).Range * delta / 1024;
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var finishEdge = target + (self.World.Map.DistanceToEdge(target, delta) + info.Cordon).Range * delta / 1024;
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@@ -84,7 +93,7 @@ namespace OpenRA.Mods.RA.Traits
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{
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camera = w.CreateActor(info.CameraActor, new TypeDictionary
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{
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new LocationInit(order.TargetLocation),
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new LocationInit(self.World.Map.CellContaining(target)),
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new OwnerInit(self.Owner),
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});
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});
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@@ -128,6 +137,14 @@ namespace OpenRA.Mods.RA.Traits
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}
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};
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foreach (var p in info.DropItems)
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{
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var unit = self.World.CreateActor(false, p.ToLowerInvariant(),
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new TypeDictionary { new OwnerInit(self.Owner) });
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units.Add(unit);
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}
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self.World.AddFrameEndTask(w =>
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{
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var notification = self.Owner.IsAlliedWith(self.World.RenderPlayer) ? Info.LaunchSound : Info.IncomingSound;
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@@ -162,13 +179,13 @@ namespace OpenRA.Mods.RA.Traits
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drop.OnRemovedFromWorld += onExitRange;
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var cargo = a.Trait<Cargo>();
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var passengers = info.DropItems.Skip(added).Take(passengersPerPlane);
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var passengers = units.Skip(added).Take(passengersPerPlane);
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added += passengersPerPlane;
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foreach (var p in passengers)
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cargo.Load(a, self.World.CreateActor(false, p.ToLowerInvariant(),
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new TypeDictionary { new OwnerInit(a.Owner) }));
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cargo.Load(a, p);
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a.QueueActivity(new Fly(a, Target.FromPos(target + spawnOffset)));
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a.QueueActivity(new Fly(a, Target.FromPos(finishEdge + spawnOffset)));
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a.QueueActivity(new RemoveSelf());
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aircraftInRange.Add(a, false);
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@@ -180,8 +197,8 @@ namespace OpenRA.Mods.RA.Traits
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var distance = (target - startEdge).HorizontalLength;
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beacon = new Beacon(
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order.Player,
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self.World.Map.CenterOfCell(order.TargetLocation),
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self.Owner,
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target,
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Info.BeaconPalettePrefix,
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Info.BeaconPoster,
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Info.BeaconPosterPalette,
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@@ -190,6 +207,8 @@ namespace OpenRA.Mods.RA.Traits
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w.Add(beacon);
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}
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});
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return units.ToArray();
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}
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}
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}
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@@ -1,6 +1,5 @@
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ProductionUnits = { "e1", "e1", "e2" }
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ProductionBuildings = { USSRBarracks1, USSRBarracks2 }
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ParatroopersReinforcements = { "e1", "e1", "e1", "e2", "e2" }
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TransportReinforcements = { "e1", "e1", "e1", "e2", "e2" }
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FirstUSSRBase = { USSRFlameTower1, USSRBarracks1, USSRPowerPlant1, USSRPowerPlant2, USSRConstructionYard1, USSRTechCenter, USSRBaseGuard1, USSRBaseGuard2, USSRBaseGuard3, USSRBaseGuard4, USSRBaseGuard5, USSRBaseGuard6, USSRBaseGuard7, USSRBaseGuard8 }
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SecondUSSRBase = { USSRBarracks2, USSRKennel, USSRRadarDome, USSRBaseGuard10, USSRBaseGuard11, USSRBaseGuard12, USSRBaseGuard13, USSRBaseGuard14 }
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@@ -59,14 +58,19 @@ SendAlliedUnits = function()
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Trigger.OnKilled(Tanya, function() player.MarkFailedObjective(TanyaSurvive) end)
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end
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SendUSSRParadrops = function(units, entry, dropzone)
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local plane = Actor.Create("badr", true, { Owner = ussr, Location = entry })
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Utils.Do(units, function(type)
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local unit = Actor.Create(type, false, { Owner = ussr })
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plane.LoadPassenger(unit)
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SendUSSRParadrops = function()
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local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = ussr })
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local unitsA = powerproxy.SendParatroopers(ParadropLZ.CenterPosition, false, 128 + 32)
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local unitsB = powerproxy.SendParatroopers(ParadropLZ.CenterPosition, false, 128 - 32)
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Utils.Do(unitsA, function(unit)
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IdleHunt(unit)
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end)
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plane.Paradrop(dropzone)
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Utils.Do(unitsB, function(unit)
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IdleHunt(unit)
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end)
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powerproxy.Destroy()
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end
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SendUSSRWaterTransport = function()
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@@ -215,8 +219,7 @@ InitTriggers = function()
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if a.Owner == player and not paradropsTriggered then
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paradropsTriggered = true
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Trigger.RemoveFootprintTrigger(id)
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SendUSSRParadrops(ParatroopersReinforcements, ParadropTransportEntry1.Location, ParadropLZ.Location)
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SendUSSRParadrops(ParatroopersReinforcements, ParadropTransportEntry2.Location, ParadropLZ.Location)
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SendUSSRParadrops()
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end
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end)
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Trigger.OnEnteredFootprint(ReinforcementsTriggerArea, function(a, id)
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@@ -1304,12 +1304,6 @@ Actors:
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LargeCameraWaypoint: waypoint
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Location: 71,65
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Owner: Neutral
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ParadropTransportEntry1: waypoint
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Location: 66,38
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Owner: Neutral
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ParadropTransportEntry2: waypoint
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Location: 85,38
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Owner: Neutral
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ParadropLZ: waypoint
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Location: 73,57
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Owner: Neutral
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@@ -1378,6 +1372,9 @@ Rules:
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^Crate:
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Tooltip:
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ShowOwnerRow: false
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powerproxy.paratroopers:
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ParatroopersPower:
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DropItems: E1,E1,E1,E2,E2
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HACKE6:
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Inherits: E6
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-RepairsBridges:
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@@ -1,7 +1,7 @@
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if DateTime.IsHalloween then
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UnitTypes = { "ant", "ant", "ant" }
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BeachUnitTypes = { "ant", "ant" }
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ParadropUnitTypes = { "zombie", "zombie", "zombie", "zombie", "zombie" }
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ProxyType = "powerproxy.parazombies"
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ProducedUnitTypes =
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{
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{ AlliedBarracks1, { "e1", "e3" } },
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@@ -15,7 +15,7 @@ if DateTime.IsHalloween then
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else
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UnitTypes = { "3tnk", "ftrk", "ttnk", "apc" }
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BeachUnitTypes = { "e1", "e2", "e3", "e4", "e1", "e2", "e3", "e4", "e1", "e2", "e3", "e4", "e1", "e2", "e3", "e4" }
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ParadropUnitTypes = { "e1", "e1", "e2", "e3", "e4" }
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ProxyType = "powerproxy.paratroopers"
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ProducedUnitTypes =
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{
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{ AlliedBarracks1, { "e1", "e3" } },
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@@ -83,17 +83,13 @@ InsertAlliedChinookReinforcements = function(entry, hpad)
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end
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ParadropSovietUnits = function()
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local lz = Utils.Random(ParadropWaypoints).Location
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local start = Map.CenterOfCell(Map.RandomEdgeCell()) + WVec.New(0, 0, Actor.CruiseAltitude("badr"))
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local transport = Actor.Create("badr", true, { CenterPosition = start, Owner = soviets, Facing = (Map.CenterOfCell(lz) - start).Facing })
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local lz = Utils.Random(ParadropWaypoints)
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local units = powerproxy.SendParatroopers(lz.CenterPosition)
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Utils.Do(ParadropUnitTypes, function(type)
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local a = Actor.Create(type, false, { Owner = soviets })
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Utils.Do(units, function(a)
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BindActorTriggers(a)
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transport.LoadPassenger(a)
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end)
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transport.Paradrop(lz)
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Trigger.AfterDelay(DateTime.Seconds(35), ParadropSovietUnits)
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end
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@@ -139,7 +135,7 @@ speed = 5
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Tick = function()
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ticks = ticks + 1
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local t = (ticks + 45) % (360 * speed) * (math.pi / 180) / speed;
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Camera.Position = viewportOrigin + WVec.New(19200 * math.sin(t), 20480 * math.cos(t), 0)
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end
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@@ -154,6 +150,7 @@ WorldLoaded = function()
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ShipAlliedUnits()
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InsertAlliedChinookReinforcements(Chinook1Entry, HeliPad1)
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InsertAlliedChinookReinforcements(Chinook2Entry, HeliPad2)
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powerproxy = Actor.Create(ProxyType, false, { Owner = soviets })
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ParadropSovietUnits()
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Trigger.AfterDelay(DateTime.Seconds(5), ChronoshiftAlliedUnits)
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Utils.Do(ProducedUnitTypes, ProduceUnits)
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@@ -1331,6 +1331,15 @@ Rules:
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HP: 200
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E7:
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-Selectable:
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powerproxy.paratroopers:
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ParatroopersPower:
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DisplayBeacon: false
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DropItems: E1,E1,E2,E3,E4
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powerproxy.parazombies:
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ParatroopersPower:
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DropItems: ZOMBIE,ZOMBIE,ZOMBIE,ZOMBIE,ZOMBIE
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QuantizedFacings: 8
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DisplayBeacon: false
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Sequences:
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@@ -54,19 +54,16 @@ GroundPatrolUnits =
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{ "apc", "apc", "ftrk" },
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{ "3tnk", "3tnk" }
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}
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Paratroopers = { "e1", "e1", "e1", "e3", "e3" }
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ParadropSovietUnits = function()
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local start = BaseRaidEntrypoint.CenterPosition + WVec.New(0, 0, Actor.CruiseAltitude("badr"))
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local transport = Actor.Create("badr", true, { CenterPosition = start, Owner = soviets, Facing = (Map.CenterOfCell(MCVDeployLocation.Location) - start).Facing })
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local powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = soviets })
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local units = powerproxy.SendParatroopers(MCVDeployLocation.CenterPosition, false, 256 - 53)
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Utils.Do(Paratroopers, function(type)
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local a = Actor.Create(type, false, { Owner = soviets })
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transport.LoadPassenger(a)
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Trigger.OnIdle(a, function(b) b.Hunt() end)
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Utils.Do(units, function(a)
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Trigger.OnIdle(a, a.Hunt)
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end)
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transport.Paradrop(MCVDeployLocation.Location)
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powerproxy.Destroy()
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end
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AirRaid = function(planeTypes, ingress, egress, target)
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@@ -1248,6 +1248,9 @@ Rules:
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GenericVisibility: Enemy, Ally, Neutral
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GenericStancePrefix: false
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ShowOwnerRow: false
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powerproxy.paratroopers:
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ParatroopersPower:
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DropItems: E1,E1,E1,E2,E2
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CAMERA.sam:
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Inherits: CAMERA
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RevealsShroud:
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@@ -44,13 +44,12 @@ SovietAttackGroupSize = 5
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SovietInfantryGroupSize = 7
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FactoryClearRange = 10
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ParadropTicks = DateTime.Seconds(30)
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BadgerPassengers = { "e1", "e1", "e1", "e2", "e2" }
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ParadropWaypoints =
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{
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{ BadgerEntryPoint1.Location, ParaDrop1.Location },
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{ BadgerEntryPoint2.Location, ParaDrop2.Location },
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{ BadgerEntryPoint1.Location, Alliesbase2.Location },
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{ BadgerEntryPoint2.Location, Alliesbase1.Location }
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{ 192 + 4, ParaDrop1},
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{ 192 - 4, ParaDrop2},
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{ 192 + 4, Alliesbase2},
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{ 192 - 4, Alliesbase1}
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}
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NavalTransportPassengers = { "e1", "e1", "e2", "e4", "e4" }
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NavalReinforcementsWaypoints = { NavalWaypoint1, NavalWaypoint2, NavalWaypoint2, NavalWaypoint3 }
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@@ -120,13 +119,11 @@ Tick = function()
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end
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SendSovietParadrops = function(table)
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local plane = Actor.Create("badr", true, { Owner = soviets, Location = table[1] })
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Utils.Do(BadgerPassengers, function(type)
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local unit = Actor.Create(type, false, { Owner = soviets })
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plane.LoadPassenger(unit)
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local units = powerproxy.SendParatroopers(table[2].CenterPosition, false, table[1])
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Utils.Do(units, function(unit)
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Trigger.OnIdle(unit, unit.Hunt)
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end)
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plane.Paradrop(table[2])
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end
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SendSovietNavalReinforcements = function()
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@@ -357,6 +354,7 @@ SetupSoviets = function()
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Reinforcements.Reinforce(soviets, Squad1, { AlliesBaseGate1.Location, Alliesbase1.Location })
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Reinforcements.Reinforce(soviets, Squad2, { AlliesBaseGate2.Location, Alliesbase2.Location })
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powerproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = soviets })
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Trigger.AfterDelay(ParadropTicks, function()
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SendSovietParadrops(ParadropWaypoints[1])
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SendSovietParadrops(ParadropWaypoints[2])
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@@ -329,6 +329,19 @@ powerproxy.sonarpulse:
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EffectSequence: moveflsh
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EffectPalette: moveflash
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powerproxy.paratroopers:
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ParatroopersPower:
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Icon: paratroopers
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Description: Paratroopers
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LongDesc: A Badger drops a squad of infantry\nanywhere on the map.
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DropItems: E1,E1,E1,E3,E3
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SelectTargetSound: slcttgt1.aud
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AllowImpassableCells: false
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QuantizedFacings: 8
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CameraActor: camera.paradrop
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DisplayBeacon: true
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BeaconPoster: pinficon
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mpspawn:
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Immobile:
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OccupiesSpace: false
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Block a user