spaces → tabs for @NukemBro's latest missions
This commit is contained in:
@@ -23,387 +23,387 @@ using OpenRA.Scripting;
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namespace OpenRA.Mods.RA.Missions
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{
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class Survival02ScriptInfo : TraitInfo<Survival02Script>, Requires<SpawnMapActorsInfo> { }
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class Survival02ScriptInfo : TraitInfo<Survival02Script>, Requires<SpawnMapActorsInfo> { }
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class Survival02Script : IHasObjectives, IWorldLoaded, ITick
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{
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public event Action<bool> OnObjectivesUpdated = notify => { };
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class Survival02Script : IHasObjectives, IWorldLoaded, ITick
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{
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public event Action<bool> OnObjectivesUpdated = notify => { };
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public IEnumerable<Objective> Objectives { get { return objectives.Values; } }
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public IEnumerable<Objective> Objectives { get { return objectives.Values; } }
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Dictionary<int, Objective> objectives = new Dictionary<int, Objective>
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Dictionary<int, Objective> objectives = new Dictionary<int, Objective>
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{
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{ maintainPresenceID, new Objective(ObjectiveType.Primary, maintainPresence, ObjectiveStatus.InProgress) },
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{ destroySovietsID, new Objective(ObjectiveType.Primary, destroySoviets, ObjectiveStatus.Inactive) },
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{ destroySovietsID, new Objective(ObjectiveType.Primary, destroySoviets, ObjectiveStatus.Inactive) },
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};
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const int destroySovietsID = 0;
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const string destroySoviets = "Excellent work Commander! We have reinforced our position enough to initiate a counter-attack. Destroy the remaining Soviet forces in the area!";
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const int maintainPresenceID = 1;
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const string maintainPresence = "Commander! The Soviets have rendered us useless... Reports indicate Soviet reinforcements are coming to finish us off... the situation looks bleak...";
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Player allies;
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Player soviets;
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const int destroySovietsID = 0;
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const string destroySoviets = "Excellent work Commander! We have reinforced our position enough to initiate a counter-attack. Destroy the remaining Soviet forces in the area!";
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const int maintainPresenceID = 1;
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const string maintainPresence = "Commander! The Soviets have rendered us useless... Reports indicate Soviet reinforcements are coming to finish us off... the situation looks bleak...";
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Player allies;
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Player soviets;
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Actor sovietEntry1;
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Actor sovietEntry2;
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Actor sovietEntry3;
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CPos[] sovietentrypoints;
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CPos[] newsovietentrypoints;
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Actor sovietEntry1;
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Actor sovietEntry2;
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Actor sovietEntry3;
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CPos[] sovietentrypoints;
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CPos[] newsovietentrypoints;
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Actor sovietrally;
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Actor sovietrally1;
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Actor sovietrally2;
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Actor sovietrally3;
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Actor sovietrally4;
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Actor sovietrally5;
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Actor sovietrally6;
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Actor sovietrally8;
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CPos[] sovietrallypoints;
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CPos[] newsovietrallypoints;
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Actor sovietrally;
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Actor sovietrally1;
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Actor sovietrally2;
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Actor sovietrally3;
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Actor sovietrally4;
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Actor sovietrally5;
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Actor sovietrally6;
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Actor sovietrally8;
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CPos[] sovietrallypoints;
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CPos[] newsovietrallypoints;
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Actor sovietparadrop1;
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Actor sovietparadrop2;
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Actor sovietparadrop3;
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Actor sovietparadropEntry;
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Actor sovietparadrop1;
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Actor sovietparadrop2;
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Actor sovietparadrop3;
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Actor sovietparadropEntry;
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Actor alliesbase;
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Actor factory;
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Actor barrack1;
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Actor alliesbase;
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Actor factory;
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Actor barrack1;
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Actor drum1;
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Actor drum2;
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Actor drum3;
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Actor FranceEntry;
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Actor FranceRally;
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Actor FranceparaEntry1;
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Actor FranceparaEntry2;
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Actor FranceparaEntry3;
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Actor drum1;
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Actor drum2;
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Actor drum3;
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Actor FranceEntry;
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Actor FranceRally;
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Actor FranceparaEntry1;
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Actor FranceparaEntry2;
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Actor FranceparaEntry3;
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World world;
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World world;
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CountdownTimer survivalTimer;
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CountdownTimerWidget survivalTimerWidget;
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CountdownTimer survivalTimer;
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CountdownTimerWidget survivalTimerWidget;
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const int timerTicks = 1500 * 10;
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const int attackTicks = 1500 * 1;
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const int sovietAttackGroupSize = 7;
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const int SovietGroupSize = 4;
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const int timerTicks = 1500 * 10;
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const int attackTicks = 1500 * 1;
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const int sovietAttackGroupSize = 7;
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const int SovietGroupSize = 4;
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const string Camera = "Camera";
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const string InfantryQueueName = "Infantry";
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const string Flare = "flare";
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const string Camera = "Camera";
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const string InfantryQueueName = "Infantry";
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const string Flare = "flare";
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static readonly string[] FrenchSquad = { "2tnk", "2tnk", "mcv" };
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static readonly string[] SovietInfantry = { "e1", "e4", "e2" };
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static readonly string[] SovietVehicles = { "3tnk", "3tnk", "v2rl" };
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static readonly string[] SovietTanks = { "3tnk", "3tnk", "3tnk" };
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static readonly string[] squad = { "e1", "e1", "e2", "e4", "e4" };
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static readonly string[] platoon = { "e1", "e1", "e2", "e4", "e4", "e1", "e1", "e2", "e4", "e4" };
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static readonly string[] FrenchSquad = { "2tnk", "2tnk", "mcv" };
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static readonly string[] SovietInfantry = { "e1", "e4", "e2" };
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static readonly string[] SovietVehicles = { "3tnk", "3tnk", "v2rl" };
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static readonly string[] SovietTanks = { "3tnk", "3tnk", "3tnk" };
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static readonly string[] squad = { "e1", "e1", "e2", "e4", "e4" };
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static readonly string[] platoon = { "e1", "e1", "e2", "e4", "e4", "e1", "e1", "e2", "e4", "e4" };
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int ProduceAtFrame;
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int ProduceAtFrameIncrement;
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int attackAtFrame;
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int attackAtFrameIncrement;
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int ProduceAtFrame;
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int ProduceAtFrameIncrement;
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int attackAtFrame;
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int attackAtFrameIncrement;
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void MissionAccomplished(string text)
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{
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MissionUtils.CoopMissionAccomplished(world, text, allies);
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}
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void MissionAccomplished(string text)
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{
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MissionUtils.CoopMissionAccomplished(world, text, allies);
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}
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void MissionFailed(string text)
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{
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MissionUtils.CoopMissionFailed(world, text, allies);
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}
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void MissionFailed(string text)
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{
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MissionUtils.CoopMissionFailed(world, text, allies);
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}
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void Message(string text)
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{
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Game.AddChatLine(Color.Aqua, "Incoming Report", text);
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}
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void Message(string text)
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{
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Game.AddChatLine(Color.Aqua, "Incoming Report", text);
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}
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void SetSovietUnitsToDefensiveStance()
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{
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foreach (var actor in world.Actors.Where(a => a.IsInWorld && a.Owner == soviets && !a.IsDead() && a.HasTrait<AutoTarget>()))
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actor.Trait<AutoTarget>().stance = UnitStance.Defend;
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}
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void SetSovietUnitsToDefensiveStance()
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{
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foreach (var actor in world.Actors.Where(a => a.IsInWorld && a.Owner == soviets && !a.IsDead() && a.HasTrait<AutoTarget>()))
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actor.Trait<AutoTarget>().stance = UnitStance.Defend;
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}
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Actor FirstUnshroudedOrDefault(IEnumerable<Actor> actors, World world, int shroudRange)
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{
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return actors.FirstOrDefault(u => world.FindAliveCombatantActorsInCircle(u.CenterLocation, shroudRange).All(a => !a.HasTrait<CreatesShroud>()));
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}
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Actor FirstUnshroudedOrDefault(IEnumerable<Actor> actors, World world, int shroudRange)
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{
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return actors.FirstOrDefault(u => world.FindAliveCombatantActorsInCircle(u.CenterLocation, shroudRange).All(a => !a.HasTrait<CreatesShroud>()));
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}
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void AttackNearestAlliedActor(Actor self)
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{
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var enemies = world.Actors.Where(u => u.AppearsHostileTo(self) && (u.Owner == allies)
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&& ((u.HasTrait<Building>() && !u.HasTrait<Wall>()) || u.HasTrait<Mobile>()) && u.IsInWorld && !u.IsDead());
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void AttackNearestAlliedActor(Actor self)
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{
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var enemies = world.Actors.Where(u => u.AppearsHostileTo(self) && (u.Owner == allies)
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&& ((u.HasTrait<Building>() && !u.HasTrait<Wall>()) || u.HasTrait<Mobile>()) && u.IsInWorld && !u.IsDead());
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var enemy = FirstUnshroudedOrDefault(enemies.OrderBy(u => (self.CenterLocation - u.CenterLocation).LengthSquared), world, 20);
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if (enemy != null)
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var enemy = FirstUnshroudedOrDefault(enemies.OrderBy(u => (self.CenterLocation - u.CenterLocation).LengthSquared), world, 20);
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if (enemy != null)
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self.QueueActivity(new AttackMove.AttackMoveActivity(self, new Attack(Target.FromActor(enemy), WRange.FromCells(3))));
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}
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}
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void SpawnAndAttack(string[] squad, Player owner, CPos location)
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{
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for (int i = 0; i < squad.Length; i++)
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{
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var actor = world.CreateActor(squad[i], new TypeDictionary { new OwnerInit(owner), new LocationInit(location) });
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AttackNearestAlliedActor(actor);
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}
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}
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void SpawnAndAttack(string[] squad, Player owner, CPos location)
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{
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for (int i = 0; i < squad.Length; i++)
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{
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var actor = world.CreateActor(squad[i], new TypeDictionary { new OwnerInit(owner), new LocationInit(location) });
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AttackNearestAlliedActor(actor);
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}
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}
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void SpawnFlare(Player owner, Actor location)
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{
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world.CreateActor(Flare, new TypeDictionary { new OwnerInit(owner), new LocationInit(location.Location) });
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}
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void SpawnFlare(Player owner, Actor location)
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{
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world.CreateActor(Flare, new TypeDictionary { new OwnerInit(owner), new LocationInit(location.Location) });
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}
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void FinalAttack()
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{
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SpawnAndAttack(SovietTanks, soviets, sovietEntry1.Location);
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SpawnAndAttack(SovietTanks, soviets, sovietEntry1.Location);
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SpawnAndAttack(SovietTanks, soviets, sovietEntry2.Location);
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SpawnAndAttack(platoon, soviets, sovietEntry1.Location);
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SpawnAndAttack(platoon, soviets, sovietEntry2.Location);
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}
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void FinalAttack()
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{
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SpawnAndAttack(SovietTanks, soviets, sovietEntry1.Location);
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SpawnAndAttack(SovietTanks, soviets, sovietEntry1.Location);
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SpawnAndAttack(SovietTanks, soviets, sovietEntry2.Location);
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SpawnAndAttack(platoon, soviets, sovietEntry1.Location);
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SpawnAndAttack(platoon, soviets, sovietEntry2.Location);
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}
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void FrenchReinforcements()
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{
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Game.MoveViewport(sovietrally1.Location.ToFloat2());
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MissionUtils.Parabomb(world, allies, FranceparaEntry1.Location, drum3.Location);
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MissionUtils.Parabomb(world, allies, FranceparaEntry3.Location, drum2.Location);
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MissionUtils.Parabomb(world, allies, FranceparaEntry2.Location, drum1.Location);
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for (int i = 0; i < FrenchSquad.Length; i++)
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{
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var actor = world.CreateActor(FrenchSquad[i], new TypeDictionary { new OwnerInit(allies), new LocationInit(FranceEntry.Location) });
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actor.QueueActivity(new Move.Move(FranceRally.Location));
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}
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}
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void FrenchReinforcements()
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{
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Game.MoveViewport(sovietrally1.Location.ToFloat2());
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MissionUtils.Parabomb(world, allies, FranceparaEntry1.Location, drum3.Location);
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MissionUtils.Parabomb(world, allies, FranceparaEntry3.Location, drum2.Location);
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MissionUtils.Parabomb(world, allies, FranceparaEntry2.Location, drum1.Location);
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for (int i = 0; i < FrenchSquad.Length; i++)
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{
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var actor = world.CreateActor(FrenchSquad[i], new TypeDictionary { new OwnerInit(allies), new LocationInit(FranceEntry.Location) });
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actor.QueueActivity(new Move.Move(FranceRally.Location));
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}
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}
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public void Tick(Actor self)
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{
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if (allies.WinState != WinState.Undefined)
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return;
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public void Tick(Actor self)
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{
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if (allies.WinState != WinState.Undefined)
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return;
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survivalTimer.Tick();
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if (allies != null)
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{
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ManageSovietUnits();
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}
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survivalTimer.Tick();
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if (allies != null)
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{
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ManageSovietUnits();
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}
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var unitsAndBuildings = world.Actors.Where(a => !a.IsDead() && a.IsInWorld && (a.HasTrait<Mobile>() || (a.HasTrait<Building>() && !a.HasTrait<Wall>())));
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if (!unitsAndBuildings.Any(a => a.Owner == soviets))
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{
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objectives[destroySovietsID].Status = ObjectiveStatus.Completed;
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MissionAccomplished("We have destroyed the remaining Soviet presence!");
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}
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var unitsAndBuildings = world.Actors.Where(a => !a.IsDead() && a.IsInWorld && (a.HasTrait<Mobile>() || (a.HasTrait<Building>() && !a.HasTrait<Wall>())));
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if (!unitsAndBuildings.Any(a => a.Owner == soviets))
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{
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objectives[destroySovietsID].Status = ObjectiveStatus.Completed;
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MissionAccomplished("We have destroyed the remaining Soviet presence!");
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}
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if (world.FrameNumber == ProduceAtFrame)
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{
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ProduceAtFrame += ProduceAtFrameIncrement;
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ProduceAtFrameIncrement = Math.Max(ProduceAtFrameIncrement - 5, 100);
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InitializeSovietFactories(barrack1, sovietrally.Location);
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BuildSovietUnits(factory, barrack1);
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}
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if (world.FrameNumber == attackAtFrame)
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{
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attackAtFrame += attackAtFrameIncrement;
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attackAtFrameIncrement = Math.Max(attackAtFrameIncrement - 5, 100);
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ManageSovietVehicles();
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if (producing)
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{
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BuildSovietVehicles(sovietentrypoints, sovietrallypoints);
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}
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else
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BuildSovietVehicles(newsovietentrypoints, newsovietrallypoints);
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}
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if (world.FrameNumber == attackTicks)
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{
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SpawnAndAttack(squad, soviets, sovietrally5.Location);
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SpawnAndAttack(squad, soviets, sovietrally6.Location);
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}
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if (world.FrameNumber == attackTicks * 3)
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{
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SpawnFlare(soviets, sovietparadrop3);
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MissionUtils.Paradrop(world, soviets, squad, sovietparadropEntry.Location, sovietparadrop3.Location);
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SpawnAndAttack(squad, soviets, sovietrally2.Location);
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SpawnAndAttack(platoon, soviets, sovietrally5.Location);
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SpawnAndAttack(platoon, soviets, sovietrally6.Location);
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}
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if (world.FrameNumber == attackTicks * 5)
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{
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SpawnFlare(soviets, sovietparadrop2);
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MissionUtils.Paradrop(world, soviets, squad, sovietparadropEntry.Location, sovietparadrop2.Location);
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}
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if (world.FrameNumber == attackTicks * 7)
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{
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SpawnFlare(soviets, sovietparadrop1);
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MissionUtils.Paradrop(world, soviets, squad, sovietparadropEntry.Location, sovietparadrop1.Location);
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}
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if (world.FrameNumber == attackTicks * 10)
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{
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SpawnFlare(soviets, sovietparadrop1);
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MissionUtils.Paradrop(world, soviets, squad, sovietparadropEntry.Location, sovietparadrop1.Location);
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ManageSovietUnits();
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}
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if (world.FrameNumber == attackTicks * 12)
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{
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Sound.Play("reinfor1.aud");
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FrenchReinforcements();
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}
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}
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if (world.FrameNumber == ProduceAtFrame)
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{
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ProduceAtFrame += ProduceAtFrameIncrement;
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ProduceAtFrameIncrement = Math.Max(ProduceAtFrameIncrement - 5, 100);
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InitializeSovietFactories(barrack1, sovietrally.Location);
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BuildSovietUnits(factory, barrack1);
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}
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if (world.FrameNumber == attackAtFrame)
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{
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attackAtFrame += attackAtFrameIncrement;
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attackAtFrameIncrement = Math.Max(attackAtFrameIncrement - 5, 100);
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ManageSovietVehicles();
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if (producing)
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{
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BuildSovietVehicles(sovietentrypoints, sovietrallypoints);
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}
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else
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BuildSovietVehicles(newsovietentrypoints, newsovietrallypoints);
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}
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if (world.FrameNumber == attackTicks)
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{
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SpawnAndAttack(squad, soviets, sovietrally5.Location);
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SpawnAndAttack(squad, soviets, sovietrally6.Location);
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}
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if (world.FrameNumber == attackTicks * 3)
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{
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SpawnFlare(soviets, sovietparadrop3);
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MissionUtils.Paradrop(world, soviets, squad, sovietparadropEntry.Location, sovietparadrop3.Location);
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SpawnAndAttack(squad, soviets, sovietrally2.Location);
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SpawnAndAttack(platoon, soviets, sovietrally5.Location);
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SpawnAndAttack(platoon, soviets, sovietrally6.Location);
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}
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if (world.FrameNumber == attackTicks * 5)
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{
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SpawnFlare(soviets, sovietparadrop2);
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MissionUtils.Paradrop(world, soviets, squad, sovietparadropEntry.Location, sovietparadrop2.Location);
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}
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if (world.FrameNumber == attackTicks * 7)
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{
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SpawnFlare(soviets, sovietparadrop1);
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MissionUtils.Paradrop(world, soviets, squad, sovietparadropEntry.Location, sovietparadrop1.Location);
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}
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if (world.FrameNumber == attackTicks * 10)
|
||||
{
|
||||
SpawnFlare(soviets, sovietparadrop1);
|
||||
MissionUtils.Paradrop(world, soviets, squad, sovietparadropEntry.Location, sovietparadrop1.Location);
|
||||
ManageSovietUnits();
|
||||
}
|
||||
if (world.FrameNumber == attackTicks * 12)
|
||||
{
|
||||
Sound.Play("reinfor1.aud");
|
||||
FrenchReinforcements();
|
||||
}
|
||||
}
|
||||
|
||||
void StartCountDownTimer()
|
||||
{
|
||||
Sound.Play("timergo1.aud");
|
||||
survivalTimer = new CountdownTimer(timerTicks, CountDownTimerExpired, true);
|
||||
survivalTimerWidget = new CountdownTimerWidget(survivalTimer, "Time Until Soviet Reinforcements Arrive: {0}");
|
||||
Ui.Root.AddChild(survivalTimerWidget);
|
||||
}
|
||||
void StartCountDownTimer()
|
||||
{
|
||||
Sound.Play("timergo1.aud");
|
||||
survivalTimer = new CountdownTimer(timerTicks, CountDownTimerExpired, true);
|
||||
survivalTimerWidget = new CountdownTimerWidget(survivalTimer, "Time Until Soviet Reinforcements Arrive: {0}");
|
||||
Ui.Root.AddChild(survivalTimerWidget);
|
||||
}
|
||||
|
||||
void CountDownTimerExpired(CountdownTimer countDownTimer)
|
||||
{
|
||||
survivalTimerWidget.Visible = false;
|
||||
Message("The Soviet reinforcements are approuching!");
|
||||
BuildSovietVehicles(newsovietentrypoints, newsovietrallypoints);
|
||||
FinalAttack();
|
||||
producing = false;
|
||||
objectives[maintainPresenceID].Status = ObjectiveStatus.Completed;
|
||||
objectives[destroySovietsID].Status = ObjectiveStatus.InProgress;
|
||||
OnObjectivesUpdated(true);
|
||||
}
|
||||
void CountDownTimerExpired(CountdownTimer countDownTimer)
|
||||
{
|
||||
survivalTimerWidget.Visible = false;
|
||||
Message("The Soviet reinforcements are approuching!");
|
||||
BuildSovietVehicles(newsovietentrypoints, newsovietrallypoints);
|
||||
FinalAttack();
|
||||
producing = false;
|
||||
objectives[maintainPresenceID].Status = ObjectiveStatus.Completed;
|
||||
objectives[destroySovietsID].Status = ObjectiveStatus.InProgress;
|
||||
OnObjectivesUpdated(true);
|
||||
}
|
||||
|
||||
void InitializeSovietFactories(Actor tent, CPos rally)
|
||||
{
|
||||
if (tent.IsInWorld && !tent.IsDead())
|
||||
{
|
||||
var sbrp = tent.Trait<RallyPoint>();
|
||||
sbrp.rallyPoint = rally;
|
||||
sbrp.nearEnough = 6;
|
||||
}
|
||||
}
|
||||
void InitializeSovietFactories(Actor tent, CPos rally)
|
||||
{
|
||||
if (tent.IsInWorld && !tent.IsDead())
|
||||
{
|
||||
var sbrp = tent.Trait<RallyPoint>();
|
||||
sbrp.rallyPoint = rally;
|
||||
sbrp.nearEnough = 6;
|
||||
}
|
||||
}
|
||||
|
||||
void BuildSovietUnit(string category, string unit)
|
||||
{
|
||||
var queueTent = MissionUtils.FindQueues(world, soviets, category).FirstOrDefault(q => q.CurrentItem() == null);
|
||||
if (queueTent == null) return;
|
||||
queueTent.ResolveOrder(queueTent.self, Order.StartProduction(queueTent.self, unit, 1));
|
||||
}
|
||||
void BuildSovietUnit(string category, string unit)
|
||||
{
|
||||
var queueTent = MissionUtils.FindQueues(world, soviets, category).FirstOrDefault(q => q.CurrentItem() == null);
|
||||
if (queueTent == null) return;
|
||||
queueTent.ResolveOrder(queueTent.self, Order.StartProduction(queueTent.self, unit, 1));
|
||||
}
|
||||
|
||||
void BuildSovietUnits(Actor factory, Actor tent)
|
||||
{
|
||||
if (barrack1.IsInWorld && !barrack1.IsDead())
|
||||
{
|
||||
BuildSovietUnit(InfantryQueueName, SovietInfantry.Random(world.SharedRandom));
|
||||
}
|
||||
}
|
||||
void BuildSovietUnits(Actor factory, Actor tent)
|
||||
{
|
||||
if (barrack1.IsInWorld && !barrack1.IsDead())
|
||||
{
|
||||
BuildSovietUnit(InfantryQueueName, SovietInfantry.Random(world.SharedRandom));
|
||||
}
|
||||
}
|
||||
|
||||
void ManageSovietUnits()
|
||||
{
|
||||
var units = world.FindAliveCombatantActorsInCircle(sovietrally.CenterLocation, 3)
|
||||
.Where(u => u.IsIdle && u.HasTrait<IMove>() && u.HasTrait<AttackBase>() && u.Owner == soviets);
|
||||
if (units.Count() >= sovietAttackGroupSize)
|
||||
{
|
||||
foreach (var unit in units)
|
||||
{
|
||||
var route = world.SharedRandom.Next(sovietrallypoints.Length);
|
||||
unit.QueueActivity(new Move.Move(sovietrally3.Location));
|
||||
unit.QueueActivity(new Wait(300));
|
||||
unit.QueueActivity(new Move.Move(sovietrallypoints[route]));
|
||||
AttackNearestAlliedActor(unit);
|
||||
}
|
||||
}
|
||||
}
|
||||
void ManageSovietUnits()
|
||||
{
|
||||
var units = world.FindAliveCombatantActorsInCircle(sovietrally.CenterLocation, 3)
|
||||
.Where(u => u.IsIdle && u.HasTrait<IMove>() && u.HasTrait<AttackBase>() && u.Owner == soviets);
|
||||
if (units.Count() >= sovietAttackGroupSize)
|
||||
{
|
||||
foreach (var unit in units)
|
||||
{
|
||||
var route = world.SharedRandom.Next(sovietrallypoints.Length);
|
||||
unit.QueueActivity(new Move.Move(sovietrally3.Location));
|
||||
unit.QueueActivity(new Wait(300));
|
||||
unit.QueueActivity(new Move.Move(sovietrallypoints[route]));
|
||||
AttackNearestAlliedActor(unit);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void BuildSovietVehicles(CPos[] spawnpoints, CPos[] rallypoints)
|
||||
{
|
||||
var route = world.SharedRandom.Next(spawnpoints.Length);
|
||||
var spawnPoint = spawnpoints[route];
|
||||
var rally = world.SharedRandom.Next(rallypoints.Length);
|
||||
var rallyPoint = rallypoints[rally];
|
||||
var unit = world.CreateActor(SovietVehicles.Random(world.SharedRandom),
|
||||
new TypeDictionary
|
||||
void BuildSovietVehicles(CPos[] spawnpoints, CPos[] rallypoints)
|
||||
{
|
||||
var route = world.SharedRandom.Next(spawnpoints.Length);
|
||||
var spawnPoint = spawnpoints[route];
|
||||
var rally = world.SharedRandom.Next(rallypoints.Length);
|
||||
var rallyPoint = rallypoints[rally];
|
||||
var unit = world.CreateActor(SovietVehicles.Random(world.SharedRandom),
|
||||
new TypeDictionary
|
||||
{
|
||||
new LocationInit(spawnPoint),
|
||||
new OwnerInit(soviets)
|
||||
});
|
||||
unit.QueueActivity(new AttackMove.AttackMoveActivity(unit, new Move.Move(rallyPoint, 3)));
|
||||
}
|
||||
unit.QueueActivity(new AttackMove.AttackMoveActivity(unit, new Move.Move(rallyPoint, 3)));
|
||||
}
|
||||
|
||||
void ManageSovietVehicles()
|
||||
{
|
||||
foreach (var rallyPoint in sovietrallypoints)
|
||||
{
|
||||
var units = world.FindAliveCombatantActorsInCircle(Util.CenterOfCell(rallyPoint), 10)
|
||||
.Where(u => u.IsIdle && u.HasTrait<Mobile>() && u.HasTrait<AttackBase>() && u.Owner == soviets);
|
||||
if (units.Count() >= SovietGroupSize)
|
||||
{
|
||||
foreach (var unit in units)
|
||||
AttackNearestAlliedActor(unit);
|
||||
}
|
||||
}
|
||||
void ManageSovietVehicles()
|
||||
{
|
||||
foreach (var rallyPoint in sovietrallypoints)
|
||||
{
|
||||
var units = world.FindAliveCombatantActorsInCircle(Util.CenterOfCell(rallyPoint), 10)
|
||||
.Where(u => u.IsIdle && u.HasTrait<Mobile>() && u.HasTrait<AttackBase>() && u.Owner == soviets);
|
||||
if (units.Count() >= SovietGroupSize)
|
||||
{
|
||||
foreach (var unit in units)
|
||||
AttackNearestAlliedActor(unit);
|
||||
}
|
||||
}
|
||||
|
||||
var scatteredUnits = world.Actors.Where(u => u.IsInWorld && !u.IsDead() && u.HasTrait<Mobile>() && u.IsIdle && u.Owner == soviets)
|
||||
.Except(world.WorldActor.Trait<SpawnMapActors>().Actors.Values)
|
||||
.Except(sovietrallypoints.SelectMany(rp => world.FindAliveCombatantActorsInCircle(Util.CenterOfCell(rp), 10)));
|
||||
var scatteredUnits = world.Actors.Where(u => u.IsInWorld && !u.IsDead() && u.HasTrait<Mobile>() && u.IsIdle && u.Owner == soviets)
|
||||
.Except(world.WorldActor.Trait<SpawnMapActors>().Actors.Values)
|
||||
.Except(sovietrallypoints.SelectMany(rp => world.FindAliveCombatantActorsInCircle(Util.CenterOfCell(rp), 10)));
|
||||
|
||||
foreach (var unit in scatteredUnits)
|
||||
AttackNearestAlliedActor(unit);
|
||||
}
|
||||
|
||||
bool producing = true;
|
||||
foreach (var unit in scatteredUnits)
|
||||
AttackNearestAlliedActor(unit);
|
||||
}
|
||||
|
||||
bool producing = true;
|
||||
|
||||
public void WorldLoaded(World w)
|
||||
{
|
||||
world = w;
|
||||
allies = w.Players.SingleOrDefault(p => p.InternalName == "Allies");
|
||||
if (allies != null)
|
||||
{
|
||||
ProduceAtFrame = 300;
|
||||
ProduceAtFrameIncrement = 300;
|
||||
attackAtFrame = 450;
|
||||
attackAtFrameIncrement = 450;
|
||||
}
|
||||
soviets = w.Players.Single(p => p.InternalName == "Soviets");
|
||||
var actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
|
||||
sovietEntry1 = actors["SovietEntry1"];
|
||||
sovietEntry2 = actors["SovietEntry2"];
|
||||
sovietEntry3 = actors["SovietEntry3"];
|
||||
sovietentrypoints = new[] { sovietEntry1, sovietEntry2, sovietEntry3 }.Select(p => p.Location).ToArray();
|
||||
sovietrally = actors["SovietRally"];
|
||||
sovietrally1 = actors["SovietRally1"];
|
||||
sovietrally2 = actors["SovietRally2"];
|
||||
sovietrally3 = actors["SovietRally3"];
|
||||
sovietrally4 = actors["SovietRally4"];
|
||||
sovietrally5 = actors["SovietRally5"];
|
||||
sovietrally6 = actors["SovietRally6"];
|
||||
sovietrally8 = actors["SovietRally8"];
|
||||
sovietrallypoints = new[] { sovietrally2, sovietrally4, sovietrally5, sovietrally6 }.Select(p => p.Location).ToArray();
|
||||
alliesbase = actors["AlliesBase"];
|
||||
sovietparadropEntry = actors["SovietParaDropEntry"];
|
||||
sovietparadrop1 = actors["SovietParaDrop1"];
|
||||
sovietparadrop2 = actors["SovietParaDrop2"];
|
||||
sovietparadrop3 = actors["SovietParaDrop3"];
|
||||
barrack1 = actors["barrack1"];
|
||||
factory = actors["Factory"];
|
||||
drum1 = actors["drum1"];
|
||||
drum2 = actors["drum2"];
|
||||
drum3 = actors["drum3"];
|
||||
FranceEntry = actors["FranceEntry"];
|
||||
FranceRally = actors["FranceRally"];
|
||||
FranceparaEntry1 = actors["FranceparaEntry1"];
|
||||
FranceparaEntry2 = actors["FranceparaEntry2"];
|
||||
FranceparaEntry3 = actors["FranceparaEntry3"];
|
||||
newsovietentrypoints = new[] { sovietparadropEntry, sovietEntry3 }.Select(p => p.Location).ToArray();
|
||||
newsovietrallypoints = new[] { sovietrally3, sovietrally4, sovietrally8 }.Select(p => p.Location).ToArray();
|
||||
Game.MoveViewport(alliesbase.Location.ToFloat2());
|
||||
StartCountDownTimer();
|
||||
SetSovietUnitsToDefensiveStance();
|
||||
world.CreateActor(Camera, new TypeDictionary
|
||||
public void WorldLoaded(World w)
|
||||
{
|
||||
world = w;
|
||||
allies = w.Players.SingleOrDefault(p => p.InternalName == "Allies");
|
||||
if (allies != null)
|
||||
{
|
||||
ProduceAtFrame = 300;
|
||||
ProduceAtFrameIncrement = 300;
|
||||
attackAtFrame = 450;
|
||||
attackAtFrameIncrement = 450;
|
||||
}
|
||||
soviets = w.Players.Single(p => p.InternalName == "Soviets");
|
||||
var actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
|
||||
sovietEntry1 = actors["SovietEntry1"];
|
||||
sovietEntry2 = actors["SovietEntry2"];
|
||||
sovietEntry3 = actors["SovietEntry3"];
|
||||
sovietentrypoints = new[] { sovietEntry1, sovietEntry2, sovietEntry3 }.Select(p => p.Location).ToArray();
|
||||
sovietrally = actors["SovietRally"];
|
||||
sovietrally1 = actors["SovietRally1"];
|
||||
sovietrally2 = actors["SovietRally2"];
|
||||
sovietrally3 = actors["SovietRally3"];
|
||||
sovietrally4 = actors["SovietRally4"];
|
||||
sovietrally5 = actors["SovietRally5"];
|
||||
sovietrally6 = actors["SovietRally6"];
|
||||
sovietrally8 = actors["SovietRally8"];
|
||||
sovietrallypoints = new[] { sovietrally2, sovietrally4, sovietrally5, sovietrally6 }.Select(p => p.Location).ToArray();
|
||||
alliesbase = actors["AlliesBase"];
|
||||
sovietparadropEntry = actors["SovietParaDropEntry"];
|
||||
sovietparadrop1 = actors["SovietParaDrop1"];
|
||||
sovietparadrop2 = actors["SovietParaDrop2"];
|
||||
sovietparadrop3 = actors["SovietParaDrop3"];
|
||||
barrack1 = actors["barrack1"];
|
||||
factory = actors["Factory"];
|
||||
drum1 = actors["drum1"];
|
||||
drum2 = actors["drum2"];
|
||||
drum3 = actors["drum3"];
|
||||
FranceEntry = actors["FranceEntry"];
|
||||
FranceRally = actors["FranceRally"];
|
||||
FranceparaEntry1 = actors["FranceparaEntry1"];
|
||||
FranceparaEntry2 = actors["FranceparaEntry2"];
|
||||
FranceparaEntry3 = actors["FranceparaEntry3"];
|
||||
newsovietentrypoints = new[] { sovietparadropEntry, sovietEntry3 }.Select(p => p.Location).ToArray();
|
||||
newsovietrallypoints = new[] { sovietrally3, sovietrally4, sovietrally8 }.Select(p => p.Location).ToArray();
|
||||
Game.MoveViewport(alliesbase.Location.ToFloat2());
|
||||
StartCountDownTimer();
|
||||
SetSovietUnitsToDefensiveStance();
|
||||
world.CreateActor(Camera, new TypeDictionary
|
||||
{
|
||||
new OwnerInit(allies),
|
||||
new LocationInit(sovietrally1.Location),
|
||||
});
|
||||
MissionUtils.PlayMissionMusic();
|
||||
}
|
||||
}
|
||||
MissionUtils.PlayMissionMusic();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user