Only send the heavy tank on the last wave, this is the first mission after all
This commit is contained in:
@@ -19,251 +19,253 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Missions
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{
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public class Allies01ScriptInfo : TraitInfo<Allies01Script>, Requires<SpawnMapActorsInfo> { }
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public class Allies01ScriptInfo : TraitInfo<Allies01Script>, Requires<SpawnMapActorsInfo> { }
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public class Allies01Script : IWorldLoaded, ITick
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{
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private static readonly string[] objectives =
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public class Allies01Script : IWorldLoaded, ITick
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{
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private static readonly string[] objectives =
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{
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"Find Einstein.",
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"Wait for the helicopter and extract Einstein."
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};
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private int currentObjective;
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private int currentObjective;
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private Player allies;
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private Player soviets;
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private Player allies;
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private Player soviets;
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private ISound music;
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private ISound music;
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private Actor insertionLZ;
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private Actor extractionLZ;
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private Actor lab;
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private Actor insertionLZEntryPoint;
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private Actor extractionLZEntryPoint;
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private Actor chinookExitPoint;
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private Actor shipSpawnPoint;
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private Actor shipMovePoint;
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private Actor einstein;
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private Actor einsteinChinook;
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private Actor tanya;
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private Actor attackEntryPoint1;
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private Actor attackEntryPoint2;
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private Actor insertionLZ;
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private Actor extractionLZ;
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private Actor lab;
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private Actor insertionLZEntryPoint;
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private Actor extractionLZEntryPoint;
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private Actor chinookExitPoint;
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private Actor shipSpawnPoint;
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private Actor shipMovePoint;
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private Actor einstein;
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private Actor einsteinChinook;
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private Actor tanya;
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private Actor attackEntryPoint1;
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private Actor attackEntryPoint2;
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private static readonly string[] taunts = { "laugh1.aud", "lefty1.aud", "cmon1.aud", "gotit1.aud" };
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private static readonly string[] taunts = { "laugh1.aud", "lefty1.aud", "cmon1.aud", "gotit1.aud" };
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private static readonly string[] ships = { "ca", "ca", "ca", "ca" };
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private static readonly string[] ships = { "ca", "ca", "ca", "ca" };
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private static readonly string[] attackWave = { "e1", "e1", "e1", "e1", "e2", "e2", "e2", "e2", "dog", "3tnk" };
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private int currentAttackWaveFrameNumber;
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private int currentAttackWave;
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private const int einsteinChinookArrivesAtAttackWave = 5;
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private static readonly string[] attackWave = { "e1", "e1", "e1", "e1", "e2", "e2", "e2", "e2", "dog" };
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private static readonly string[] lastAttackWaveAddition = { "3tnk" };
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private int currentAttackWaveFrameNumber;
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private int currentAttackWave;
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private const int einsteinChinookArrivesAtAttackWave = 5;
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private const int labRange = 5;
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private const string einsteinName = "c1";
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private const string tanyaName = "e7";
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private const string chinookName = "tran";
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private const string signalFlareName = "flare";
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private const int labRange = 5;
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private const string einsteinName = "c1";
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private const string tanyaName = "e7";
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private const string chinookName = "tran";
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private const string signalFlareName = "flare";
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private void NextObjective()
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{
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currentObjective++;
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}
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private void NextObjective()
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{
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currentObjective++;
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}
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private void DisplayObjective()
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{
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Game.AddChatLine(Color.LimeGreen, "Objective", objectives[currentObjective]);
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Sound.Play("bleep6.aud", 5);
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}
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private void DisplayObjective()
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{
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Game.AddChatLine(Color.LimeGreen, "Objective", objectives[currentObjective]);
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Sound.Play("bleep6.aud", 5);
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}
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private void MissionFailed(Actor self, string text)
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{
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if (allies.WinState != WinState.Undefined)
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{
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return;
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}
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allies.WinState = WinState.Lost;
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Game.AddChatLine(Color.Red, "Mission failed", text);
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self.World.LocalShroud.Disabled = true;
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Sound.Play("misnlst1.aud", 5);
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}
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private void MissionFailed(Actor self, string text)
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{
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if (allies.WinState != WinState.Undefined)
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{
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return;
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}
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allies.WinState = WinState.Lost;
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Game.AddChatLine(Color.Red, "Mission failed", text);
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self.World.LocalShroud.Disabled = true;
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Sound.Play("misnlst1.aud", 5);
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}
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private void MissionAccomplished(Actor self, string text)
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{
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if (allies.WinState != WinState.Undefined)
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{
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return;
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}
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allies.WinState = WinState.Won;
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Game.AddChatLine(Color.Blue, "Mission accomplished", text);
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self.World.LocalShroud.Disabled = true;
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Sound.Play("misnwon1.aud", 5);
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}
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private void MissionAccomplished(Actor self, string text)
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{
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if (allies.WinState != WinState.Undefined)
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{
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return;
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}
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allies.WinState = WinState.Won;
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Game.AddChatLine(Color.Blue, "Mission accomplished", text);
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self.World.LocalShroud.Disabled = true;
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Sound.Play("misnwon1.aud", 5);
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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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{
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return;
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}
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// display current objective every so often
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if (self.World.FrameNumber % 1500 == 1)
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{
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DisplayObjective();
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}
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// taunt every so often
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if (self.World.FrameNumber % 1000 == 0)
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{
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Sound.Play(taunts[self.World.SharedRandom.Next(taunts.Length)]);
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}
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// take Tanya to the LZ
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if (self.World.FrameNumber == 1)
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{
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FlyTanyaToInsertionLZ(self);
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}
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// objectives
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if (currentObjective == 0)
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{
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if (AlliesControlLab(self))
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{
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SpawnSignalFlare(self);
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Sound.Play("flaren1.aud", 5);
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SpawnEinsteinAtLab(self); // spawn Einstein once the area is clear
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Sound.Play("einok1.aud"); // "Incredible!" - Einstein
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SendShips(self);
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NextObjective();
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DisplayObjective();
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currentAttackWaveFrameNumber = self.World.FrameNumber;
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}
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if (lab.Destroyed)
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{
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MissionFailed(self, "Einstein was killed.");
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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 (self.World.FrameNumber >= currentAttackWaveFrameNumber + 600)
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{
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Sound.Play("enmyapp1.aud", 5);
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SendAttackWave(self, attackWave);
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currentAttackWave++;
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currentAttackWaveFrameNumber = self.World.FrameNumber;
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if (currentAttackWave == einsteinChinookArrivesAtAttackWave)
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{
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FlyEinsteinFromExtractionLZ(self);
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}
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}
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if (einsteinChinook != null && !self.World.Map.IsInMap(einsteinChinook.Location) && !einstein.IsInWorld)
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{
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MissionAccomplished(self, "Einstein was rescued.");
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}
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if (einstein.Destroyed)
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{
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MissionFailed(self, "Einstein was killed.");
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}
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}
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if (tanya.Destroyed)
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{
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MissionFailed(self, "Tanya was killed.");
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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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{
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return;
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}
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// display current objective every so often
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if (self.World.FrameNumber % 1500 == 1)
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{
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DisplayObjective();
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}
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// taunt every so often
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if (self.World.FrameNumber % 1000 == 0)
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{
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Sound.Play(taunts[self.World.SharedRandom.Next(taunts.Length)]);
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}
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// take Tanya to the LZ
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if (self.World.FrameNumber == 1)
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{
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FlyTanyaToInsertionLZ(self);
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}
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// objectives
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if (currentObjective == 0)
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{
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if (AlliesControlLab(self))
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{
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SpawnSignalFlare(self);
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Sound.Play("flaren1.aud", 5);
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SpawnEinsteinAtLab(self); // spawn Einstein once the area is clear
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Sound.Play("einok1.aud"); // "Incredible!" - Einstein
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SendShips(self);
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NextObjective();
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DisplayObjective();
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currentAttackWaveFrameNumber = self.World.FrameNumber;
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}
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if (lab.Destroyed)
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{
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MissionFailed(self, "Einstein was killed.");
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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 (self.World.FrameNumber >= currentAttackWaveFrameNumber + 600)
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{
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Sound.Play("enmyapp1.aud", 5);
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SendAttackWave(self, attackWave);
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currentAttackWave++;
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currentAttackWaveFrameNumber = self.World.FrameNumber;
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if (currentAttackWave == einsteinChinookArrivesAtAttackWave)
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{
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SendAttackWave(self, lastAttackWaveAddition);
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FlyEinsteinFromExtractionLZ(self);
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}
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}
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if (einsteinChinook != null && !self.World.Map.IsInMap(einsteinChinook.Location) && !einstein.IsInWorld)
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{
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MissionAccomplished(self, "Einstein was rescued.");
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}
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if (einstein.Destroyed)
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{
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MissionFailed(self, "Einstein was killed.");
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}
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}
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if (tanya.Destroyed)
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{
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MissionFailed(self, "Tanya was killed.");
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}
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}
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private void SpawnSignalFlare(Actor self)
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{
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self.World.CreateActor(signalFlareName, new TypeDictionary { new OwnerInit(allies), new LocationInit(extractionLZ.Location) });
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}
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private void SpawnSignalFlare(Actor self)
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{
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self.World.CreateActor(signalFlareName, new TypeDictionary { new OwnerInit(allies), new LocationInit(extractionLZ.Location) });
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}
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private void SendAttackWave(Actor self, IEnumerable<string> wave)
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{
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foreach (var unit in wave)
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{
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var spawnActor = self.World.SharedRandom.Next(2) == 0 ? attackEntryPoint1 : attackEntryPoint2;
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var actor = self.World.CreateActor(unit, new TypeDictionary { new OwnerInit(soviets), new LocationInit(spawnActor.Location) });
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actor.QueueActivity(new AttackMove.AttackMoveActivity(actor, new Attack(Target.FromActor(einstein), 3))); // better way of doing this?
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}
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}
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private void SendAttackWave(Actor self, IEnumerable<string> wave)
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{
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foreach (var unit in wave)
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{
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var spawnActor = self.World.SharedRandom.Next(2) == 0 ? attackEntryPoint1 : attackEntryPoint2;
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var actor = self.World.CreateActor(unit, new TypeDictionary { new OwnerInit(soviets), new LocationInit(spawnActor.Location) });
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actor.QueueActivity(new AttackMove.AttackMoveActivity(actor, new Attack(Target.FromActor(einstein), 3))); // better way of doing this?
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}
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}
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private IEnumerable<Actor> UnitsNearActor(Actor self, Actor actor, int range)
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{
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return self.World.FindUnitsInCircle(actor.CenterLocation, Game.CellSize * range)
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.Where(a => a.IsInWorld && a != self.World.WorldActor && !a.Destroyed && a.HasTrait<IMove>() && !a.Owner.NonCombatant);
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}
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private IEnumerable<Actor> UnitsNearActor(Actor self, Actor actor, int range)
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{
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return self.World.FindUnitsInCircle(actor.CenterLocation, Game.CellSize * range)
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.Where(a => a.IsInWorld && a != self.World.WorldActor && !a.Destroyed && a.HasTrait<IMove>() && !a.Owner.NonCombatant);
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}
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private bool AlliesControlLab(Actor self)
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{
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var units = UnitsNearActor(self, lab, labRange);
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return units.Any() && units.All(a => a.Owner == allies);
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}
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private bool AlliesControlLab(Actor self)
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{
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var units = UnitsNearActor(self, lab, labRange);
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return units.Any() && units.All(a => a.Owner == allies);
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}
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private void SpawnEinsteinAtLab(Actor self)
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{
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einstein = self.World.CreateActor(einsteinName, new TypeDictionary { new OwnerInit(allies), new LocationInit(lab.Location) });
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}
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private void SpawnEinsteinAtLab(Actor self)
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{
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einstein = self.World.CreateActor(einsteinName, new TypeDictionary { new OwnerInit(allies), new LocationInit(lab.Location) });
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}
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private void SendShips(Actor self)
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{
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for (int i = 0; i < ships.Length; i++)
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{
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var actor = self.World.CreateActor(ships[i],
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new TypeDictionary { new OwnerInit(allies), new LocationInit(shipSpawnPoint.Location + new int2(i * 2, 0)) });
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actor.QueueActivity(new Move.Move(shipMovePoint.Location + new int2(i * 4, 0)));
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}
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}
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private void SendShips(Actor self)
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{
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for (int i = 0; i < ships.Length; i++)
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{
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var actor = self.World.CreateActor(ships[i],
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new TypeDictionary { new OwnerInit(allies), new LocationInit(shipSpawnPoint.Location + new int2(i * 2, 0)) });
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actor.QueueActivity(new Move.Move(shipMovePoint.Location + new int2(i * 4, 0)));
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}
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}
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private void FlyEinsteinFromExtractionLZ(Actor self)
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{
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einsteinChinook = self.World.CreateActor(chinookName, new TypeDictionary { new OwnerInit(allies), new LocationInit(extractionLZEntryPoint.Location) });
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einsteinChinook.QueueActivity(new HeliFly(extractionLZ.CenterLocation));
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einsteinChinook.QueueActivity(new Turn(0));
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einsteinChinook.QueueActivity(new HeliLand(true));
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einsteinChinook.QueueActivity(new WaitFor(() => einsteinChinook.Trait<Cargo>().Passengers.Contains(einstein)));
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einsteinChinook.QueueActivity(new Wait(150));
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einsteinChinook.QueueActivity(new HeliFly(chinookExitPoint.CenterLocation));
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einsteinChinook.QueueActivity(new RemoveSelf());
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}
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private void FlyEinsteinFromExtractionLZ(Actor self)
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{
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einsteinChinook = self.World.CreateActor(chinookName, new TypeDictionary { new OwnerInit(allies), new LocationInit(extractionLZEntryPoint.Location) });
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einsteinChinook.QueueActivity(new HeliFly(extractionLZ.CenterLocation));
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einsteinChinook.QueueActivity(new Turn(0));
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einsteinChinook.QueueActivity(new HeliLand(true));
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einsteinChinook.QueueActivity(new WaitFor(() => einsteinChinook.Trait<Cargo>().Passengers.Contains(einstein)));
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einsteinChinook.QueueActivity(new Wait(150));
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einsteinChinook.QueueActivity(new HeliFly(chinookExitPoint.CenterLocation));
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einsteinChinook.QueueActivity(new RemoveSelf());
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}
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private void FlyTanyaToInsertionLZ(Actor self)
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{
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tanya = self.World.CreateActor(false, tanyaName, new TypeDictionary { new OwnerInit(allies) });
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var chinook = self.World.CreateActor(chinookName, new TypeDictionary { new OwnerInit(allies), new LocationInit(insertionLZEntryPoint.Location) });
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chinook.Trait<Cargo>().Load(chinook, tanya);
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// use CenterLocation for HeliFly, Location for Move
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chinook.QueueActivity(new HeliFly(insertionLZ.CenterLocation));
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chinook.QueueActivity(new Turn(0));
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chinook.QueueActivity(new HeliLand(true));
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chinook.QueueActivity(new UnloadCargo());
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chinook.QueueActivity(new CallFunc(() => Sound.Play("laugh1.aud")));
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chinook.QueueActivity(new Wait(150));
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chinook.QueueActivity(new HeliFly(chinookExitPoint.CenterLocation));
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chinook.QueueActivity(new RemoveSelf());
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}
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private void FlyTanyaToInsertionLZ(Actor self)
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{
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tanya = self.World.CreateActor(false, tanyaName, new TypeDictionary { new OwnerInit(allies) });
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var chinook = self.World.CreateActor(chinookName, new TypeDictionary { new OwnerInit(allies), new LocationInit(insertionLZEntryPoint.Location) });
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chinook.Trait<Cargo>().Load(chinook, tanya);
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// use CenterLocation for HeliFly, Location for Move
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chinook.QueueActivity(new HeliFly(insertionLZ.CenterLocation));
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chinook.QueueActivity(new Turn(0));
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chinook.QueueActivity(new HeliLand(true));
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chinook.QueueActivity(new UnloadCargo());
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chinook.QueueActivity(new CallFunc(() => Sound.Play("laugh1.aud")));
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chinook.QueueActivity(new Wait(150));
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chinook.QueueActivity(new HeliFly(chinookExitPoint.CenterLocation));
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chinook.QueueActivity(new RemoveSelf());
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}
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public void WorldLoaded(World w)
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{
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allies = w.Players.Single(p => p.InternalName == "Allies");
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soviets = w.Players.Single(p => p.InternalName == "Soviets");
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var actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
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insertionLZ = actors["InsertionLZ"];
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extractionLZ = actors["ExtractionLZ"];
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lab = actors["Lab"];
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insertionLZEntryPoint = actors["InsertionLZEntryPoint"];
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chinookExitPoint = actors["ChinookExitPoint"];
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extractionLZEntryPoint = actors["ExtractionLZEntryPoint"];
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shipSpawnPoint = actors["ShipSpawnPoint"];
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shipMovePoint = actors["ShipMovePoint"];
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attackEntryPoint1 = actors["SovietAttackEntryPoint1"];
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attackEntryPoint2 = actors["SovietAttackEntryPoint2"];
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music = Sound.Play("hell226m.aud"); // Hell March
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Game.ConnectionStateChanged += StopMusic;
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}
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public void WorldLoaded(World w)
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{
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allies = w.Players.Single(p => p.InternalName == "Allies");
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soviets = w.Players.Single(p => p.InternalName == "Soviets");
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var actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
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insertionLZ = actors["InsertionLZ"];
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extractionLZ = actors["ExtractionLZ"];
|
||||
lab = actors["Lab"];
|
||||
insertionLZEntryPoint = actors["InsertionLZEntryPoint"];
|
||||
chinookExitPoint = actors["ChinookExitPoint"];
|
||||
extractionLZEntryPoint = actors["ExtractionLZEntryPoint"];
|
||||
shipSpawnPoint = actors["ShipSpawnPoint"];
|
||||
shipMovePoint = actors["ShipMovePoint"];
|
||||
attackEntryPoint1 = actors["SovietAttackEntryPoint1"];
|
||||
attackEntryPoint2 = actors["SovietAttackEntryPoint2"];
|
||||
music = Sound.Play("hell226m.aud"); // Hell March
|
||||
Game.ConnectionStateChanged += StopMusic;
|
||||
}
|
||||
|
||||
private void StopMusic(OrderManager orderManager)
|
||||
{
|
||||
if (!orderManager.GameStarted)
|
||||
{
|
||||
Sound.StopSound(music);
|
||||
Game.ConnectionStateChanged -= StopMusic;
|
||||
}
|
||||
}
|
||||
}
|
||||
private void StopMusic(OrderManager orderManager)
|
||||
{
|
||||
if (!orderManager.GameStarted)
|
||||
{
|
||||
Sound.StopSound(music);
|
||||
Game.ConnectionStateChanged -= StopMusic;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user