Tabify lines

This commit is contained in:
ScottNZ
2012-06-20 17:48:03 +12:00
parent b30e4ab432
commit cb3daab5fa

View File

@@ -8,7 +8,6 @@
*/ */
#endregion #endregion
using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Drawing; using System.Drawing;
using System.Linq; using System.Linq;
@@ -20,253 +19,253 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Missions namespace OpenRA.Mods.RA.Missions
{ {
public class Allies01ScriptInfo : TraitInfo<Allies01Script>, Requires<SpawnMapActorsInfo> { } public class Allies01ScriptInfo : TraitInfo<Allies01Script>, Requires<SpawnMapActorsInfo> { }
public class Allies01Script : IWorldLoaded, ITick public class Allies01Script : IWorldLoaded, ITick
{ {
private string[] objectives = private string[] objectives =
{ {
"Find Einstein.", "Find Einstein.",
"Wait for the helicopter and extract Einstein." "Wait for the helicopter and extract Einstein."
}; };
private int currentObjective; private int currentObjective;
private Player allies; private Player allies;
private Player soviets; private Player soviets;
private ISound music; private ISound music;
private Actor insertionLZ; private Actor insertionLZ;
private Actor extractionLZ; private Actor extractionLZ;
private Actor lab; private Actor lab;
private Actor insertionLZEntryPoint; private Actor insertionLZEntryPoint;
private Actor extractionLZEntryPoint; private Actor extractionLZEntryPoint;
private Actor chinookExitPoint; private Actor chinookExitPoint;
private Actor shipSpawnPoint; private Actor shipSpawnPoint;
private Actor shipMovePoint; private Actor shipMovePoint;
private Actor einstein; private Actor einstein;
private Actor einsteinChinook; private Actor einsteinChinook;
private Actor tanya; private Actor tanya;
private Actor attackEntryPoint1; private Actor attackEntryPoint1;
private Actor attackEntryPoint2; private Actor attackEntryPoint2;
private static readonly string[] taunts = { "laugh1.aud", "lefty1.aud", "cmon1.aud", "gotit1.aud" }; private static readonly string[] taunts = { "laugh1.aud", "lefty1.aud", "cmon1.aud", "gotit1.aud" };
private static readonly string[] ships = { "ca", "ca", "ca", "ca" }; private static readonly string[] ships = { "ca", "ca", "ca", "ca" };
private static readonly string[] attackWave = { "e1", "e1", "e1", "e1", "e2", "e2", "e2", "e2", "dog" }; private static readonly string[] attackWave = { "e1", "e1", "e1", "e1", "e2", "e2", "e2", "e2", "dog" };
private int currentAttackWaveFrameNumber = -600; private int currentAttackWaveFrameNumber = -600;
private int currentAttackWave; private int currentAttackWave;
private const int einsteinChinookArrivesAtAttackWave = 5; private const int einsteinChinookArrivesAtAttackWave = 5;
private const int labRange = 5; private const int labRange = 5;
private const string einsteinName = "c1"; private const string einsteinName = "c1";
private const string tanyaName = "e7"; private const string tanyaName = "e7";
private const string chinookName = "tran"; private const string chinookName = "tran";
private void NextObjective() private void NextObjective()
{ {
currentObjective++; currentObjective++;
} }
private void DisplayObjective() private void DisplayObjective()
{ {
Game.AddChatLine(Color.LimeGreen, "Objective", objectives[currentObjective]); Game.AddChatLine(Color.LimeGreen, "Objective", objectives[currentObjective]);
} }
private void MissionFailed(Actor self, string text) private void MissionFailed(Actor self, string text)
{ {
if (allies.WinState != WinState.Undefined) if (allies.WinState != WinState.Undefined)
{ {
return; return;
} }
allies.WinState = WinState.Lost; allies.WinState = WinState.Lost;
Game.AddChatLine(Color.Red, "Mission failed", text); Game.AddChatLine(Color.Red, "Mission failed", text);
foreach (var actor in self.World.Actors.Where(a => a.Owner.InternalName == allies.InternalName)) foreach (var actor in self.World.Actors.Where(a => a.Owner.InternalName == allies.InternalName))
{ {
actor.Kill(actor); actor.Kill(actor);
} }
self.World.LocalShroud.Disabled = true; self.World.LocalShroud.Disabled = true;
} }
private void MissionAccomplished(Actor self, string text) private void MissionAccomplished(Actor self, string text)
{ {
if (allies.WinState != WinState.Undefined) if (allies.WinState != WinState.Undefined)
{ {
return; return;
} }
allies.WinState = WinState.Won; allies.WinState = WinState.Won;
Game.AddChatLine(Color.Blue, "Mission accomplished", text); Game.AddChatLine(Color.Blue, "Mission accomplished", text);
self.World.LocalShroud.Disabled = true; self.World.LocalShroud.Disabled = true;
} }
public void Tick(Actor self) public void Tick(Actor self)
{ {
if (allies.WinState != WinState.Undefined) if (allies.WinState != WinState.Undefined)
{ {
return; return;
} }
// display current objective every so often // display current objective every so often
if (self.World.FrameNumber % 1500 == 1) if (self.World.FrameNumber % 1500 == 1)
{ {
DisplayObjective(); DisplayObjective();
} }
// taunt every so often // taunt every so often
if (self.World.FrameNumber % 1000 == 0) if (self.World.FrameNumber % 1000 == 0)
{ {
Sound.Play(taunts[self.World.SharedRandom.Next(taunts.Length)]); Sound.Play(taunts[self.World.SharedRandom.Next(taunts.Length)]);
} }
// take Tanya to the LZ // take Tanya to the LZ
if (self.World.FrameNumber == 1) if (self.World.FrameNumber == 1)
{ {
FlyTanyaToInsertionLZ(self); FlyTanyaToInsertionLZ(self);
} }
// objectives // objectives
if (currentObjective == 0) if (currentObjective == 0)
{ {
if (AlliesControlLab(self)) if (AlliesControlLab(self))
{ {
SpawnEinsteinAtLab(self); // spawn Einstein once the area is clear SpawnEinsteinAtLab(self); // spawn Einstein once the area is clear
Sound.Play("einok1.aud"); // "Incredible!" - Einstein Sound.Play("einok1.aud"); // "Incredible!" - Einstein
SendShips(self); SendShips(self);
NextObjective(); NextObjective();
DisplayObjective(); DisplayObjective();
} }
if (lab.Destroyed) if (lab.Destroyed)
{ {
MissionFailed(self, "Einstein was killed."); MissionFailed(self, "Einstein was killed.");
} }
} }
else if (currentObjective == 1) else if (currentObjective == 1)
{ {
if (self.World.FrameNumber >= currentAttackWaveFrameNumber + 600) if (self.World.FrameNumber >= currentAttackWaveFrameNumber + 600)
{ {
SendAttackWave(self, attackWave); SendAttackWave(self, attackWave);
currentAttackWave++; currentAttackWave++;
currentAttackWaveFrameNumber = self.World.FrameNumber; currentAttackWaveFrameNumber = self.World.FrameNumber;
if (currentAttackWave == einsteinChinookArrivesAtAttackWave) if (currentAttackWave == einsteinChinookArrivesAtAttackWave)
{ {
FlyToExtractionLZ(self); FlyToExtractionLZ(self);
} }
} }
if (einsteinChinook != null) if (einsteinChinook != null)
{ {
if (einsteinChinook.Trait<Cargo>().Passengers.Contains(einstein)) if (einsteinChinook.Trait<Cargo>().Passengers.Contains(einstein))
{ {
FlyEinsteinFromExtractionLZ(); FlyEinsteinFromExtractionLZ();
} }
if (!self.World.Map.IsInMap(einsteinChinook.Location) && !einstein.IsInWorld) if (!self.World.Map.IsInMap(einsteinChinook.Location) && !einstein.IsInWorld)
{ {
MissionAccomplished(self, "Einstein was rescued."); MissionAccomplished(self, "Einstein was rescued.");
} }
} }
if (einstein.Destroyed) if (einstein.Destroyed)
{ {
MissionFailed(self, "Einstein was killed."); MissionFailed(self, "Einstein was killed.");
} }
} }
if (tanya.Destroyed) if (tanya.Destroyed)
{ {
MissionFailed(self, "Tanya was killed."); MissionFailed(self, "Tanya was killed.");
} }
} }
private void SendAttackWave(Actor self, IEnumerable<string> wave) private void SendAttackWave(Actor self, IEnumerable<string> wave)
{ {
foreach (var unit in wave) foreach (var unit in wave)
{ {
var spawnActor = self.World.SharedRandom.Next(2) == 0 ? attackEntryPoint1 : attackEntryPoint2; var spawnActor = self.World.SharedRandom.Next(2) == 0 ? attackEntryPoint1 : attackEntryPoint2;
var targetActor = self.World.SharedRandom.Next(2) == 0 ? einstein : tanya; var targetActor = self.World.SharedRandom.Next(2) == 0 ? einstein : tanya;
var actor = self.World.CreateActor(unit, new TypeDictionary { new OwnerInit(soviets), new LocationInit(spawnActor.Location) }); var actor = self.World.CreateActor(unit, new TypeDictionary { new OwnerInit(soviets), new LocationInit(spawnActor.Location) });
actor.QueueActivity(new Attack(Target.FromActor(targetActor), 2)); actor.QueueActivity(new Attack(Target.FromActor(targetActor), 2));
} }
} }
private IEnumerable<Actor> UnitsNearActor(Actor self, Actor actor, int range) private IEnumerable<Actor> UnitsNearActor(Actor self, Actor actor, int range)
{ {
return self.World.FindUnitsInCircle(actor.CenterLocation, Game.CellSize * range) return self.World.FindUnitsInCircle(actor.CenterLocation, Game.CellSize * range)
.Where(a => a.IsInWorld && a != self.World.WorldActor && !a.Destroyed && a.HasTrait<IMove>() && !a.Owner.NonCombatant); .Where(a => a.IsInWorld && a != self.World.WorldActor && !a.Destroyed && a.HasTrait<IMove>() && !a.Owner.NonCombatant);
} }
private bool AlliesControlLab(Actor self) private bool AlliesControlLab(Actor self)
{ {
var units = UnitsNearActor(self, lab, labRange); var units = UnitsNearActor(self, lab, labRange);
return units.Count() >= 1 && units.All(a => a.Owner == allies); return units.Count() >= 1 && units.All(a => a.Owner == allies);
} }
private void SpawnEinsteinAtLab(Actor self) private void SpawnEinsteinAtLab(Actor self)
{ {
einstein = self.World.CreateActor(einsteinName, new TypeDictionary { new OwnerInit(allies), new LocationInit(lab.Location) }); einstein = self.World.CreateActor(einsteinName, new TypeDictionary { new OwnerInit(allies), new LocationInit(lab.Location) });
} }
private void SendShips(Actor self) private void SendShips(Actor self)
{ {
for (int i = 0; i < ships.Length; i++) for (int i = 0; i < ships.Length; i++)
{ {
var actor = self.World.CreateActor(ships[i], var actor = self.World.CreateActor(ships[i],
new TypeDictionary { new OwnerInit(allies), new LocationInit(shipSpawnPoint.Location + new int2(i * 2, 0)) }); new TypeDictionary { new OwnerInit(allies), new LocationInit(shipSpawnPoint.Location + new int2(i * 2, 0)) });
actor.QueueActivity(new Move.Move(shipMovePoint.Location + new int2(i * 4, 0))); actor.QueueActivity(new Move.Move(shipMovePoint.Location + new int2(i * 4, 0)));
} }
} }
private void FlyEinsteinFromExtractionLZ() private void FlyEinsteinFromExtractionLZ()
{ {
einsteinChinook.QueueActivity(new Wait(150)); einsteinChinook.QueueActivity(new Wait(150));
einsteinChinook.QueueActivity(new HeliFly(chinookExitPoint.CenterLocation)); einsteinChinook.QueueActivity(new HeliFly(chinookExitPoint.CenterLocation));
einsteinChinook.QueueActivity(new RemoveSelf()); einsteinChinook.QueueActivity(new RemoveSelf());
} }
private void FlyToExtractionLZ(Actor self) private void FlyToExtractionLZ(Actor self)
{ {
einsteinChinook = self.World.CreateActor(chinookName, new TypeDictionary { new OwnerInit(allies), new LocationInit(extractionLZEntryPoint.Location) }); einsteinChinook = self.World.CreateActor(chinookName, new TypeDictionary { new OwnerInit(allies), new LocationInit(extractionLZEntryPoint.Location) });
einsteinChinook.QueueActivity(new HeliFly(extractionLZ.CenterLocation)); einsteinChinook.QueueActivity(new HeliFly(extractionLZ.CenterLocation));
einsteinChinook.QueueActivity(new Turn(0)); einsteinChinook.QueueActivity(new Turn(0));
einsteinChinook.QueueActivity(new HeliLand(true)); einsteinChinook.QueueActivity(new HeliLand(true));
} }
private void FlyTanyaToInsertionLZ(Actor self) private void FlyTanyaToInsertionLZ(Actor self)
{ {
tanya = self.World.CreateActor(false, tanyaName, new TypeDictionary { new OwnerInit(allies) }); tanya = self.World.CreateActor(false, tanyaName, new TypeDictionary { new OwnerInit(allies) });
var chinook = self.World.CreateActor(chinookName, new TypeDictionary { new OwnerInit(allies), new LocationInit(insertionLZEntryPoint.Location) }); var chinook = self.World.CreateActor(chinookName, new TypeDictionary { new OwnerInit(allies), new LocationInit(insertionLZEntryPoint.Location) });
chinook.Trait<Cargo>().Load(chinook, tanya); chinook.Trait<Cargo>().Load(chinook, tanya);
// use CenterLocation for HeliFly, Location for Move // use CenterLocation for HeliFly, Location for Move
chinook.QueueActivity(new HeliFly(insertionLZ.CenterLocation)); chinook.QueueActivity(new HeliFly(insertionLZ.CenterLocation));
chinook.QueueActivity(new Turn(0)); chinook.QueueActivity(new Turn(0));
chinook.QueueActivity(new HeliLand(true)); chinook.QueueActivity(new HeliLand(true));
chinook.QueueActivity(new UnloadCargo()); chinook.QueueActivity(new UnloadCargo());
chinook.QueueActivity(new CallFunc(() => Sound.Play("laugh1.aud"))); chinook.QueueActivity(new CallFunc(() => Sound.Play("laugh1.aud")));
chinook.QueueActivity(new Wait(150)); chinook.QueueActivity(new Wait(150));
chinook.QueueActivity(new HeliFly(chinookExitPoint.CenterLocation)); chinook.QueueActivity(new HeliFly(chinookExitPoint.CenterLocation));
chinook.QueueActivity(new RemoveSelf()); chinook.QueueActivity(new RemoveSelf());
} }
public void WorldLoaded(World w) public void WorldLoaded(World w)
{ {
allies = w.Players.Single(p => p.InternalName == "Allies"); allies = w.Players.Single(p => p.InternalName == "Allies");
soviets = w.Players.Single(p => p.InternalName == "Soviets"); soviets = w.Players.Single(p => p.InternalName == "Soviets");
var actors = w.WorldActor.Trait<SpawnMapActors>().Actors; var actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
insertionLZ = actors["InsertionLZ"]; insertionLZ = actors["InsertionLZ"];
extractionLZ = actors["ExtractionLZ"]; extractionLZ = actors["ExtractionLZ"];
lab = actors["Lab"]; lab = actors["Lab"];
insertionLZEntryPoint = actors["InsertionLZEntryPoint"]; insertionLZEntryPoint = actors["InsertionLZEntryPoint"];
chinookExitPoint = actors["ChinookExitPoint"]; chinookExitPoint = actors["ChinookExitPoint"];
extractionLZEntryPoint = actors["ExtractionLZEntryPoint"]; extractionLZEntryPoint = actors["ExtractionLZEntryPoint"];
shipSpawnPoint = actors["ShipSpawnPoint"]; shipSpawnPoint = actors["ShipSpawnPoint"];
shipMovePoint = actors["ShipMovePoint"]; shipMovePoint = actors["ShipMovePoint"];
attackEntryPoint1 = actors["SovietAttackEntryPoint1"]; attackEntryPoint1 = actors["SovietAttackEntryPoint1"];
attackEntryPoint2 = actors["SovietAttackEntryPoint2"]; attackEntryPoint2 = actors["SovietAttackEntryPoint2"];
music = Sound.Play("hell226m.aud"); // Hell March music = Sound.Play("hell226m.aud"); // Hell March
Game.ConnectionStateChanged += StopMusic; Game.ConnectionStateChanged += StopMusic;
} }
private void StopMusic(OrderManager orderManager) private void StopMusic(OrderManager orderManager)
{ {
if (!orderManager.GameStarted) if (!orderManager.GameStarted)
{ {
Sound.StopSound(music); Sound.StopSound(music);
Game.ConnectionStateChanged -= StopMusic; Game.ConnectionStateChanged -= StopMusic;
} }
} }
} }
} }