Start scripting the cnc shellmap.
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87
OpenRA.Mods.Cnc/Missions/CncShellmapScript.cs
Executable file
87
OpenRA.Mods.Cnc/Missions/CncShellmapScript.cs
Executable file
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see LICENSE.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using OpenRA.Mods.RA.Air;
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using OpenRA.Traits;
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using OpenRA.FileFormats;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Mods.RA.Move;
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namespace OpenRA.Mods.RA
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{
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class CncShellmapScriptInfo : TraitInfo<CncShellmapScript> { }
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class CncShellmapScript: IWorldLoaded, ITick
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{
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Dictionary<string, Actor> Actors;
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static int2 ViewportOrigin;
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Map Map;
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public void WorldLoaded(World w)
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{
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Map = w.Map;
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var b = w.Map.Bounds;
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ViewportOrigin = new int2(b.Left + b.Width/2, b.Top + b.Height/2);
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Game.MoveViewport(ViewportOrigin);
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Actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
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Sound.SoundVolumeModifier = 0.25f;
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}
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int ticks = 0;
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float speed = 4f;
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public void Tick(Actor self)
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{
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var loc = new float2(
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(float)(-System.Math.Sin((ticks + 45) % (360f * speed) * (Math.PI / 180) * 1f / speed) * 15f + ViewportOrigin.X),
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(float)(0.4f*System.Math.Cos((ticks + 45) % (360f * speed) * (Math.PI / 180) * 1f / speed) * 10f + ViewportOrigin.Y));
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Game.MoveViewport(loc);
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if (ticks == 0)
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{
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var w = Map.Waypoints;
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LoopTrack(Actors["boat1"], w["tl1"], w["tr1"]);
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LoopTrack(Actors["boat3"], w["tl1"], w["tr1"]);
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LoopTrack(Actors["boat2"], w["tl3"], w["tr3"]);
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LoopTrack(Actors["boat4"], w["tl3"], w["tr3"]);
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CreateUnitsInTransport(Actors["lst1"], new string[] {"htnk"});
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CreateUnitsInTransport(Actors["lst2"], new string[] {"mcv"});
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CreateUnitsInTransport(Actors["lst3"], new string[] {"htnk"});
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LoopTrack(Actors["lst1"], w["tl2"], w["tr2"]);
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LoopTrack(Actors["lst2"], w["tl2"], w["tr2"]);
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LoopTrack(Actors["lst3"], w["tl2"], w["tr2"]);
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}
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ticks++;
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}
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void CreateUnitsInTransport(Actor transport, string[] cargo)
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{
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var f = transport.Trait<IFacing>();
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var c = transport.Trait<Cargo>();
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foreach (var i in cargo)
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c.Load(transport, transport.World.CreateActor(false, i.ToLowerInvariant(), new TypeDictionary
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{
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new OwnerInit( transport.Owner ),
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new FacingInit( f.Facing ),
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}));
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}
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void LoopTrack(Actor self, int2 left, int2 right)
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{
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var mobile = self.Trait<Mobile>();
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self.QueueActivity(mobile.ScriptedMove(left));
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self.QueueActivity(new Teleport(right));
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self.QueueActivity(new CallFunc(() => LoopTrack(self,left,right)));
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}
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}
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}
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